scummvm/engines/bladerunner/music.cpp
antoniou79 c9016cb2f2 BLADERUNNER: Notes and minor fixes for sound
Also added a dedicated debugSound channel for debugging

Fixes include closer conformance to original code (for entering/exiting ESPER and VK), and a change in assigning a track slot to a new track with priority equal to the lowest existing (it will now take the place of the old stored track). Also Music::adjustVolume() now takes the target volume as argument and stores it in the track volume field similar to how Music::adjustPan works.
2023-04-24 09:43:51 +03:00

468 lines
17 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "bladerunner/music.h"
#include "bladerunner/audio_mixer.h"
#include "bladerunner/aud_stream.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/game_info.h"
#include "bladerunner/savefile.h"
#include "bladerunner/game_constants.h"
#include "common/timer.h"
namespace BladeRunner {
Music::Music(BladeRunnerEngine *vm) {
_vm = vm;
// _musicVolumeFactorOriginalEngine here sets a percentage to be applied on the music tracks' volume
// before sending them to the audio player.
// This is how the original engine set the volume via the in-game KIA volume slider controls.
// Setting _musicVolumeFactorOriginalEngine to 100, for the purposes ScummVM engine, renders it indifferent,
// so sound volume can be controlled by ScummVM's Global Main Menu / ConfMan/ syncSoundSettings().
_musicVolumeFactorOriginalEngine = BLADERUNNER_ORIGINAL_SETTINGS ? 65 : 100;
reset();
}
Music::~Music() {
stop(0u);
while (isPlaying()) {
// wait for the mixer to finish
}
#if BLADERUNNER_ORIGINAL_BUGS
_vm->getTimerManager()->removeTimerProc(timerCallbackFadeOut);
_vm->getTimerManager()->removeTimerProc(timerCallbackNext);
#else
// probably not really needed, but tidy up anyway
reset();
_vm->_audioMixer->stopAppTimerProc(kAudioMixerAppTimerMusicFadeOut);
_vm->_audioMixer->stopAppTimerProc(kAudioMixerAppTimerMusicNext);
#endif
}
void Music::reset() {
_current.name = "";
_next.name = "";
_channel = -1;
_isPlaying = false;
_isPaused = false;
_current.loop = 0;
_isNextPresent = false;
_data = nullptr;
_stream = nullptr;
}
// volume should be in [0, 100]
// pan should be in [-100, 100]
// A negative (typically -1) value for timePlaySeconds, means "play the whole music track".
bool Music::play(const Common::String &trackName, int volume, int pan, int32 timeFadeInSeconds, int32 timePlaySeconds, int loop, int32 timeFadeOutSeconds) {
//Common::StackLock lock(_mutex);
// TODO Does this mean that when music volume slider is at mute (0) (in the original engine),
// the music track would *not* be "played silently" and would not be loaded nor queued at all?
if (_musicVolumeFactorOriginalEngine <= 0) {
return false;
}
int volumeAdjusted = (volume * _musicVolumeFactorOriginalEngine) / 100; //volumeAdjusted will be in [0, 100]
int volumeStart = volumeAdjusted;
if (timeFadeInSeconds > 0) {
volumeStart = 1;
}
// Queuing mechanism:
// if a music track is already playing, then:
// if the requested track is a different track
// queue it as "next", to play after the current one.
// However, if a "next" track already exists,
// then stop the _current track after 2 seconds (force stop current playing track)
// Also the previous "next" track still gets replaced by the new requested one.
// This can be best tested at Animoid Row, within Hawker's Circle,
// moving from Izo's Pawn Shop to the Bar.
// if the requested track is the same as the currently playing,
// update the loop int value of the _current to the new one
// and adjust its fadeIn and balance/pan
// In both of the above cases, the _current track is not (yet) changed.
if (isPlaying()) {
if (!_current.name.equalsIgnoreCase(trackName)) {
_next.name = trackName;
_next.volume = volume; // Don't store the adjusted volume - This is a "target" volume (before any adjustments from volume sliders or special mode like VK)
_next.pan = pan; // This is a "target" value for the pan (balance)
_next.timeFadeInSeconds = timeFadeInSeconds;
_next.timePlaySeconds = timePlaySeconds;
_next.loop = loop;
_next.timeFadeOutSeconds = timeFadeOutSeconds;
if (_isNextPresent) {
stop(2u);
}
_isNextPresent = true;
} else {
_current.loop = loop;
if (timeFadeInSeconds < 0) {
timeFadeInSeconds = 0;
}
#if BLADERUNNER_ORIGINAL_BUGS
adjustVolume(volumeAdjusted, timeFadeInSeconds);
#else
adjustVolume(volume, timeFadeInSeconds);
#endif // BLADERUNNER_ORIGINAL_BUGS
adjustPan(pan, timeFadeInSeconds);
}
return true;
}
// If we reach here, there is no music track currently playing
// So we load it from the game's resources
_data = getData(trackName);
if (_data == nullptr) {
return false;
}
_stream = new AudStream(_data);
_isNextPresent = false;
uint32 trackLengthInMillis = _stream->getLength();
uint32 secondToStart = 0;
// loop > 1 can only happen in restored content, so no need to check for _vm->_cutContent explicitly here
if (loop > 1 && trackLengthInMillis > 0) {
// start at some point within the first half of the track
if (timePlaySeconds > 0 && trackLengthInMillis/1000 > (uint32)timePlaySeconds) {
secondToStart = _vm->_rnd.getRandomNumberRng(0, MIN(trackLengthInMillis/2000, (trackLengthInMillis/1000 - (uint32)timePlaySeconds)));
} else if (timeFadeOutSeconds >= 0 && trackLengthInMillis/1000 > (uint32)timeFadeOutSeconds) {
secondToStart = _vm->_rnd.getRandomNumberRng(0, MIN(trackLengthInMillis/2000, (trackLengthInMillis/1000 - (uint32)timeFadeOutSeconds)));
}
}
if (secondToStart > 0) {
_stream->startAtSecond(secondToStart);
}
_channel = _vm->_audioMixer->playMusic(_stream, volumeStart, mixerChannelEnded, this, trackLengthInMillis);
if (_channel < 0) {
delete _stream;
_stream = nullptr;
delete[] _data;
_data = nullptr;
return false;
}
if (timeFadeInSeconds > 0) {
#if BLADERUNNER_ORIGINAL_BUGS
adjustVolume(volumeAdjusted, timeFadeInSeconds);
#else
adjustVolume(volume, timeFadeInSeconds);
#endif // BLADERUNNER_ORIGINAL_BUGS
}
_current.name = trackName;
if (timePlaySeconds > 0) {
// Removes any previous fadeout timer and installs a new one.
// Uses the timeFadeOutSeconds value (see Music::fadeOut())
#if BLADERUNNER_ORIGINAL_BUGS
_vm->getTimerManager()->removeTimerProc(timerCallbackFadeOut);
_vm->getTimerManager()->installTimerProc(timerCallbackFadeOut, timePlaySeconds * 1000 * 1000, this, "BladeRunnerMusicFadeoutTimer");
#else
_vm->_audioMixer->stopAppTimerProc(kAudioMixerAppTimerMusicFadeOut);
_vm->_audioMixer->startAppTimerProc(kAudioMixerAppTimerMusicFadeOut, timePlaySeconds * 1000u);
#endif //BLADERUNNER_ORIGINAL_BUGS
} else if (timeFadeOutSeconds > 0) {
#if BLADERUNNER_ORIGINAL_BUGS
_vm->getTimerManager()->removeTimerProc(timerCallbackFadeOut);
_vm->getTimerManager()->installTimerProc(timerCallbackFadeOut, (trackLengthInMillis - timeFadeOutSeconds * 1000) * 1000, this, "BladeRunnerMusicFadeoutTimer");
#else
_vm->_audioMixer->stopAppTimerProc(kAudioMixerAppTimerMusicFadeOut);
_vm->_audioMixer->startAppTimerProc(kAudioMixerAppTimerMusicFadeOut, (trackLengthInMillis - timeFadeOutSeconds * 1000u));
#endif //BLADERUNNER_ORIGINAL_BUGS
}
_isPlaying = true;
_current.volume = volume; // Don't store the adjusted volume - This is a "target" volume (before any adjustments from volume sliders or special mode like VK)
_current.pan = pan; // This is a "target" value for the pan (balance)
_current.timeFadeInSeconds = timeFadeInSeconds;
_current.timePlaySeconds = timePlaySeconds;
_current.loop = loop;
// loop == kMusicLoopPlayOnceRandomStart can only happen in restored content, so no need to check for _vm->_cutContent explicitly here
if (_current.loop == kMusicLoopRepeatRandomStart) {
// loop value to store (and use in next loop) should be kMusicLoopRepeat
_current.loop = kMusicLoopRepeat;
}
_current.timeFadeOutSeconds = timeFadeOutSeconds;
return true;
}
void Music::stop(uint32 delaySeconds) {
Common::StackLock lock(_mutex);
if (_channel < 0) {
return;
}
#if !BLADERUNNER_ORIGINAL_BUGS
// In original game, on queued music was not removed and it started playing after actor left the scene
_isNextPresent = false;
#endif
_current.loop = 0;
_vm->_audioMixer->stop(_channel, 60u * delaySeconds);
}
// adjust() is a public method, and note that it accepts special values for its arguments
// volume should be in [0, 100], with "-1" being a special value for skipping volume adjustment
// pan should be in [-100, 100], with "-101" being a special value for skipping pan (balance) adjustment
void Music::adjust(int volume, int pan, uint32 delaySeconds) {
// value -1 for volume means "do not adjust volume for this music track (while it's playing)"
if (volume != -1) {
#if BLADERUNNER_ORIGINAL_BUGS
adjustVolume((volume * _musicVolumeFactorOriginalEngine)/ 100, delaySeconds);
#else
adjustVolume(volume, delaySeconds);
#endif // BLADERUNNER_ORIGINAL_BUGS
}
// value -101 for pan means "do not adjust pan for this music track (while it's playing)"
if (pan != -101) {
adjustPan(pan, delaySeconds);
}
}
bool Music::isPlaying() {
return _channel >= 0 && _isPlaying;
}
// TODO Evaluate if for ScummVM we can avoid using and modifying _musicVolumeFactorOriginalEngine altogether.
// While we no longer use the original engine's mechanism to set the music tracks' volume
// with the Music::setVolume() public method (when using the in-game KIA volume slider),
// we do use this method as did the original engine to temporarily set the volume levels
// in VK mode.
// volume should be in [0, 100]. If volume < 0 then it's treated as 0, and the track is stopped with 2 seconds fade out.
void Music::setVolume(int volume) {
// Just don't set the _musicVolumeFactorOriginalEngine to a negative value
_musicVolumeFactorOriginalEngine = (volume < 0) ? 0 : volume;
if (_musicVolumeFactorOriginalEngine == 0) {
stop(2u);
} else if (isPlaying()) {
// delay is 2 seconds (multiplied by 60u as expected by AudioMixer::adjustVolume())
_vm->_audioMixer->adjustVolume(_channel, (_current.volume * _musicVolumeFactorOriginalEngine) / 100, 120u);
}
}
int Music::getVolume() const {
return _musicVolumeFactorOriginalEngine;
}
void Music::playSample() {
if (!isPlaying()) {
play(_vm->_gameInfo->getSfxTrack(kSfxMUSVOL8), 100, 0, 2, -1, kMusicLoopPlayOnce, 3);
}
}
void Music::save(SaveFileWriteStream &f) {
f.writeBool(_isNextPresent);
f.writeBool(_isPlaying);
f.writeBool(_isPaused);
f.writeStringSz(_current.name, 13);
f.writeInt(_current.volume);
f.writeInt(_current.pan);
f.writeInt(_current.timeFadeInSeconds);
f.writeInt(_current.timePlaySeconds);
f.writeInt(_current.loop);
f.writeInt(_current.timeFadeOutSeconds);
f.writeStringSz(_next.name, 13);
f.writeInt(_next.volume);
f.writeInt(_next.pan);
f.writeInt(_next.timeFadeInSeconds);
f.writeInt(_next.timePlaySeconds);
f.writeInt(_next.loop);
f.writeInt(_next.timeFadeOutSeconds);
}
void Music::load(SaveFileReadStream &f) {
_isNextPresent = f.readBool();
_isPlaying = f.readBool();
_isPaused = f.readBool();
_current.name = f.readStringSz(13);
_current.volume = f.readInt();
_current.pan = f.readInt();
_current.timeFadeInSeconds = f.readInt();
_current.timePlaySeconds = f.readInt();
_current.loop = f.readInt();
_current.timeFadeOutSeconds = f.readInt();
_next.name = f.readStringSz(13);
_next.volume = f.readInt();
_next.pan = f.readInt();
_next.timeFadeInSeconds = f.readInt();
_next.timePlaySeconds = f.readInt();
_next.loop = f.readInt();
_next.timeFadeOutSeconds = f.readInt();
stop(2u);
if (_isPlaying) {
if (_channel == -1) {
play(_current.name,
_current.volume,
_current.pan,
_current.timeFadeInSeconds,
_current.timePlaySeconds,
_current.loop,
_current.timeFadeOutSeconds);
} else {
_isNextPresent = true;
_next.name = _current.name;
_next.volume = _current.volume;
_next.pan = _current.pan;
_next.timeFadeInSeconds = _current.timeFadeInSeconds;
_next.timePlaySeconds = _current.timePlaySeconds;
_next.loop = _current.loop;
_next.timeFadeOutSeconds = _current.timeFadeOutSeconds;
}
}
}
// volume should be in [0, 100]
#if BLADERUNNER_ORIGINAL_BUGS
void Music::adjustVolume(int adjustedVolume, uint32 delaySeconds) {
// adjustVolume() takes an "adjusted volume" value as an argument
// We don't store that as the target _current.volume. Music::play() stores the proper value
// However, adjustVolume() is called from Music::play() but also from Music::adjust() (called by ScriptBase::Music_Adjust()).
if (_channel >= 0) {
_vm->_audioMixer->adjustVolume(_channel, adjustedVolume, 60u * delaySeconds);
}
}
#else
void Music::adjustVolume(int volume, uint32 delaySeconds) {
// adjustVolume() takes a "target" volume value as an argument
// We store the new volume value as the _current.volume (which is a target volume).
// adjustVolume() is called from Music::play() but also from Music::adjust() (called by ScriptBase::Music_Adjust()).
_current.volume = volume;
if (_channel >= 0) {
_vm->_audioMixer->adjustVolume(_channel, (volume * _musicVolumeFactorOriginalEngine) / 100, 60u * delaySeconds);
}
}
#endif // BLADERUNNER_ORIGINAL_BUGS
// pan should be in [-100, 100]
void Music::adjustPan(int pan, uint32 delaySeconds) {
// adjustPan() is called from Music::play() but also from Music::adjust().
// We store the new pan value here as the _current.pan (which is a target pan).
_current.pan = pan;
if (_channel >= 0) {
_vm->_audioMixer->adjustPan(_channel, pan, 60u * delaySeconds);
}
}
void Music::ended() {
Common::StackLock lock(_mutex);
_isPlaying = false;
_channel = -1;
delete[] _data;
_data = nullptr;
// The timer that checks for a next track is started here.
// When it expires, it should check for queued music (_isNextPresent) or looping music (_current.loop)
#if BLADERUNNER_ORIGINAL_BUGS
_vm->getTimerManager()->installTimerProc(timerCallbackNext, 100 * 1000, this, "BladeRunnerMusicNextTimer");
#else
_vm->_audioMixer->startAppTimerProc(kAudioMixerAppTimerMusicNext, 100u);
#endif // BLADERUNNER_ORIGINAL_BUGS
}
void Music::fadeOut() {
#if BLADERUNNER_ORIGINAL_BUGS
_vm->getTimerManager()->removeTimerProc(timerCallbackFadeOut);
#else
_vm->_audioMixer->stopAppTimerProc(kAudioMixerAppTimerMusicFadeOut);
#endif // BLADERUNNER_ORIGINAL_BUGS
if (_channel >= 0) {
if (_current.timeFadeOutSeconds < 0) {
_current.timeFadeOutSeconds = 0;
}
_vm->_audioMixer->stop(_channel, 60u * _current.timeFadeOutSeconds);
}
}
#if BLADERUNNER_ORIGINAL_BUGS
void Music::timerCallbackFadeOut(void *refCon) {
((Music *)refCon)->fadeOut();
}
void Music::timerCallbackNext(void *refCon) {
((Music *)refCon)->next();
}
void Music::next() {
_vm->getTimerManager()->removeTimerProc(timerCallbackNext);
if (_isNextPresent) {
if (_isPaused) {
// postpone loading the next track (re-arm the BladeRunnerMusicNextTimer timer)
_vm->getTimerManager()->installTimerProc(timerCallbackNext, 2000 * 1000, this, "BladeRunnerMusicNextTimer");
} else {
play(_next.name.c_str(), _next.volume, _next.pan, _next.timeFadeInSeconds, _next.timePlaySeconds, _next.loop, _next.timeFadeOutSeconds);
}
// This should not come after a possible call to play() which could swap the "_current" for the new (_next) track
// Setting the loop to 0 here, would then make the new track non-looping, even if it is supposed to be looping
_current.loop = 0;
} else if (_current.loop) {
play(_current.name.c_str(), _current.volume, _current.pan, _current.timeFadeInSeconds, _current.timePlaySeconds, _current.loop, _current.timeFadeOutSeconds);
}
}
#else
void Music::next() {
_vm->_audioMixer->stopAppTimerProc(kAudioMixerAppTimerMusicNext);
if (_isNextPresent) {
if (_isPaused) {
// postpone loading the next track (re-arm the BladeRunnerMusicNextTimer timer)
_vm->_audioMixer->startAppTimerProc(kAudioMixerAppTimerMusicNext, 2000u);
_current.loop = 0;
} else {
_current.loop = 0;
play(_next.name.c_str(), _next.volume, _next.pan, _next.timeFadeInSeconds, _next.timePlaySeconds, _next.loop, _next.timeFadeOutSeconds);
}
} else if (_current.loop) {
play(_current.name.c_str(), _current.volume, _current.pan, _current.timeFadeInSeconds, _current.timePlaySeconds, _current.loop, _current.timeFadeOutSeconds);
}
}
#endif // BLADERUNNER_ORIGINAL_BUGS
void Music::mixerChannelEnded(int channel, void *data) {
if (data != nullptr) {
((Music *)data)->ended();
}
}
byte *Music::getData(const Common::String &name) {
// NOTE: This is not part original game, loading data is done in the mixer and its using buffering to limit memory usage
Common::SeekableReadStream *stream = _vm->getResourceStream(_vm->_enhancedEdition ? ("audio/" + name) : name);
if (stream == nullptr) {
return nullptr;
}
uint32 size = stream->size();
byte *data = new byte[size];
stream->read(data, size);
delete stream;
return data;
}
} // End of namespace BladeRunner