scummvm/engines/scumm/soundcd.cpp
2025-01-30 11:13:11 +02:00

490 lines
15 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 "audio/audiostream.h"
#include "common/config-manager.h"
#include "common/timer.h"
#include "engines/engine.h"
#include "scumm/cdda.h"
#include "scumm/music.h"
#include "scumm/scumm.h"
#include "scumm/soundcd.h"
#include "scumm/soundse.h"
namespace Scumm {
SoundCD::SoundCD(ScummEngine *parent, Audio::Mixer *mixer, SoundSE *soundSE, bool useReplacementAudioTracks):
_vm(parent), _mixer(mixer), _soundSE(soundSE), _useReplacementAudioTracks(useReplacementAudioTracks) {
_fileBasedCDStatus.playing = false;
_fileBasedCDStatus.track = 0;
_fileBasedCDStatus.start = 0;
_fileBasedCDStatus.duration = 0;
_fileBasedCDStatus.numLoops = 0;
_fileBasedCDStatus.volume = Audio::Mixer::kMaxChannelVolume;
_fileBasedCDStatus.balance = 0;
_hasFileBasedCDAudio =
(_vm->_game.id == GID_LOOM && Common::File::exists("CDDA.SOU")) ||
((_vm->_game.features & GF_DOUBLEFINE_PAK) && _vm->_game.id == GID_MONKEY);
_loomOvertureTransition = DEFAULT_LOOM_OVERTURE_TRANSITION + ConfMan.getInt("loom_overture_ticks");
_fileBasedCDAudioHandle = new Audio::SoundHandle();
}
SoundCD::~SoundCD() {
stopCDTimer();
stopCD();
delete _fileBasedCDAudioHandle;
}
void SoundCD::stopCDSound(int sound) {
if (sound != 0 && sound == _currentCDSound) {
_currentCDSound = 0;
_musicTimer = 0;
_replacementTrackStartTime = 0;
stopCD();
stopCDTimer();
}
}
void SoundCD::stopAllCDSounds() {
if (_currentCDSound != 0) {
_currentCDSound = 0;
_musicTimer = 0;
_replacementTrackStartTime = 0;
stopCD();
stopCDTimer();
}
}
static void cdTimerHandler(void *refCon) {
SoundCD *snd = (SoundCD *)refCon;
// FIXME: Turn off the timer when it's no longer needed. In theory, it
// should be possible to check with pollCD(), but since CD sound isn't
// properly restarted when reloading a saved game, I don't dare to.
if ((snd->_cdMusicTimerMod++ & 3) == 0) {
snd->_cdMusicTimer++;
}
}
void SoundCD::startCDTimer() {
if (_useReplacementAudioTracks)
return;
// This CD timer implementation strictly follows the original interpreters for
// Monkey Island 1 CD and Loom CD: it works by incrementing _cdMusicTimerMod and _cdMusicTimer
// at each quarter frame (see ScummEngine::setTimerAndShakeFrequency() for what the exact
// frequency rate is for the particular game and engine version being ran).
//
// Again as per the interpreters, VAR_MUSIC_TIMER is then updated inside the SCUMM main loop.
int32 interval = 1000000 / _vm->getTimerFrequency();
// LOOM Steam uses a fixed 240Hz rate. This was probably done to get rid of some
// audio glitches which are confirmed to be in the original. So let's activate this
// fix for the DOS version of LOOM as well, if enhancements are enabled.
if (_vm->_game.id == GID_LOOM && (_hasFileBasedCDAudio || _vm->enhancementEnabled(kEnhMinorBugFixes)))
interval = 1000000 / LOOM_STEAM_CDDA_RATE;
_vm->getTimerManager()->removeTimerProc(&cdTimerHandler);
_vm->getTimerManager()->installTimerProc(&cdTimerHandler, interval, this, "scummCDtimer");
}
void SoundCD::stopCDTimer() {
if (_useReplacementAudioTracks)
return;
_vm->getTimerManager()->removeTimerProc(&cdTimerHandler);
}
int SoundCD::playCDTrackFromSoundID(int soundId) {
int loops = 1;
int start = 0;
int end = 0;
int trackNr = getCDTrackIdFromSoundId(soundId, loops, start, end);
_currentCDSound = soundId;
playCDTrack(trackNr, loops == 0xff ? -1 : loops, start, end <= start ? 0 : end - start);
return trackNr;
}
void SoundCD::playCDTrack(int track, int numLoops, int startFrame, int duration) {
// Reset the music timer variable at the start of a new track
_vm->VAR(_vm->VAR_MUSIC_TIMER) = 0;
_cdMusicTimerMod = 0;
_cdMusicTimer = 0;
// Play it
if (!_soundsPaused)
playCDTrackInternal(track, numLoops, startFrame, duration);
// Start the timer after starting the track. Starting an MP3 track is
// almost instantaneous, but a CD player may take some time. Hopefully
// playCD() will block during that delay.
startCDTimer();
}
void SoundCD::playCDTrackInternal(int track, int numLoops, int startFrame, int duration) {
_fileBasedCDStatus.track = track;
_fileBasedCDStatus.numLoops = numLoops;
_fileBasedCDStatus.start = startFrame;
_fileBasedCDStatus.duration = duration;
if (!_hasFileBasedCDAudio) {
g_system->getAudioCDManager()->play(track, numLoops, startFrame, duration);
} else {
// Stop any currently playing track
_mixer->stopHandle(*_fileBasedCDAudioHandle);
Audio::SeekableAudioStream *stream = nullptr;
if (_vm->_game.id == GID_LOOM) {
stream = makeCDDAStream("CDDA.SOU", DisposeAfterUse::YES);
} else if (_soundSE) {
stream = _soundSE->getAudioStreamFromIndex(track, kSoundSETypeCDAudio);
}
if (!stream)
return;
Audio::Timestamp start = Audio::Timestamp(0, startFrame, 75);
Audio::Timestamp end = Audio::Timestamp(0, startFrame + duration, 75);
_mixer->playStream(Audio::Mixer::kMusicSoundType, _fileBasedCDAudioHandle,
Audio::makeLoopingAudioStream(stream, start, end, (numLoops < 1) ? numLoops + 1 : numLoops));
}
}
void SoundCD::stopCD() {
if (!_hasFileBasedCDAudio)
g_system->getAudioCDManager()->stop();
else
_mixer->stopHandle(*_fileBasedCDAudioHandle);
}
int SoundCD::pollCD() const {
if (!_hasFileBasedCDAudio)
return g_system->getAudioCDManager()->isPlaying();
else
return _mixer->isSoundHandleActive(*_fileBasedCDAudioHandle);
}
void SoundCD::updateCD() {
if (!_hasFileBasedCDAudio)
g_system->getAudioCDManager()->update();
}
AudioCDManager::Status SoundCD::getCDStatus() {
if (!_hasFileBasedCDAudio)
return g_system->getAudioCDManager()->getStatus();
else {
AudioCDManager::Status info = _fileBasedCDStatus;
info.playing = _mixer->isSoundHandleActive(*_fileBasedCDAudioHandle);
return info;
}
}
int SoundCD::getCDTrackIdFromSoundId(int soundId, int &loops, int &start, int &end) {
if (_vm->_game.id == GID_LOOM && _vm->_game.version == 4) {
loops = 0;
start = -1;
return 1;
}
if (soundId != -1 && _vm->getResourceAddress(rtSound, soundId)) {
uint8 *ptr = _vm->getResourceAddress(rtSound, soundId) + 0x18;
int track = ptr[0];
loops = ptr[1];
start = (ptr[2] * 60 + ptr[3]) * 75 + ptr[4];
end = (ptr[5] * 60 + ptr[6]) * 75 + ptr[7];
// Add the user-specified adjustments.
if (_vm->_game.id == GID_MONKEY && track == 17) {
int adjustment = ConfMan.getInt(start == 0 ? "mi1_intro_adjustment" : "mi1_outlook_adjustment");
start += ((75 * adjustment) / 100);
}
return track;
}
loops = 1;
return -1;
}
bool SoundCD::isRolandLoom() const {
return
(_vm->_game.id == GID_LOOM) &&
(_vm->_game.version == 3) &&
(_vm->_game.platform == Common::kPlatformDOS) &&
(_vm->VAR(_vm->VAR_SOUNDCARD) == 4);
}
#define JIFFIES_TO_TICKS(x) (40 * ((double)(x)) / _vm->getTimerFrequency())
#define TICKS_TO_JIFFIES(x) ((double)(x) * (_vm->getTimerFrequency() / 40))
#define TICKS_TO_TIMER(x) ((((x)*204) / _loomOvertureTransition) + 1)
#define TIMER_TO_TICKS(x) ((((x)-1) * _loomOvertureTransition) / 204)
void SoundCD::updateMusicTimer() {
bool isLoomOverture = (isRolandLoom() && _currentCDSound == 56 && !(_vm->_game.features & GF_DEMO));
// If the replacement track has ended, reset the timer to 0 like when
// playing the original music. We make an exception for the Overture,
// since it may need to keep running after the track has ended.
//
// This is also why we can't query the CD audio manager for the current
// position. That, and the fact that the CD manager does not provide
// this information at the time of writing.
if (!pollCD() && !isLoomOverture) {
_currentCDSound = 0;
_musicTimer = 0;
_replacementTrackStartTime = 0;
return;
}
// Time is measured in "ticks", with ten ticks per second. This should
// be exact enough, while providing an easily understandable unit of
// measurement for the adjustment slider.
// The rate at which the timer is advanced is hard-coded for the Loom
// Overture. When playing the original music the rate is apparently
// based on the MIDI tempo of it. But at least for Loom, the Overture
// seems to be the only piece of music where timing matters.
// These are the values the timer will have to reach or exceed for the
// Overture to work correctly:
// 4 - Fade in the "OVERTURE" text
// 198 - Fade down the "OVERTURE" text
// 204 - Show the LucasFilm logo
// 278 - End the Overture
// VAR_TOTAL_TIMER measures time in "jiffies", or frames. This will
// eventually overflow, but I don't expect that to ever be a problem.
int32 now = _vm->VAR(_vm->VAR_TIMER_TOTAL);
int32 ticks = JIFFIES_TO_TICKS(now - _replacementTrackStartTime);
// If the track ends before the timer reaches 198, skip ahead. (If the
// timer didn't even reach 4 you weren't really trying, and must be
// punished for that!)
if (isLoomOverture && !pollCD()) {
int32 fadeDownTick = TIMER_TO_TICKS(198);
if (ticks < fadeDownTick) {
_replacementTrackStartTime = now - TICKS_TO_JIFFIES(fadeDownTick);
ticks = fadeDownTick;
}
}
_musicTimer = TICKS_TO_TIMER(ticks);
// But don't let the timer exceed 278 until the Overture has ended, or
// the music will be cut off.
if (isLoomOverture && pollCD() && _musicTimer >= 278)
_musicTimer = 277;
}
int SoundCD::restoreAfterLoad() {
_musicTimer = 0;
_replacementTrackStartTime = 0;
int trackNr = -1;
int loops = 1;
int start = 0;
int end = 0;
if (!_currentCDSound)
return -1;
if (_useReplacementAudioTracks) {
trackNr = getReplacementAudioTrack(_currentCDSound);
if (trackNr == -1)
return -1;
int32 now = _vm->VAR(_vm->VAR_TIMER_TOTAL);
uint32 frame;
_musicTimer = _vm->VAR(_vm->VAR_MUSIC_TIMER);
// We try to resume the audio track from where it was
// saved. The timer isn't very accurate, but it should
// be good enough.
//
// NOTE: This does not seem to work at the moment, since
// the track immediately gets restarted in the cases I
// tried.
if (_musicTimer > 0) {
int32 ticks = TIMER_TO_TICKS(_musicTimer);
_replacementTrackStartTime = now - TICKS_TO_JIFFIES(ticks);
frame = (75 * ticks) / 10;
} else {
_replacementTrackStartTime = now;
frame = 0;
}
// If the user has fiddled with the Loom overture
// setting, the calculated position could be outside
// the track. But it seems a warning message is as bad
// as it gets.
g_system->getAudioCDManager()->play(trackNr, 1, frame, 0, true);
} else if (_vm->_game.platform != Common::kPlatformFMTowns) {
trackNr = getCDTrackIdFromSoundId(_currentCDSound, loops, start, end);
if (trackNr != -1)
g_system->getAudioCDManager()->play(trackNr, loops, start + _vm->VAR(_vm->VAR_MUSIC_TIMER), 0, true);
}
return trackNr;
}
void SoundCD::restoreCDAudioAfterLoad(AudioCDManager::Status &info) {
if (info.numLoops < 0 && _vm->_game.platform != Common::kPlatformFMTowns) {
// If we are loading, and the music being loaded was supposed to loop
// forever, then resume playing it. This helps a lot when the audio CD
// is used to provide ambient music (see bug #1150).
// FM-Towns versions handle this in Player_Towns_v1::restoreAfterLoad().
playCDTrackInternal(info.track, info.numLoops, info.start, info.duration);
} else if (_vm->_game.id == GID_LOOM && info.start != 0 && info.duration != 0) {
// Reload audio for LOOM CD/Steam. We move the offset forward by a little bit
// to restore the correct sync.
int startOffset = (int)(_vm->VAR(_vm->VAR_MUSIC_TIMER) * 1.25);
_cdMusicTimer = _vm->VAR(_vm->VAR_MUSIC_TIMER);
playCDTrackInternal(info.track, info.numLoops, info.start + startOffset, info.duration - _vm->VAR(_vm->VAR_MUSIC_TIMER));
}
}
bool SoundCD::triggerCDSound(int soundID) {
if (_useReplacementAudioTracks) {
// Note that music does not loop. Probably because it's likely
// to be interrupted by sound effects before it's over anyway.
//
// In the FM Towns version, music does play continuously (each
// track has two versions), probably because CD audio and sound
// effects are played independent of each other. Personally I
// find the game harder when the music is allowed to drown out
// the sound effects.
int trackNr = getReplacementAudioTrack(soundID);
if (trackNr != -1) {
_currentCDSound = soundID;
_replacementTrackStartTime = _vm->VAR(_vm->VAR_TIMER_TOTAL);
_musicTimer = 0;
g_system->getAudioCDManager()->play(trackNr, 1, 0, 0, true);
return true;
}
}
if (_vm->_game.id == GID_LOOM && _vm->_game.platform == Common::kPlatformPCEngine) {
if (soundID >= 13 && soundID <= 32) {
static const char tracks[20] = {3, 4, 5, 7, 6, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 21, 19, 20, 21};
_currentCDSound = soundID;
// The original game had hard-coded lengths for all
// tracks, but this one track is the only one (as far
// as we know) where this actually matters. See bug
// #4914 - LOOM-PCE: Music stops prematurely.
int track = tracks[soundID - 13];
if (track == 6) {
playCDTrack(track, 1, 0, 260);
} else {
playCDTrack(track, 1, 0, 0);
}
} else {
if (_vm->_musicEngine) {
_vm->_musicEngine->startSound(soundID);
}
}
return true;
}
return false;
}
int SoundCD::getReplacementAudioTrack(int soundID) {
int trackNr = -1;
if (_vm->_game.id == GID_LOOM) {
if (_vm->_game.features & GF_DEMO) {
// If I understand correctly, the shorter demo only
// has the Loom intro music. The longer demo has a
// couple of tracks that it will cycle through if
// you leave the demo running.
if (isRolandLoom())
soundID -= 10;
switch (soundID) {
case 19:
trackNr = 2;
break;
case 20:
trackNr = 4;
break;
case 21:
trackNr = 7;
break;
case 23:
trackNr = 8;
break;
case 26:
trackNr = 3;
break;
}
} else {
if (isRolandLoom())
soundID -= 32;
// The first track, the Overture, only exists as a
// Roland track.
if (soundID >= 24 && soundID <= 32) {
trackNr = soundID - 23;
} else if (soundID == 19) {
trackNr = 10;
} else if (soundID == 21) {
trackNr = 11;
}
}
}
if (trackNr != -1 && !_vm->existExtractedCDAudioFiles(trackNr))
trackNr = -1;
return trackNr;
}
void SoundCD::pauseCDSounds(bool pause) {
if ((_vm->_game.features & GF_AUDIOTRACKS) && _vm->VAR_MUSIC_TIMER != 0xFF && _vm->VAR(_vm->VAR_MUSIC_TIMER) > 0) {
if (pause)
stopCDTimer();
else
startCDTimer();
}
}
} // End of namespace Scumm