/* 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 . * */ #include "engines/myst3/ambient.h" #include "engines/myst3/database.h" #include "engines/myst3/myst3.h" #include "engines/myst3/state.h" #include "engines/myst3/sound.h" namespace Myst3 { Ambient::Ambient(Myst3Engine *vm) : _vm(vm), _cueStartTick(0) { _cueSheet.reset(); } Ambient::~Ambient() { } void Ambient::playCurrentNode(uint32 volume, uint32 fadeOutDelay) { if (!fadeOutDelay) fadeOutDelay = 1; uint32 node = _vm->_state->getLocationNode(); uint32 room = _vm->_state->getLocationRoom(); uint32 age = _vm->_state->getLocationAge(); // Load sound descriptors loadNode(node, room, age); // Adjust volume scaleVolume(volume); // Play sounds applySounds(fadeOutDelay); } void Ambient::scaleVolume(uint32 volume) { for (uint i = 0; i < _sounds.size(); i++) _sounds[i].volume = _sounds[i].volume * volume / 100; } void Ambient::loadNode(uint32 node, uint32 room, uint32 age) { _sounds.clear(); _cueSheet.reset(); if (!node) node = _vm->_state->getLocationNode(); _vm->_state->setAmbiantPreviousFadeOutDelay(_vm->_state->getAmbiantFadeOutDelay()); _scriptAge = age; _scriptRoom = room; _vm->runAmbientScripts(node); if (_sounds.size() == 0) _vm->runAmbientScripts(32766); } void Ambient::addSound(uint32 id, int32 volume, int32 heading, int32 headingAngle, int32 u1, int32 fadeOutDelay) { if (!volume) volume = 1; AmbientSound s; if (volume >= 0) { s.volume = volume; s.volumeFlag = 0; } else { s.volume = -volume; s.volumeFlag = 1; } s.id = id; s.heading = heading; s.headingAngle = headingAngle; s.u1 = u1; s.fadeOutDelay = fadeOutDelay; _sounds.push_back(s); } void Ambient::setCueSheet(uint32 id, int32 volume, int32 heading, int32 headingAngle) { _cueSheet.reset(); if (volume >= 0) { _cueSheet.volume = volume; _cueSheet.volumeFlag = 0; } else { _cueSheet.volume = -volume; _cueSheet.volumeFlag = 1; } _cueSheet.id = id; _cueSheet.heading = heading; _cueSheet.headingAngle = headingAngle; } uint16 Ambient::delayForCue(uint32 id) { const AmbientCue &cue = _vm->_db->getAmbientCue(id); // Return a delay in frames inside the bounds return _vm->_rnd->getRandomNumberRng(cue.minFrames, cue.maxFrames); } uint32 Ambient::nextCueSound(uint32 id) { static uint32 lastId = 0; const AmbientCue &cue = _vm->_db->getAmbientCue(id); // Only one sound, no way it can be different from the previous one if (cue.tracks.size() == 1) { return cue.tracks[0]; } // Make sure the new random sound is different from the last one uint32 soundId; do { uint index = _vm->_rnd->getRandomNumber(cue.tracks.size() - 1); soundId = cue.tracks[index]; } while (soundId == lastId); lastId = soundId; return soundId; } void Ambient::updateCue() { if (_cueSheet.id) { if (!_cueStartTick) { _cueStartTick = _vm->_state->getTickCount() + delayForCue(_cueSheet.id); } if (_vm->_state->getTickCount() >= _cueStartTick) { _cueStartTick = 0; uint32 soundId = nextCueSound(_cueSheet.id); uint heading; if (_cueSheet.heading == 32766) { heading = _vm->_rnd->getRandomNumberRng(0, 359); } else { heading = _cueSheet.heading; } _vm->_sound->playCue(soundId, _cueSheet.volume, heading, _cueSheet.headingAngle); } } } void Ambient::applySounds(uint32 fadeOutDelay) { // Reset the random sounds _cueStartTick = 0; if (!_cueSheet.id) { _vm->_sound->stopCue(fadeOutDelay); } // Age all sounds _vm->_sound->age(); // Setup the selected sounds for (uint i = 0; i < _sounds.size(); i++) { const AmbientSound &sound = _sounds[i]; bool existingChannel; SoundChannel *channel = _vm->_sound->getChannelForSound(sound.id, kAmbient, &existingChannel); // The sound was already playing if (!existingChannel) { uint volume = 0; // if (sound.volumeFlag) // TODO: Used in the original volume = sound.volume; channel->play(sound.id, volume, sound.heading, sound.headingAngle, true, kAmbient); } if (channel->_playing) { channel->fade(sound.volume, sound.heading, sound.headingAngle, fadeOutDelay); channel->_age = 0; channel->_ambientFadeOutDelay = sound.fadeOutDelay; } } // Fade out old playing ambient sounds _vm->_sound->fadeOutOldSounds(fadeOutDelay); } } // End of namespace Myst3