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Tip revision: b152eca029b7a2ca8c4f343edf3787a28433435e authored by Eugene Sandulenko on 24 May 2011, 21:39:01 UTC
RELEASE: This is 1.3.0
Tip revision: b152eca
sndres.cpp
/* 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 2
 * 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, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * $URL$
 * $Id$
 *
 */

// Sound resource management class

#include "saga/saga.h"

#include "saga/itedata.h"
#include "saga/resource.h"
#include "saga/sndres.h"
#include "saga/sound.h"

#include "common/file.h"

#include "audio/audiostream.h"
#include "audio/decoders/adpcm.h"
#include "audio/decoders/aiff.h"
#include "audio/decoders/raw.h"
#include "audio/decoders/voc.h"
#include "audio/decoders/wave.h"
#ifdef ENABLE_SAGA2
#include "saga/shorten.h"
#endif

namespace Saga {

#define RID_IHNM_SFX_LUT 265
#define RID_IHNMDEMO_SFX_LUT 222

SndRes::SndRes(SagaEngine *vm) : _vm(vm), _sfxContext(NULL), _voiceContext(NULL), _voiceSerial(-1) {

	// Load sound module resource file contexts
	_sfxContext = _vm->_resource->getContext(GAME_SOUNDFILE);
	if (_sfxContext == NULL) {
		error("SndRes::SndRes resource context not found");
	}

	setVoiceBank(0);

	if (_vm->getGameId() == GID_ITE) {
		_fxTable.resize(ITE_SFXCOUNT);
		for (uint i = 0; i < _fxTable.size(); i++) {
			_fxTable[i].res = ITE_SfxTable[i].res;
			_fxTable[i].vol = ITE_SfxTable[i].vol;
		}
#ifdef ENABLE_IHNM
	} else if (_vm->getGameId() == GID_IHNM) {
		ResourceContext *resourceContext;

		resourceContext = _vm->_resource->getContext(GAME_SOUNDFILE);
		if (resourceContext == NULL) {
			error("Resource::loadGlobalResources() resource context not found");
		}

		ByteArray resourceData;

		if (_vm->isIHNMDemo()) {
			_vm->_resource->loadResource(resourceContext, RID_IHNMDEMO_SFX_LUT, resourceData);
		} else {
			_vm->_resource->loadResource(resourceContext, RID_IHNM_SFX_LUT, resourceData);
		}

		if (resourceData.empty()) {
			error("Sndres::SndRes can't read SfxIDs table");
		}

		_fxTableIDs.resize(resourceData.size() / 2);

		ByteArrayReadStreamEndian metaS(resourceData);
		for (uint i = 0; i < _fxTableIDs.size(); i++) {
			_fxTableIDs[i] = metaS.readSint16LE();
		}
#endif
#ifdef ENABLE_SAGA2
	} else if (_vm->getGameId() == GID_DINO) {
		// TODO
	} else if (_vm->getGameId() == GID_FTA2) {
		// TODO
#endif
	}
}

SndRes::~SndRes() {
}

void SndRes::setVoiceBank(int serial) {
	Common::File *file;
	if (_voiceSerial == serial)
		return;

#ifdef ENABLE_IHNM
	// If we got the Macintosh version of IHNM, just set the voice bank
	// so that we know which voices* subfolder to look for later
	if (_vm->getGameId() == GID_IHNM && _vm->isMacResources()) {
		_voiceSerial = serial;
		// Set a dummy voice context
		_voiceContext = new VoiceResourceContext_RES();
		return;
	}
#endif

	// If there are no voice files present, don't set the voice bank
	if (!_vm->_voiceFilesExist)
		return;

	// Close previous voice bank file
	if (_voiceContext != NULL) {
		file = _voiceContext->getFile(NULL);
		if (file->isOpen()) {
			file->close();
		}
	}

	_voiceSerial = serial;

	_voiceContext = _vm->_resource->getContext(GAME_VOICEFILE, _voiceSerial);
}

void SndRes::playSound(uint32 resourceId, int volume, bool loop) {
	SoundBuffer buffer;

	debug(4, "SndRes::playSound %i", resourceId);

	if (!load(_sfxContext, resourceId, buffer, false)) {
		warning("Failed to load sound");
		return;
	}

	_vm->_sound->playSound(buffer, volume, loop, resourceId);
}

void SndRes::playVoice(uint32 resourceId) {
	SoundBuffer buffer;

	if (!(_vm->_voiceFilesExist))
		return;

	if (_vm->getGameId() == GID_IHNM && !(_vm->_voicesEnabled))
		return;

	debug(4, "SndRes::playVoice %i", resourceId);

	if (!load(_voiceContext, resourceId, buffer, false)) {
		warning("Failed to load voice");
		return;
	}

	_vm->_sound->playVoice(buffer);
}

bool SndRes::load(ResourceContext *context, uint32 resourceId, SoundBuffer &buffer, bool onlyHeader) {
	Audio::AudioStream *voxStream;
	size_t soundResourceLength;
	bool result = false;
	GameSoundTypes resourceType = kSoundPCM;
	byte *data = 0;
	int rate = 0, size = 0;
	Common::File* file;

	if (resourceId == (uint32)-1) {
		return false;
	}

#ifdef ENABLE_IHNM
	//TODO: move to resource_res so we can use normal "getResourceData" and "getFile" methods
	if (_vm->getGameId() == GID_IHNM && _vm->isMacResources()) {
		char soundFileName[40];
		int dirIndex = resourceId / 64;

		if ((context->fileType() & GAME_VOICEFILE) != 0) {
			if (_voiceSerial == 0) {
				sprintf(soundFileName, "Voices/VoicesS/Voices%d/VoicesS%03x", dirIndex, resourceId);
			} else {
				sprintf(soundFileName, "Voices/Voices%d/Voices%d/Voices%d%03x", _voiceSerial, dirIndex, _voiceSerial, resourceId);
			}
		} else {
			sprintf(soundFileName, "SFX/SFX%d/SFX%03x", dirIndex, resourceId);
		}

		file = new Common::File();

		file->open(soundFileName);
		soundResourceLength = file->size();
	} else
#endif
	{
		ResourceData* resourceData = context->getResourceData(resourceId);
		file = context->getFile(resourceData);

		file->seek(resourceData->offset);
		soundResourceLength = resourceData->size;
	}

	Common::SeekableReadStream& readS = *file;
	bool uncompressedSound = false;

	if (soundResourceLength >= 8) {
		byte header[8];

		readS.read(&header, 8);
		readS.seek(readS.pos() - 8);

		if (!memcmp(header, "Creative", 8)) {
			resourceType = kSoundVOC;
		} else if (!memcmp(header, "RIFF", 4) != 0) {
			resourceType = kSoundWAV;
		} else if (!memcmp(header, "FORM", 4) != 0) {
			resourceType = kSoundAIFF;
		} else if (!memcmp(header, "ajkg", 4) != 0) {
			resourceType = kSoundShorten;
		}

		// If patch data exists for sound resource 4 (used in ITE intro), don't treat this sound as compressed
		// Patch data for this resource is in file p2_a.iaf or p2_a.voc
		if (_vm->getGameId() == GID_ITE && resourceId == 4 && context->getResourceData(resourceId)->patchData != NULL)
			uncompressedSound = true;

		// FIXME: Currently, the SFX.RES file in IHNM cannot be compressed
		if (_vm->getGameId() == GID_IHNM && (context->fileType() & GAME_SOUNDFILE))
			uncompressedSound = true;

		if (context->isCompressed() && !uncompressedSound) {
			if (header[0] == char(0)) {
				resourceType = kSoundMP3;
			} else if (header[0] == char(1)) {
				resourceType = kSoundOGG;
			} else if (header[0] == char(2)) {
				resourceType = kSoundFLAC;
			}
		}

	}

	// Default sound type is 16-bit signed PCM, used in ITE by PCM and VOX files
	buffer.isCompressed = context->isCompressed();
	buffer.soundType = resourceType;
	buffer.originalSize = 0;
	// Set default flags and frequency for PCM, VOC and VOX files, which got no header
	buffer.flags = Audio::FLAG_16BITS;
	buffer.frequency = 22050;
	if (_vm->getGameId() == GID_ITE) {
		if (_vm->getFeatures() & GF_8BIT_UNSIGNED_PCM) {	// older ITE demos
			buffer.flags |= Audio::FLAG_UNSIGNED;
			buffer.flags &= ~Audio::FLAG_16BITS;
		} else {
			// Voice files in newer ITE demo versions are OKI ADPCM (VOX) encoded
			if (!uncompressedSound && !scumm_stricmp(context->fileName(), "voicesd.rsc"))
				resourceType = kSoundVOX;
		}
	}
	buffer.buffer = NULL;

	// Check for LE sounds
	if (!context->isBigEndian())
		buffer.flags |= Audio::FLAG_LITTLE_ENDIAN;
	if ((context->fileType() & GAME_VOICEFILE) && (_vm->getFeatures() & GF_LE_VOICES))
		buffer.flags |= Audio::FLAG_LITTLE_ENDIAN;

	// Older Mac versions of ITE were Macbinary packed
	int soundOffset = (context->fileType() & GAME_MACBINARY) ? 36 : 0;

	switch (resourceType) {
	case kSoundPCM:
		buffer.size = soundResourceLength - soundOffset;
		if (!onlyHeader) {
			buffer.buffer = (byte *) malloc(buffer.size);
			if (soundOffset > 0)
				readS.skip(soundOffset);
			readS.read(buffer.buffer, buffer.size);
		}
		result = true;
		break;
	case kSoundVOX:
		buffer.size = soundResourceLength * 4;
		if (!onlyHeader) {
			voxStream = Audio::makeADPCMStream(&readS, DisposeAfterUse::NO, soundResourceLength, Audio::kADPCMOki);
			buffer.buffer = (byte *)malloc(buffer.size);
			voxStream->readBuffer((int16*)buffer.buffer, soundResourceLength * 2);
			delete voxStream;
		}
		result = true;
		break;
	case kSoundWAV:
	case kSoundAIFF:
	case kSoundShorten:
	case kSoundVOC:
		if (resourceType == kSoundWAV) {
			result = Audio::loadWAVFromStream(readS, size, rate, buffer.flags);
		} else if (resourceType == kSoundAIFF) {
			result = Audio::loadAIFFFromStream(readS, size, rate, buffer.flags);
#ifdef ENABLE_SAGA2
		} else if (resourceType == kSoundShorten) {
			result = loadShortenFromStream(readS, size, rate, buffer.flags);
#endif
		} else if (resourceType == kSoundVOC) {
			data = Audio::loadVOCFromStream(readS, size, rate);
			result = (data != NULL);
			if (onlyHeader)
				free(data);
			buffer.flags |= Audio::FLAG_UNSIGNED;
			buffer.flags &= ~Audio::FLAG_16BITS;
			buffer.flags &= ~Audio::FLAG_STEREO;
		}

		if (result) {
			buffer.frequency = rate;
			buffer.size = size;

			if (!onlyHeader) {
				if (resourceType == kSoundVOC) {
					buffer.buffer = data;
				} else {
					buffer.buffer = (byte *)malloc(size);
					readS.read(buffer.buffer, size);
				}
			}
		}
		break;
	case kSoundMP3:
	case kSoundOGG:
	case kSoundFLAC:
		ResourceData *resourceData;
		resourceData = context->getResourceData(resourceId);

		// Read compressed sfx header
		readS.readByte();	// Skip compression identifier byte
		buffer.frequency = readS.readUint16LE();
		buffer.originalSize = readS.readUint32LE();
		if (readS.readByte() == 8)	// read sample bits
			buffer.flags &= ~Audio::FLAG_16BITS;
		if (readS.readByte() != 0)	// read stereo flag
			buffer.flags |= Audio::FLAG_STEREO;

		buffer.size = soundResourceLength;
		buffer.soundType = resourceType;
		buffer.fileOffset = resourceData->offset + 9; // skip compressed sfx header: byte + uint16 + uint32 + byte + byte

		if (!onlyHeader) {
			buffer.buffer = (byte *)malloc(buffer.size);
			readS.read(buffer.buffer, buffer.size);
		}

		result = true;
		break;
	default:
		error("SndRes::load Unknown sound type");
	}


	if (_vm->getGameId() == GID_IHNM && _vm->isMacResources()) {
		delete file;
	}


	// In ITE CD De some voices are absent and contain just 5 bytes header
	// Round it to even number so soundmanager will not crash.
	// See bug #1256701
	buffer.size &= ~(0x1);

	return result;
}

int SndRes::getVoiceLength(uint32 resourceId) {
	double msDouble;
	SoundBuffer buffer;

	if (!(_vm->_voiceFilesExist))
		return -1;

	if (!load(_voiceContext, resourceId, buffer, true)) {
		return -1;
	}

	if (!_voiceContext->isCompressed() || buffer.originalSize == 0)
		msDouble = (double)buffer.size;
	else
		msDouble = (double)buffer.originalSize;

	if (buffer.flags & Audio::FLAG_16BITS)
		msDouble /= 2.0;

	if (buffer.flags & Audio::FLAG_STEREO)
		msDouble /= 2.0;

	msDouble = msDouble / buffer.frequency * 1000.0;
	return (int)msDouble;
}

} // End of namespace Saga
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