[Scummvm-cvs-logs] CVS: scummvm/scumm sound.cpp,1.320,1.320.2.1
Max Horn
fingolfin at users.sourceforge.net
Sun Apr 11 05:46:04 CEST 2004
Update of /cvsroot/scummvm/scummvm/scumm
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv4374
Modified Files:
Tag: branch-0-6-0
sound.cpp
Log Message:
Fix for bug #907266 (MI Mac Music Bug)
Index: sound.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/sound.cpp,v
retrieving revision 1.320
retrieving revision 1.320.2.1
diff -u -d -r1.320 -r1.320.2.1
--- sound.cpp 14 Feb 2004 04:12:22 -0000 1.320
+++ sound.cpp 11 Apr 2004 12:32:18 -0000 1.320.2.1
@@ -37,6 +37,7 @@
#include "sound/mp3.h"
#include "sound/voc.h"
#include "sound/vorbis.h"
+#include "sound/flac.h"
namespace Scumm {
@@ -49,13 +50,31 @@
};
-Sound::Sound(ScummEngine *parent) {
- memset(this,0,sizeof(Sound)); // palmos
+Sound::Sound(ScummEngine *parent)
+ :
+ _vm(parent),
+ _soundQuePos(0),
+ _soundQue2Pos(0),
+ _sfxFile(0),
+ _offsetTable(0),
+ _numSoundEffects(0),
+ _soundMode(kVOCMode),
+ _talk_sound_a1(0),
+ _talk_sound_a2(0),
+ _talk_sound_b1(0),
+ _talk_sound_b2(0),
+ _talk_sound_mode(0),
+ _talk_sound_frame(0),
+ _mouthSyncMode(false),
+ _endOfMouthSync(false),
+ _curSoundPos(0),
+ _currentCDSound(0),
+ _soundsPaused(false),
+ _sfxMode(0) {
- _vm = parent;
- _currentCDSound = 0;
-
- _sfxFile = 0;
+ memset(_soundQue, 0, sizeof(_soundQue));
+ memset(_soundQue2, 0, sizeof(_soundQue2));
+ memset(_mouthSyncTimes, 0, sizeof(_mouthSyncTimes));
}
Sound::~Sound() {
@@ -376,7 +395,8 @@
}
else {
- if (_vm->_gameId == GID_MONKEY_VGA || _vm->_gameId == GID_MONKEY_EGA) {
+ if (_vm->_gameId == GID_MONKEY_VGA || _vm->_gameId == GID_MONKEY_EGA
+ || (_vm->_gameId == GID_MONKEY && _vm->_features & GF_MACINTOSH)) {
// Sound is currently not supported at all in the amiga versions of these games
if (_vm->_features & GF_AMIGA) {
int track = -1;
@@ -422,7 +442,7 @@
_talk_sound_mode = 0;
}
- const int act = _vm->talkingActor();
+ const int act = _vm->getTalkingActor();
if ((_sfxMode & 2) && act != 0) {
Actor *a;
bool b, finished;
@@ -552,11 +572,11 @@
num = (b - 8) >> 1;
}
- if (offset_table != NULL) {
+ if (_offsetTable != NULL) {
MP3OffsetTable *result = NULL, key;
key.org_offset = offset;
- result = (MP3OffsetTable *)bsearch(&key, offset_table, num_sound_effects,
+ result = (MP3OffsetTable *)bsearch(&key, _offsetTable, _numSoundEffects,
sizeof(MP3OffsetTable), compareMP3OffsetTable);
if (result == NULL) {
@@ -831,19 +851,28 @@
void Sound::startSfxSound(File *file, int file_size, PlayingSoundHandle *handle, int id) {
- AudioStream *input = 0;
+ AudioStream *input = NULL;
- if (file_size > 0) {
- if (_vorbis_mode) {
+ switch (_soundMode) {
+ case kMP3Mode:
+#ifdef USE_MAD
+ assert(file_size > 0);
+ input = makeMP3Stream(file, file_size);
+#endif
+ break;
+ case kVorbisMode:
#ifdef USE_VORBIS
- input = makeVorbisStream(file, file_size);
+ assert(file_size > 0);
+ input = makeVorbisStream(file, file_size);
#endif
- } else {
-#ifdef USE_MAD
- input = makeMP3Stream(file, file_size);
+ break;
+ case kFlacMode:
+#ifdef USE_FLAC
+ assert(file_size > 0);
+ input = makeFlacStream(file, file_size);
#endif
- }
- } else {
+ break;
+ default:
input = makeVOCStream(_sfxFile);
}
@@ -863,32 +892,51 @@
File *Sound::openSfxFile() {
char buf[256];
File *file = new File();
+ _offsetTable = NULL;
+
+ struct SoundFileExtensions {
+ const char *ext;
+ SoundMode mode;
+ };
+
+ const SoundFileExtensions extensions[] = {
+#ifdef USE_FLAC
+ { "sof", kFlacMode },
+#endif
+#ifdef USE_MAD
+ { "so3", kMP3Mode },
+#endif
+#ifdef USE_VORBIS
+ { "sog", kVorbisMode },
+#endif
+ { "sou", kVOCMode },
+ { 0, kVOCMode }
+ };
/* Try opening the file <_gameName>.sou first, eg tentacle.sou.
* That way, you can keep .sou files for multiple games in the
* same directory */
- offset_table = NULL;
-
-#ifdef USE_MAD
- sprintf(buf, "%s.so3", _vm->getGameName());
- if (!file->open(buf, _vm->getGameDataPath())) {
- file->open("monster.so3", _vm->getGameDataPath());
+
+ int i, j;
+ const char *basename[3] = { 0, 0, 0 };
+ basename[0] = _vm->getGameName();
+ basename[1] = "monster";
+
+ for (j = 0; basename[j] && !file->isOpen(); ++j) {
+ for (i = 0; extensions[i].ext; ++i) {
+ sprintf(buf, "%s.%s", basename[j], extensions[i].ext);
+ if (file->open(buf)) {
+ _soundMode = extensions[i].mode;
+ break;
+ }
+ }
}
- if (file->isOpen())
- _vorbis_mode = false;
-#endif
-#ifdef USE_VORBIS
if (!file->isOpen()) {
- sprintf(buf, "%s.sog", _vm->getGameName());
- if (!file->open(buf, _vm->getGameDataPath()))
- file->open("monster.sog", _vm->getGameDataPath());
- if (file->isOpen())
- _vorbis_mode = true;
- }
-#endif
-
- if (file->isOpen()) {
+ sprintf(buf, "%s.tlk", _vm->getGameName());
+ file->open(buf, _vm->getGameDataPath(), File::kFileReadMode, 0x69);
+ _soundMode = kVOCMode;
+ } else if (_soundMode != kVOCMode) {
/* Now load the 'offset' index in memory to be able to find the MP3 data
The format of the .SO3 file is easy :
@@ -906,31 +954,21 @@
int size, compressed_offset;
MP3OffsetTable *cur;
compressed_offset = file->readUint32BE();
- offset_table = (MP3OffsetTable *) malloc(compressed_offset);
- num_sound_effects = compressed_offset / 16;
+ _offsetTable = (MP3OffsetTable *) malloc(compressed_offset);
+ _numSoundEffects = compressed_offset / 16;
size = compressed_offset;
- cur = offset_table;
+ cur = _offsetTable;
while (size > 0) {
- cur[0].org_offset = file->readUint32BE();
- cur[0].new_offset = file->readUint32BE() + compressed_offset + 4; /* The + 4 is to take into accound the 'size' field */
- cur[0].num_tags = file->readUint32BE();
- cur[0].compressed_size = file->readUint32BE();
+ cur->org_offset = file->readUint32BE();
+ cur->new_offset = file->readUint32BE() + compressed_offset + 4; /* The + 4 is to take into accound the 'size' field */
+ cur->num_tags = file->readUint32BE();
+ cur->compressed_size = file->readUint32BE();
size -= 4 * 4;
cur++;
}
- return file;
}
- sprintf(buf, "%s.sou", _vm->getGameName());
- if (!file->open(buf, _vm->getGameDataPath())) {
- file->open("monster.sou", _vm->getGameDataPath());
- }
-
- if (!file->isOpen()) {
- sprintf(buf, "%s.tlk", _vm->getGameName());
- file->open(buf, _vm->getGameDataPath(), File::kFileReadMode, 0x69);
- }
return file;
}
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