src/sound.cpp
author peter1138
Tue, 22 Jan 2008 07:27:06 +0000
changeset 8374 7a1b6c89cb89
parent 8224 c5a64d87cc54
child 8439 6913310b9a18
permissions -rw-r--r--
(svn r11940) -Codechange: Store short filename once per open file instead of once per sprite cache entry. Not all file types need this, but most of the time no sprite cache entry needed it either.
/* $Id$ */

/** @file sound.cpp */

#include "stdafx.h"
#include "openttd.h"
#include "landscape.h"
#include "mixer.h"
#include "sound_func.h"
#include "fileio.h"
#include "newgrf_sound.h"
#include "fios.h"
#include "window_gui.h"
#include "core/alloc_func.hpp"
#include "map_func.h"
#include "vehicle_base.h"

static uint _file_count;
static FileEntry *_files;
MusicFileSettings msf;

// Number of levels of panning per side
#define PANNING_LEVELS 16


static void OpenBankFile(const char *filename)
{
	uint count;
	uint i;

	FioOpenFile(SOUND_SLOT, filename);
	uint pos = FioGetPos();
	count = FioReadDword() / 8;
	FileEntry *fe = CallocT<FileEntry>(count);

	if (fe == NULL) {
		_file_count = 0;
		_files = NULL;
		return;
	}

	_file_count = count;
	_files = fe;

	FioSeekTo(pos, SEEK_SET);

	for (i = 0; i != count; i++) {
		fe[i].file_slot = SOUND_SLOT;
		fe[i].file_offset = FioReadDword() + pos;
		fe[i].file_size = FioReadDword();
	}

	for (i = 0; i != count; i++, fe++) {
		char name[255];

		FioSeekTo(fe->file_offset, SEEK_SET);

		/* Check for special case, see else case */
		FioReadBlock(name, FioReadByte()); // Read the name of the sound
		if (strcmp(name, "Corrupt sound") != 0) {
			FioSeekTo(12, SEEK_CUR); // Skip past RIFF header

			/* Read riff tags */
			for (;;) {
				uint32 tag = FioReadDword();
				uint32 size = FioReadDword();

				if (tag == ' tmf') {
					FioReadWord(); // wFormatTag
					fe->channels = FioReadWord(); // wChannels
					FioReadDword();   // samples per second
					fe->rate = 11025; // seems like all samples should be played at this rate.
					FioReadDword();   // avg bytes per second
					FioReadWord();    // alignment
					fe->bits_per_sample = FioReadByte(); // bits per sample
					FioSeekTo(size - (2 + 2 + 4 + 4 + 2 + 1), SEEK_CUR);
				} else if (tag == 'atad') {
					fe->file_size = size;
					fe->file_slot = SOUND_SLOT;
					fe->file_offset = FioGetPos();
					break;
				} else {
					fe->file_size = 0;
					break;
				}
			}
		} else {
			/*
			 * Special case for the jackhammer sound
			 * (name in sample.cat is "Corrupt sound")
			 * It's no RIFF file, but raw PCM data
			 */
			fe->channels = 1;
			fe->rate = 11025;
			fe->bits_per_sample = 8;
			fe->file_slot = SOUND_SLOT;
			fe->file_offset = FioGetPos();
		}
	}
}

uint GetNumOriginalSounds()
{
	return _file_count;
}

static bool SetBankSource(MixerChannel *mc, uint bank)
{
	const FileEntry *fe;
	uint i;

	if (bank >= GetNumSounds()) return false;
	fe = GetSound(bank);

	if (fe->file_size == 0) return false;

	int8 *mem = MallocT<int8>(fe->file_size);
	if (mem == NULL) return false;

	FioSeekToFile(fe->file_slot, fe->file_offset);
	FioReadBlock(mem, fe->file_size);

	for (i = 0; i != fe->file_size; i++)
		mem[i] += -128; // Convert unsigned sound data to signed

	assert(fe->bits_per_sample == 8 && fe->channels == 1 && fe->file_size != 0 && fe->rate != 0);

	MxSetChannelRawSrc(mc, mem, fe->file_size, fe->rate, MX_AUTOFREE);

	return true;
}

bool SoundInitialize(const char *filename)
{
	OpenBankFile(filename);
	return true;
}

/* Low level sound player */
static void StartSound(uint sound, int panning, uint volume)
{
	MixerChannel *mc;
	uint left_vol, right_vol;

	if (volume == 0) return;
	mc = MxAllocateChannel();
	if (mc == NULL) return;
	if (!SetBankSource(mc, sound)) return;

	panning = Clamp(panning, -PANNING_LEVELS, PANNING_LEVELS);
	left_vol = (volume * PANNING_LEVELS) - (volume * panning);
	right_vol = (volume * PANNING_LEVELS) + (volume * panning);
	MxSetChannelVolume(mc, left_vol * 128 / PANNING_LEVELS, right_vol * 128 / PANNING_LEVELS);
	MxActivateChannel(mc);
}


static const byte _vol_factor_by_zoom[] = {255, 190, 134, 87};
assert_compile(lengthof(_vol_factor_by_zoom) == ZOOM_LVL_END - ZOOM_LVL_BEGIN);

static const byte _sound_base_vol[] = {
	128,  90, 128, 128, 128, 128, 128, 128,
	128,  90,  90, 128, 128, 128, 128, 128,
	128, 128, 128,  80, 128, 128, 128, 128,
	128, 128, 128, 128, 128, 128, 128, 128,
	128, 128,  90,  90,  90, 128,  90, 128,
	128,  90, 128, 128, 128,  90, 128, 128,
	128, 128, 128, 128,  90, 128, 128, 128,
	128,  90, 128, 128, 128, 128, 128, 128,
	128, 128,  90,  90,  90, 128, 128, 128,
	 90,
};

static const byte _sound_idx[] = {
	 2,  3,  4,  5,  6,  7,  8,  9,
	10, 11, 12, 13, 14, 15, 16, 17,
	18, 19, 20, 21, 22, 23, 24, 25,
	26, 27, 28, 29, 30, 31, 32, 33,
	34, 35, 36, 37, 38, 39, 40,  0,
	 1, 41, 42, 43, 44, 45, 46, 47,
	48, 49, 50, 51, 52, 53, 54, 55,
	56, 57, 58, 59, 60, 61, 62, 63,
	64, 65, 66, 67, 68, 69, 70, 71,
	72,
};

void SndCopyToPool()
{
	uint i;

	for (i = 0; i < _file_count; i++) {
		FileEntry *orig = &_files[_sound_idx[i]];
		FileEntry *fe = AllocateFileEntry();

		*fe = *orig;
		fe->volume = _sound_base_vol[i];
		fe->priority = 0;
	}
}

static void SndPlayScreenCoordFx(SoundFx sound, int x, int y)
{
	Window* const *wz;

	if (msf.effect_vol == 0) return;

	FOR_ALL_WINDOWS(wz) {
		const ViewPort *vp = (*wz)->viewport;

		if (vp != NULL &&
				IsInsideBS(x, vp->virtual_left, vp->virtual_width) &&
				IsInsideBS(y, vp->virtual_top, vp->virtual_height)) {
			int left = (x - vp->virtual_left);

			StartSound(
				sound,
				left / max(1, vp->virtual_width / ((PANNING_LEVELS << 1) + 1)) - PANNING_LEVELS,
				(GetSound(sound)->volume * msf.effect_vol * _vol_factor_by_zoom[vp->zoom - ZOOM_LVL_BEGIN]) >> 15
			);
			return;
		}
	}

}

void SndPlayTileFx(SoundFx sound, TileIndex tile)
{
	/* emits sound from center of the tile */
	int x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
	int y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
	Point pt = RemapCoords(x, y, GetSlopeZ(x, y));
	SndPlayScreenCoordFx(sound, pt.x, pt.y);
}

void SndPlayVehicleFx(SoundFx sound, const Vehicle *v)
{
	SndPlayScreenCoordFx(sound,
		(v->left_coord + v->right_coord) / 2,
		(v->top_coord + v->bottom_coord) / 2
	);
}

void SndPlayFx(SoundFx sound)
{
	StartSound(
		sound,
		0,
		(GetSound(sound)->volume * msf.effect_vol) >> 7
	);
}