/* $Id$ */ /** @file sound.cpp Handling of playing sounds. */ #include "stdafx.h" #include "landscape.h" #include "mixer.h" #include "fileio_func.h" #include "newgrf_sound.h" #include "fios.h" #include "window_gui.h" #include "map_func.h" #include "vehicle_base.h" #include "debug.h" static SoundEntry _original_sounds[ORIGINAL_SAMPLE_COUNT]; MusicFileSettings msf; /* Number of levels of panning per side */ #define PANNING_LEVELS 16 static void OpenBankFile(const char *filename) { memset(_original_sounds, 0, sizeof(_original_sounds)); FioOpenFile(SOUND_SLOT, filename); size_t pos = FioGetPos(); uint count = FioReadDword() / 8; /* Simple check for the correct number of original sounds. */ if (count != ORIGINAL_SAMPLE_COUNT) { /* Corrupt sample data? Just leave the allocated memory as those tell * there is no sound to play (size = 0 due to calloc). Not allocating * the memory disables valid NewGRFs that replace sounds. */ DEBUG(misc, 6, "Incorrect number of sounds in '%s', ignoring.", filename); return; } FioSeekTo(pos, SEEK_SET); for (uint i = 0; i != ORIGINAL_SAMPLE_COUNT; i++) { _original_sounds[i].file_slot = SOUND_SLOT; _original_sounds[i].file_offset = FioReadDword() + pos; _original_sounds[i].file_size = FioReadDword(); } for (uint i = 0; i != ORIGINAL_SAMPLE_COUNT; i++) { SoundEntry *sound = &_original_sounds[i]; char name[255]; FioSeekTo(sound->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 sound->channels = FioReadWord(); // wChannels FioReadDword(); // samples per second sound->rate = 11025; // seems like all samples should be played at this rate. FioReadDword(); // avg bytes per second FioReadWord(); // alignment sound->bits_per_sample = FioReadByte(); // bits per sample FioSeekTo(size - (2 + 2 + 4 + 4 + 2 + 1), SEEK_CUR); } else if (tag == 'atad') { sound->file_size = size; sound->file_slot = SOUND_SLOT; sound->file_offset = FioGetPos(); break; } else { sound->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 */ sound->channels = 1; sound->rate = 11025; sound->bits_per_sample = 8; sound->file_slot = SOUND_SLOT; sound->file_offset = FioGetPos(); } } } static bool SetBankSource(MixerChannel *mc, const SoundEntry *sound) { assert(sound != NULL); if (sound->file_size == 0) return false; int8 *mem = MallocT(sound->file_size); FioSeekToFile(sound->file_slot, sound->file_offset); FioReadBlock(mem, sound->file_size); for (uint i = 0; i != sound->file_size; i++) { mem[i] += -128; // Convert unsigned sound data to signed } assert(sound->bits_per_sample == 8 && sound->channels == 1 && sound->file_size != 0 && sound->rate != 0); MxSetChannelRawSrc(mc, mem, sound->file_size, sound->rate); return true; } bool SoundInitialize(const char *filename) { OpenBankFile(filename); return true; } /* Low level sound player */ static void StartSound(SoundID sound_id, int panning, uint volume) { if (volume == 0) return; const SoundEntry *sound = GetSound(sound_id); if (sound == NULL) return; MixerChannel *mc = MxAllocateChannel(); if (mc == NULL) return; if (!SetBankSource(mc, sound)) return; /* Apply the sound effect's own volume. */ volume = (sound->volume * volume) / 128; panning = Clamp(panning, -PANNING_LEVELS, PANNING_LEVELS); uint left_vol = (volume * PANNING_LEVELS) - (volume * panning); uint 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_COUNT); 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() { for (uint i = 0; i < ORIGINAL_SAMPLE_COUNT; i++) { SoundEntry *sound = AllocateSound(); *sound = _original_sounds[_sound_idx[i]]; sound->volume = _sound_base_vol[i]; sound->priority = 0; } } /** * Decide 'where' (between left and right speaker) to play the sound effect. * @param sound Sound effect to play * @param left Left edge of virtual coordinates where the sound is produced * @param right Right edge of virtual coordinates where the sound is produced * @param top Top edge of virtual coordinates where the sound is produced * @param bottom Bottom edge of virtual coordinates where the sound is produced */ static void SndPlayScreenCoordFx(SoundID sound, int left, int right, int top, int bottom) { if (msf.effect_vol == 0) return; const Window *w; FOR_ALL_WINDOWS_FROM_BACK(w) { const ViewPort *vp = w->viewport; if (vp != NULL && left < vp->virtual_left + vp->virtual_width && right > vp->virtual_left && top < vp->virtual_top + vp->virtual_height && bottom > vp->virtual_top) { int screen_x = (left + right) / 2 - vp->virtual_left; int width = (vp->virtual_width == 0 ? 1 : vp->virtual_width); int panning = (screen_x * PANNING_LEVELS * 2) / width - PANNING_LEVELS; StartSound( sound, panning, (msf.effect_vol * _vol_factor_by_zoom[vp->zoom - ZOOM_LVL_BEGIN]) / 256 ); return; } } } void SndPlayTileFx(SoundID sound, TileIndex tile) { /* emits sound from center of the tile */ int x = min(MapMaxX() - 1, TileX(tile)) * TILE_SIZE + TILE_SIZE / 2; int y = min(MapMaxY() - 1, TileY(tile)) * TILE_SIZE - TILE_SIZE / 2; uint z = (y < 0 ? 0 : GetSlopeZ(x, y)); Point pt = RemapCoords(x, y, z); y += 2 * TILE_SIZE; Point pt2 = RemapCoords(x, y, GetSlopeZ(x, y)); SndPlayScreenCoordFx(sound, pt.x, pt2.x, pt.y, pt2.y); } void SndPlayVehicleFx(SoundID sound, const Vehicle *v) { SndPlayScreenCoordFx(sound, v->coord.left, v->coord.right, v->coord.top, v->coord.bottom ); } void SndPlayFx(SoundID sound) { StartSound(sound, 0, msf.effect_vol); }