/* $Id$ */ /** @file sound.cpp Handling of playing sounds. */ #include "stdafx.h" #include "openttd.h" #include "landscape.h" #include "mixer.h" #include "sound_func.h" #include "fileio_func.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" #include "debug.h" static uint _file_count; static FileEntry *_files; MusicFileSettings msf; // Number of levels of panning per side #define PANNING_LEVELS 16 /** The number of sounds in the original sample.cat */ static const uint ORIGINAL_SAMPLE_COUNT = 73; static void OpenBankFile(const char *filename) { FileEntry *fe = CallocT<FileEntry>(ORIGINAL_SAMPLE_COUNT); _file_count = ORIGINAL_SAMPLE_COUNT; _files = fe; 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++) { fe[i].file_slot = SOUND_SLOT; fe[i].file_offset = FioReadDword() + pos; fe[i].file_size = FioReadDword(); } for (uint i = 0; i != ORIGINAL_SAMPLE_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, const FileEntry *fe) { assert(fe != NULL); 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 (uint 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) { if (volume == 0) return; const FileEntry *fe = GetSound(sound); if (fe == NULL) return; MixerChannel *mc = MxAllocateChannel(); if (mc == NULL) return; if (!SetBankSource(mc, fe)) return; /* Apply the sound effect's own volume. */ volume = (fe->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 < _file_count; i++) { FileEntry *orig = &_files[_sound_idx[i]]; FileEntry *fe = AllocateFileEntry(); *fe = *orig; fe->volume = _sound_base_vol[i]; fe->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(SoundFx sound, int left, int right, int top, int bottom) { Window* const *wz; if (msf.effect_vol == 0) return; FOR_ALL_WINDOWS(wz) { const ViewPort *vp = (*wz)->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(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; 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(SoundFx sound, const Vehicle *v) { SndPlayScreenCoordFx(sound, v->left_coord, v->right_coord, v->top_coord, v->top_coord ); } void SndPlayFx(SoundFx sound) { StartSound(sound, 0, msf.effect_vol); }