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/* $Id$ */
/** @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.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
static void OpenBankFile(const char *filename)
{
uint i;
FioOpenFile(SOUND_SLOT, filename);
size_t pos = FioGetPos();
uint count = FioReadDword() / 8;
/* Simple check for the correct number of original sounds. */
if (count != 73) {
DEBUG(misc, 6, "Incorrect number of sounds in '%s', ignoring.", filename);
_file_count = 0;
_files = NULL;
return;
}
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, 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_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()
{
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);
}
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