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/**

	The Mana World
	Copyright 2004 The Mana World Development Team

    This file is part of The Mana World.

    The Mana World is free software; you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation; either version 2 of the License, or
    any later version.

    The Mana World is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with The Mana World; if not, write to the Free Software
    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

*/

/**
  rewrite of non-existend sdl-soundengine using allegro
  
  Author: kth5 aka Alexander Baldeck
    pipe your question, suggestions and flames to: kth5@gawab.com
*/

#ifdef WIN32
  #pragma warning(disable:4312)
#endif

#include <allegro.h>


  #include <jgmod.h>
  #include "sound.h"

/**
  install the sound engine
   int voices      -> overall reserved voices
   int mod_voices  -> voices dedicated for mod-playback
   
   NOTE:
       overall voices must not be less or equal to the
       specified amount of mod_voices!
       if mod-voices is too low some mods will not sound
       correctly since a couple of tracks are not going
       to be played along w/ the others. so missing ins-
       truments can be a result.
       32/20 sounds realistic here.
*/
void TmwSound::Init(int voices, int mod_voices) {
	isOk = -1;
  
	if(mod_voices >= voices)
		throw("No voices left for SFX! Sound will be disabled!");

	install_timer();
	reserve_voices (voices, -1);
 
	#ifdef WIN32
		if (install_sound (DIGI_AUTODETECT, MIDI_AUTODETECT, NULL) < 0)
	#else
		if (install_sound (DIGI_AUTODETECT, MIDI_NONE, NULL) < 0)
	#endif
			throw("Could not initialize sound... :-(");

  
	if (install_mod (mod_voices) < 0)
		throw("Could not install MOD player... :-(");

	mod = NULL;
	mid = NULL;
	sfx = NULL;
      
	pan = 128;
	pitch=1000;
  
	items = 0;

	isOk = 0;
}

/**
   set the volume value-range: 0-255
    int digi -> for digital playback
    int mid  -> for midi playback
    int mod  -> for... aw, you guess ^^
    
   NOTE:
       all values may only be between 0-255 where 0 means
       muted.
*/
void TmwSound::SetVol(int digi, int mid, int mod) {
  if(isOk==-1)
    return;  
  set_volume(digi, mid);
  set_mod_volume(mod);
  set_hardware_volume(digi, mid);
  
  if(isMaxVol(vol_digi + digi)==false) vol_digi += digi;
  if(isMaxVol(vol_midi + mid) ==false) vol_midi += mid;
  if(isMaxVol(vol_mod  + mod) ==false) vol_mod  += mod;
}

/**
   adjusts current volume
    int digi -> for digital playback
    int mid  -> for midi playback
    int mod  -> for... aw, you guess ^^
    
   NOTE:
       all values may only be between 0-255 where 0 means
       muted.
*/
void TmwSound::SetAdjVol(int adigi, int amid, int amod) {
  if(isOk==-1)
    return;  
  set_volume(vol_digi + adigi, vol_midi + amid);
  set_mod_volume(vol_mod + amod);

  if(isMaxVol(vol_digi + adigi)==false) vol_digi += adigi;
  if(isMaxVol(vol_midi + amid) ==false) vol_midi += amid;
  if(isMaxVol(vol_mod  + amod) ==false) vol_mod  += amod;
}

/**
	preloads a sound-item into buffer
		char *fpath -> full path to file
		char type   -> type of item (TMWSOUND_MOD, TMWSOUND_MID, TMWSOUND_SFX)
    
	NOTE:
			only TMWSOUND_SFX items get preloaded. everything 
			else will only store the full path to the file
*/
TMWSOUND_SID TmwSound::LoadItem(char *fpath, char type) {
	POOL_ITEM item;
	if(type == TMWSOUND_SFX) {
		item.data = (void*)load_sample(fpath);
		if(item.data == NULL)
			throw(sprintf("Unable to load sample: %s\n", fpath));
	}
	
	items++;
	item.id = items;
	item.type = type;
	item.fname = fpath;

	soundpool.push_front(item);
	return item.id;
}

/**
   start BGM using a midi file
    char *in -> full path of midi file
    int loop -> how many times should the midi be looped? (-1 = infinite)    

   NOTE:
       playing midi does not steal away any voices but
       does not work w/ most soundcards w/o software
       emulation. this means than linux-users will most
       probably be left out. do not use this unless we
       find a way to always get it to work. :-)
       
       at this point of time only standard RMI midi files
       can be played. so no m$ extensions like GS and stuff.
*/
void TmwSound::StartMIDI(char *in, int loop) {
  if(isOk==-1)
    return;  

  mid = load_midi(in);
  if (!mid) {
    isOk=-1;
    throw("Could not load MIDI file!");
  }
  
  play_midi(mid, TRUE);
}

/**
   start BGM using a mod file
    char *in -> full path of mod file
    int loop -> how many times should the midi be looped? (-1 = infinite)

   NOTE:
       playing mod is a pretty good choice. most of the work
       is being done by the cpu so it's not dependend on the
       sound-card how things sound as long as it works. ;-)
       
       JGMOD supports several formats:
           MOD
           S3M
           XM
           Unreal
           and S3M (in UMX extension)
*/
void TmwSound::StartMOD(char * in, int loop) {
  if(isOk==-1)
    return;
  
  mod = load_mod(in);
  if(!mod) {  
    isOk=-1;
    throw("Error reading MOD file...");
  }
  play_mod(mod, TRUE);
}    

/**
   stop all currently running BGM tracks

   NOTE:
      you need to stop all playback when you want to
      switch from mod to midi. playing a new track is
      usually possibe simply by calling StartMIDI() ir
      SartMOD() again.
      passing NULL to the playing functions only means
      to make playback stop.
*/
void TmwSound::StopBGM() {
  if(isOk==-1)
    return;  

  play_midi(NULL,-1);
  stop_mod();
  
  mod = NULL;
  mid = NULL;
}

/**
   play short sample usually for sfx
      char * in -> full path to the sample file
      (int wavid -> the id of the preloaded wav file (not implemented yet))
      int pan   -> panning of the sound, values can be 0-255 where 128 is
                   the middle

   NOTE:
      later on this will be a subsequent call to another
      function that preloads all wavs corresponding to
      the current area (e.g. monster screams) to memory.
      right now the function loads the file from hdd
      everytime you want it to be played. this is kind of
      resource intensive even though most OS'ses cache a
      already loaded file for some time.
      
      allegro supports different formats but this is not
      stated clear enough - these will work for sure:
          WAV
          VOC
      
      i don't know what kind of samples are necessary so we
      need to test this thoroughly.
*/
void TmwSound::StartWAV(char * in, int pan) {
  if(isOk==-1)
    return;
  
  sfx = load_sample(in);
  if (!sfx)
    throw("Error reading WAV file...");

  play_sample(sfx, vol_digi, pan, pitch, FALSE);
}

/**
   deinstall all sound functionality

   NOTE:
       normally you won't need to call this since this is
       done by allegro when shutting itself down. but if
       you find a reason to delete the sound-engine from
       memory (e.g. garbage-collection) feel free to use
       it. :-P
*/
int TmwSound::Close(void) {
  if(isOk==-1)
    return -1;  
  mod = NULL;
  mid = NULL;
  sfx = NULL;
  
	remove_mod();
  remove_sound();
  isOk = -1;
  return 0;
}

/** PRIVATE */

bool TmwSound::isMaxVol(int vol) {
  if( vol > 0 && vol < 255 ) return false;
  else return true;
}