Files @ r11049:6eb2c87ed64a
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Location: cpp/openttd-patchpack/source/src/sound.cpp

peter1138
(svn r15389) -Feature: Add ability to select which base graphics set is used from the Game Options window. The change takes effect when the window is closed. This option can only be used from the intro menu, as reloading graphics during a game may cause issues.
/* $Id$ */

/** @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 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)
{
	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(SoundFx 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(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);
}