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sound.cpp
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sound.cpp
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// Copyright 2011-2021 Chris Spiegel.
//
// This file is part of Bocfel.
//
// Bocfel is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License, version
// 2 or 3, as published by the Free Software Foundation.
//
// Bocfel 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 Bocfel. If not, see <http://www.gnu.org/licenses/>.
#include <array>
#include <exception>
#include <map>
#include <set>
#include <stdexcept>
#include "sound.h"
#include "blorb.h"
#include "process.h"
#include "types.h"
#include "zterp.h"
#ifdef ZTERP_GLK
extern "C" {
#include <glk.h>
#if defined(GLK_MODULE_SOUND2) && defined(ZTERP_GLK_BLORB)
#include <gi_blorb.h>
#endif
}
#endif
#ifdef GLK_MODULE_SOUND2
struct Channel {
class Error : public std::exception {
};
Channel()
{
if (channel == nullptr) {
throw Error();
}
}
~Channel() {
glk_schannel_destroy(channel);
}
Channel(const Channel &other) = delete;
Channel &operator=(const Channel &other) = delete;
schanid_t channel = glk_schannel_create(0);
bool playing = false;
uint16_t routine = 0;
struct {
uint16_t number;
uint8_t volume;
} queued = {0, 0};
};
class Channels {
public:
static constexpr glui32 Effects = 1;
static constexpr glui32 Music = 2;
void create() {
try {
m_channels.emplace(Effects, std::make_shared<Channel>());
} catch (const Channel::Error &) {
return;
}
// Try to create a music channel, but if that fails, alias it to
// the effects channel. This will allow music and effects to
// interrupt each other, but that’s better than no music.
try {
m_channels.emplace(Music, std::make_shared<Channel>());
} catch (const std::exception &) {
m_channels.emplace(Music, m_channels.at(Effects));
}
};
bool loaded() {
return !m_channels.empty();
}
std::shared_ptr<Channel> at(glui32 chantype) {
return m_channels.at(chantype);
}
private:
std::map<glui32, std::shared_ptr<Channel>> m_channels;
};
constexpr glui32 Channels::Effects;
constexpr glui32 Channels::Music;
static Channels channels;
static std::set<uint32_t> looping_sounds;
static std::map<uint32_t, bool> music_sounds;
#endif
void init_sound()
{
#ifdef GLK_MODULE_SOUND2
if (sound_loaded()) {
return;
}
if (glk_gestalt(gestalt_Sound2, 0)) {
channels.create();
}
#ifdef ZTERP_GLK_BLORB
// Blorb files support a “Loop” chunk which is used to specify which
// sound resources, when played, loop indefinitely. This exists
// solely to support The Lurking Horror’s sounds, some of which are
// looping. The Lurking Horror embedded the looping information
// directly into the sound files themselves, which is why Blorbs
// include the looping information. This is only used in V3 games.
// See §11.4 of the Blorb specification.
auto map = giblorb_get_resource_map();
if (zversion == 3 && sound_loaded() && map != nullptr) {
giblorb_result_t res;
glui32 chunktype = IFF::TypeID(&"Loop").val();
if (giblorb_load_chunk_by_type(map, giblorb_method_Memory, &res, chunktype, 0) == giblorb_err_None) {
for (size_t i = 0; i < res.length; i += 8) {
auto read32 = [&res](size_t offset) {
auto *p = static_cast<const char *>(res.data.ptr) + offset;
return (static_cast<uint32_t>(p[0]) << 24) |
(static_cast<uint32_t>(p[1]) << 16) |
(static_cast<uint32_t>(p[2]) << 8) |
(static_cast<uint32_t>(p[3]) << 0);
};
uint32_t n = read32(i);
uint32_t repeats = read32(i + 4);
if (repeats == 0) {
looping_sounds.insert(n);
}
}
giblorb_unload_chunk(map, res.chunknum);
}
}
#endif
#endif
}
bool sound_loaded()
{
#ifdef GLK_MODULE_SOUND2
return channels.loaded();
#else
return false;
#endif
}
#ifdef GLK_MODULE_SOUND2
static void start_sound(glui32 chantype, Channel *channel, uint16_t number, uint8_t repeats, uint8_t volume)
{
const std::array<uint32_t, 8> vols = {
0x02000, 0x04000, 0x06000, 0x08000,
0x0a000, 0x0c000, 0x0e000, 0x10000
};
channel->queued.number = 0;
try {
glk_schannel_set_volume(channel->channel, vols.at(volume - 1));
} catch (const std::out_of_range &) {
return;
}
if (glk_schannel_play_ext(channel->channel, number, repeats == 255 ? -1 : repeats, chantype)) {
channel->playing = true;
} else {
channel->playing = false;
channel->routine = 0;
}
}
void sound_stopped(glui32 chantype)
{
try {
auto channel = channels.at(chantype);
channel->playing = false;
if (channel->queued.number != 0) {
start_sound(chantype, channel.get(), channel->queued.number, 1, channel->queued.volume);
channel->queued.number = 0;
}
} catch (const std::out_of_range &) {
}
}
uint16_t sound_get_routine(glui32 chantype)
{
try {
auto channel = channels.at(chantype);
auto routine = channel->routine;
channel->routine = 0;
return routine;
} catch (const std::out_of_range &) {
return 0;
}
}
#endif
void zsound_effect()
{
uint16_t number = znargs == 0 ? 1 : zargs[0];
if (number == 1 || number == 2) {
#ifdef GLK_MODULE_GARGLKBLEEP
garglk_zbleep(number);
#endif
return;
}
if (znargs < 2) {
return;
}
#ifdef GLK_MODULE_SOUND2
if (!channels.loaded()) {
return;
}
glui32 chantype = Channels::Effects;
#ifdef ZTERP_GLK_BLORB
// According to §9: “Only one sound effect of each type can play at
// any given time, so that starting a new music sound effect stops
// any current music playing, and starting any new sample sound
// effect stops any current sample sound playing. Samples and music
// do not interrupt each other.”
//
// The Standard doesn’t go into the difference between sound effects
// and music, but the Blorb standard (in §14.3) indicates that MOD
// and Ogg Vorbis are music, while AIFF is a sound effect. One can
// assume that SONGs (Blorb §3.4), although deprecated, count as
// music as well.
//
// The Blorb standard (§14.5) notes that Adrift Blorbs are allowed
// more sound formats than standard Blorb: WAV, MIDI, and MP3. While
// there’s likely never going to be a Blorb file with these sound
// formats meant for use with the Z-Machine, there's no harm in
// adding MIDI and MP3 as music types here.
if (music_sounds.find(number) == music_sounds.end()) {
auto map = giblorb_get_resource_map();
if (map != nullptr) {
giblorb_result_t res;
if (giblorb_load_resource(map, giblorb_method_DontLoad, &res, giblorb_ID_Snd, number) == giblorb_err_None) {
switch (res.chunktype) {
case 0x4d4f4420: /* MOD */
case 0x4f474756: /* OGGV */
case 0x534f4e47: /* SONG */
case 0x4d494449: /* MIDI (non-standard) */
case 0x4d503320: /* MP3 (non-standard) */
music_sounds.emplace(number, true);
break;
}
}
}
}
if (music_sounds[number]) {
chantype = Channels::Music;
}
#endif
std::shared_ptr<Channel> channel;
try {
channel = channels.at(chantype);
} catch (const std::out_of_range &) {
return;
}
constexpr uint16_t SOUND_EFFECT_PREPARE = 1;
constexpr uint16_t SOUND_EFFECT_START = 2;
constexpr uint16_t SOUND_EFFECT_STOP = 3;
constexpr uint16_t SOUND_EFFECT_FINISH = 4;
uint16_t effect = zargs[1];
// Sound effect 0 is invalid, except that it can be used to mean
// “stop all sounds”.
if (number == 0 && effect != SOUND_EFFECT_STOP) {
return;
}
switch (effect) {
case SOUND_EFFECT_PREPARE:
glk_sound_load_hint(number, 1);
break;
case SOUND_EFFECT_START: {
if (znargs < 3) {
return;
}
uint8_t repeats = zargs[2] >> 8;
uint8_t volume = zargs[2] & 0xff;
if (looping_sounds.find(number) != looping_sounds.end()) {
repeats = 255;
}
// Illegal, but recommended by standard 1.1.
if (repeats == 0) {
repeats = 1;
}
if (volume == 0) {
volume = 1;
} else if (volume > 8) {
volume = 8;
}
// Implement the hack described in the remarks to §9 for The
// Lurking Horror. Moreover, only impelement this for the two
// samples where it is relevant, since this behavior is so
// idiosyncratic that it should be ignored everywhere else. In
// addition, this doesn’t bother checking whether player input
// has occurred since the previous sound was started, because
// for the two specific samples in The Lurking Horror for which
// this hack applies, it’s known that there will not have been
// any input.
//
// Don’t queue the number of repeats: always play a queued sound
// only once. This is because one of the queued sounds
// (S-CRETIN, number 16) has a built-in loop; the game knows
// this so explicitly stops the sample in the same game round as
// it was started to prevent it from looping indefinitely.
// Modern systems are so fast that this stop event comes in
// roughly simultaneously with the start event, so the sound
// doesn’t play at all, if the stop event is honored. As such,
// stop events are ignored below if a queued sound exists, so
// the “stopping” must happen here by only playing the sample
// once.
if (is_game(Game::LurkingHorror) && chantype == Channels::Effects && channel->playing && (number == 9 || number == 16)) {
channel->queued.number = number;
channel->queued.volume = volume;
return;
}
channel->routine = znargs >= 4 ? zargs[3] : 0;
start_sound(chantype, channel.get(), number, repeats, volume);
break;
}
case SOUND_EFFECT_STOP:
// If there is a queued sound, ignore stop requests. This is
// because The Lurking Horror does the following in one single
// game round:
//
// @sound_effect 11 2 8
// @sound_effect 16 2 8
// @sound_effect 16 3
//
// Per the remarks to §9, this is because Infocom knew the Amiga
// interpreter (the only system where a sound-enabled game was
// available) was slow, so sound effects would be able to play
// while the interpreter was running between user inputs. Thus
// there was presumably a fair amount of time between the second
// and third @sound_effect calls, meaning that the stop event
// came in after the sample had played, or at least partially
// played. On fast modern systems, the stop call will be
// processed before either sound effect has had any time to
// play. A queued sound will only play once, so ignoring this
// stop request is effectively just delaying it till the queued
// sound finishes.
if (channel->queued.number == 0) {
glk_schannel_stop(channel->channel);
channel->routine = 0;
}
break;
case SOUND_EFFECT_FINISH:
glk_sound_load_hint(number, 0);
break;
}
#endif
}