mirror of
https://github.com/isledecomp/isle-portable.git
synced 2024-12-18 03:43:54 -05:00
Fix repeating sounds in MxWavePresenter
(#35)
Some checks are pending
Build / Current msys2 mingw32 (push) Waiting to run
Build / Current msys2 mingw64 (push) Waiting to run
Build / Current MSVC (32-bit) (push) Waiting to run
Build / Current MSVC (64-bit) (push) Waiting to run
Format / C++ (push) Waiting to run
Naming / C++ (push) Waiting to run
Some checks are pending
Build / Current msys2 mingw32 (push) Waiting to run
Build / Current msys2 mingw64 (push) Waiting to run
Build / Current MSVC (32-bit) (push) Waiting to run
Build / Current MSVC (64-bit) (push) Waiting to run
Format / C++ (push) Waiting to run
Naming / C++ (push) Waiting to run
This commit is contained in:
parent
3b7e60bdc0
commit
874714a40d
2 changed files with 49 additions and 14 deletions
|
@ -38,6 +38,7 @@ class MxWavePresenter : public MxSoundPresenter {
|
||||||
void ReadyTickle() override; // vtable+0x18
|
void ReadyTickle() override; // vtable+0x18
|
||||||
void StartingTickle() override; // vtable+0x1c
|
void StartingTickle() override; // vtable+0x1c
|
||||||
void StreamingTickle() override; // vtable+0x20
|
void StreamingTickle() override; // vtable+0x20
|
||||||
|
void RepeatingTickle() override; // added by isle-portable
|
||||||
void DoneTickle() override; // vtable+0x2c
|
void DoneTickle() override; // vtable+0x2c
|
||||||
void ParseExtra() override; // vtable+0x30
|
void ParseExtra() override; // vtable+0x30
|
||||||
MxResult AddToManager() override; // vtable+0x34
|
MxResult AddToManager() override; // vtable+0x34
|
||||||
|
|
|
@ -108,18 +108,6 @@ void MxWavePresenter::StartingTickle()
|
||||||
assert(m_waveFormat->m_formatTag == g_supportedFormatTag);
|
assert(m_waveFormat->m_formatTag == g_supportedFormatTag);
|
||||||
assert(m_waveFormat->m_bitsPerSample == 8 || m_waveFormat->m_bitsPerSample == 16);
|
assert(m_waveFormat->m_bitsPerSample == 8 || m_waveFormat->m_bitsPerSample == 16);
|
||||||
|
|
||||||
// [library:audio]
|
|
||||||
// The original game supported a looping/repeating action mode which apparently
|
|
||||||
// went unused in the retail version of the game (at least for audio).
|
|
||||||
// It is only ever "used" on startup to load two dummy sounds which are
|
|
||||||
// initially disabled and never play: IsleScript::c_TransitionSound1 and IsleScript::c_TransitionSound2
|
|
||||||
// If MxDSAction::c_looping was set, MxWavePresenter kept the entire sound track
|
|
||||||
// in a buffer, presumably to allow random seeking and looping. This functionality
|
|
||||||
// has most likely been superseded by the looping mechanism implemented in the streaming layer.
|
|
||||||
// Since this has gone unused and to reduce complexity, we don't allow this anymore;
|
|
||||||
// except for the two dummy sounds, which must be !IsEnabled()
|
|
||||||
assert(!(m_action->GetFlags() & MxDSAction::c_looping) || !IsEnabled());
|
|
||||||
|
|
||||||
if (m_waveFormat->m_bitsPerSample == 8) {
|
if (m_waveFormat->m_bitsPerSample == 8) {
|
||||||
m_silenceData = 0x7F;
|
m_silenceData = 0x7F;
|
||||||
}
|
}
|
||||||
|
@ -128,11 +116,17 @@ void MxWavePresenter::StartingTickle()
|
||||||
m_silenceData = 0;
|
m_silenceData = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// [library:audio]
|
||||||
|
// If we have a repeating action (MxDSAction::c_looping set), we must make sure the ring buffer
|
||||||
|
// is large enough to contain the entire sound at once. The size must be a multiple of `g_millisecondsPerChunk`
|
||||||
if (ma_pcm_rb_init(
|
if (ma_pcm_rb_init(
|
||||||
m_waveFormat->m_bitsPerSample == 16 ? ma_format_s16 : ma_format_u8,
|
m_waveFormat->m_bitsPerSample == 16 ? ma_format_s16 : ma_format_u8,
|
||||||
m_waveFormat->m_channels,
|
m_waveFormat->m_channels,
|
||||||
ma_calculate_buffer_size_in_frames_from_milliseconds(
|
ma_calculate_buffer_size_in_frames_from_milliseconds(
|
||||||
g_rbSizeInMilliseconds,
|
m_action->GetFlags() & MxDSAction::c_looping
|
||||||
|
? (m_action->GetDuration() / m_action->GetLoopCount() + g_millisecondsPerChunk - 1) /
|
||||||
|
g_millisecondsPerChunk * g_millisecondsPerChunk
|
||||||
|
: g_rbSizeInMilliseconds,
|
||||||
m_waveFormat->m_samplesPerSec
|
m_waveFormat->m_samplesPerSec
|
||||||
),
|
),
|
||||||
NULL,
|
NULL,
|
||||||
|
@ -194,6 +188,15 @@ void MxWavePresenter::StreamingTickle()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void MxWavePresenter::RepeatingTickle()
|
||||||
|
{
|
||||||
|
if (IsEnabled() && !m_currentChunk) {
|
||||||
|
if (m_action->GetElapsedTime() >= m_action->GetStartTime() + m_action->GetDuration()) {
|
||||||
|
ProgressTickleState(e_freezing);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// FUNCTION: LEGO1 0x100b20c0
|
// FUNCTION: LEGO1 0x100b20c0
|
||||||
void MxWavePresenter::DoneTickle()
|
void MxWavePresenter::DoneTickle()
|
||||||
{
|
{
|
||||||
|
@ -206,9 +209,29 @@ void MxWavePresenter::DoneTickle()
|
||||||
// FUNCTION: LEGO1 0x100b2130
|
// FUNCTION: LEGO1 0x100b2130
|
||||||
void MxWavePresenter::LoopChunk(MxStreamChunk* p_chunk)
|
void MxWavePresenter::LoopChunk(MxStreamChunk* p_chunk)
|
||||||
{
|
{
|
||||||
WriteToSoundBuffer(p_chunk->GetData(), p_chunk->GetLength());
|
// [library:audio]
|
||||||
|
// The original code writes all the chunks directly into the buffer. However, since we are using
|
||||||
|
// a ring buffer instead, we cannot do that. Instead, we use the original code's `m_loopingChunks`
|
||||||
|
// to store permanent copies of all the chunks. (`MxSoundPresenter::LoopChunk`)
|
||||||
|
// These will then be used to write them all at once to the ring buffer when necessary.
|
||||||
|
MxSoundPresenter::LoopChunk(p_chunk);
|
||||||
|
|
||||||
|
assert(m_action->GetFlags() & MxDSAction::c_looping);
|
||||||
|
|
||||||
|
// [library:audio]
|
||||||
|
// We don't currently support a loop count greater than 1 for repeating actions.
|
||||||
|
// However, there don't seem to be any such actions in the game.
|
||||||
|
assert(m_action->GetLoopCount() == 1);
|
||||||
|
|
||||||
|
// [library:audio]
|
||||||
|
// So far there are no known cases where the sound is initially enabled if it's set to repeat.
|
||||||
|
// While we can technically support this (see branch below), this should be tested.
|
||||||
|
assert(!IsEnabled());
|
||||||
|
|
||||||
if (IsEnabled()) {
|
if (IsEnabled()) {
|
||||||
|
WriteToSoundBuffer(p_chunk->GetData(), p_chunk->GetLength());
|
||||||
m_subscriber->FreeDataChunk(p_chunk);
|
m_subscriber->FreeDataChunk(p_chunk);
|
||||||
|
m_currentChunk = NULL;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -236,6 +259,17 @@ MxResult MxWavePresenter::PutData()
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
assert(!ma_sound_is_playing(&m_sound));
|
||||||
|
|
||||||
|
// [library:audio]
|
||||||
|
// We push all the repeating chunks at once into the buffer.
|
||||||
|
// This should never fail, since the buffer is ensured to be large enough to contain the entire sound.
|
||||||
|
while (m_loopingChunkCursor->Next(m_currentChunk)) {
|
||||||
|
assert(WriteToSoundBuffer(m_currentChunk->GetData(), m_currentChunk->GetLength()));
|
||||||
|
}
|
||||||
|
|
||||||
|
m_currentChunk = NULL;
|
||||||
|
|
||||||
if (ma_sound_start(&m_sound) == MA_SUCCESS) {
|
if (ma_sound_start(&m_sound) == MA_SUCCESS) {
|
||||||
m_started = TRUE;
|
m_started = TRUE;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue