CnC_Red_Alert/WINVQ/VQA32/AUDIO.CPP

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/*
** Command & Conquer Red Alert(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program 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 3 of the License, or
** (at your option) any later version.
**
** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
/****************************************************************************
*
* C O N F I D E N T I A L -- W E S T W O O D S T U D I O S
*
*----------------------------------------------------------------------------
*
* PROJECT
* VQA player library. (32-Bit protected mode)
*
* FILE
* audio.c
*
* DESCRIPTION
* Audio playback and timing.
*
* PROGRAMMER
* Bill Randolph
* Denzil E. Long, Jr.
*
* DATE
* August 4, 1995
*
*
* HISTORY:
* Modified for Win95 Direct Sound - Steve T 1/2/96 6:35AM
*
*----------------------------------------------------------------------------
*
* PUBLIC
* VQA_StartTimerInt - Initialize system timer interrupt.
* VQA_StopTimerInt - Remove system timer interrupt.
* VQA_SetTimer - Resets current time to given tick value.
* VQA_GetTime - Return current time.
* VQA_TimerMethod - Get timer method being used.
* VQA_OpenAudio - Open sound system.
* VQA_CloseAudio - Close sound system
* VQA_StartAudio - Starts audio playback
* VQA_StopAudio - Stop audio playback.
* CopyAudio - Copy data from Audio Temp buf into Audio play buf.
*
* PRIVATE
* TimerCallback - VQA timer event. (Called by HMI)
* AutoDetect - Auto detect the sound card.
* AudioCallback - Sound system callback.
*
****************************************************************************/
#include <stdio.h>
#include <stdlib.h>
#include <malloc.h>
#include <mem.h>
#include <sys\timeb.h>
#include "vqaplayp.h"
#include <vqm32\all.h>
#ifdef __WATCOMC__
#pragma pack(4);
#endif
/*---------------------------------------------------------------------------
* AUDIO DEFINITIONS
*-------------------------------------------------------------------------*/
#define USE_WINDOWS_TIME 1
#define HMI_SAMPLE 0x1000
#define MAKE_LONG(a,b) (((long)(a)<<16)|(long)((b)&0x0000FFFFL))
/*---------------------------------------------------------------------------
* PROTOTYPES
*-------------------------------------------------------------------------*/
#if( USE_WINDOWS_TIME )
extern unsigned long Get_Game_Time( void );
#endif
#if(VQAAUDIO_ON)
#if(VQADIRECT_SOUND)
void CALLBACK TimerCallback ( UINT event_id, UINT res1 , DWORD user, DWORD res2, DWORD res3 );
BOOL Move_HMI_Audio_Block_To_Direct_Sound_Buffer (void);
void CALLBACK AudioCallback ( UINT , UINT , DWORD , DWORD , DWORD );
#else
long AutoDetect(_SOS_CAPABILITIES *digicaps, long bitsize, long channels);
void far TimerCallback(void);
void far __cdecl AudioCallback(WORD wDriverHandle, WORD wAction,
WORD wSampleID);
/* Dummy functions used to mark the start/end address of the file. */
static void StartAddr(void);
static void EndAddr(void);
#endif
/*---------------------------------------------------------------------------
* GLOBAL DATA
*-------------------------------------------------------------------------*/
static VQAHandleP *VQAP = NULL;
static long AudioFlags = 0;
static long TimerSysCount = 0;
static long TimerIntCount = 0;
static WORD VQATimer = 0;
static long TimerMethod;
static long VQATickCount = 0;
#endif /* VQAAUDIO_ON */
static long TickOffset = 0;
char *HMIDevName = "<none>";
#if(VQAAUDIO_ON)
#if(!VQADIRECT_SOUND)
/* This is a dummy function that is used to mark the start of the module.
* It is necessary for locking the memory the module occupies. This prevents
* the virtual memory manager from swapping out this memory.
*/
static void StartAddr(void)
{
}
/****************************************************************************
*
* NAME
* VQA_StartTimerInt - Initialize system timer interrupt.
*
* SYNOPSIS
* Error = VQA_StartTimerInt(VQA, Init)
*
* long VQA_StartTimerInt(VQAHandeP *, long);
*
* FUNCTION
* Initialize the HMI timer system and add our own timer event. If the
* system has already been initialized then we are given access to the
* the timer system.
*
* INPUTS
* VQA - Pointer to private VQAHandle structure.
* Init - Initialize HMI timer system flag. (TRUE = Initialize)
*
* RESULT
* Error - 0 if successful, -1 if error.
*
****************************************************************************/
long VQA_StartTimerInt(VQAHandleP *vqap, long init)
{
VQAAudio *audio;
/* Dereference for quick access. */
audio = &vqap->VQABuf->Audio;
/* Does the caller want me to initialize the timer system? */
if (init == 0) {
/* If the timer system is uninitialized then it is the players
* responsibility to do it.
*/
if ((AudioFlags & VQAAUDF_TIMERINIT)==(HMI_UNINIT<<VQAAUDB_TIMERINIT)) {
sosTIMERInitSystem(_TIMER_DOS_RATE, _SOS_DEBUG_NORMAL);
/* Flag the timer system as open. */
AudioFlags |= (HMI_VQAINIT << VQAAUDB_TIMERINIT);
}
/* Flag availability of the timer system. */
audio->Flags |= (HMI_VQAINIT << VQAAUDB_TIMERINIT);
} else {
audio->Flags |= (HMI_APPINIT << VQAAUDB_TIMERINIT);
}
/* Increment the timer system usage count. */
TimerSysCount++;
/* Register the VQA_TickCount timer event. */
if ((AudioFlags & VQAAUDF_HMITIMER) == (HMI_UNINIT<<VQAAUDB_HMITIMER)) {
if (sosTIMERRegisterEvent(VQA_TIMETICKS,TimerCallback,&VQATimer) == 0) {
/* Flag the timer interrupt as being registered. */
AudioFlags |= (HMI_VQAINIT << VQAAUDB_HMITIMER);
} else {
return (-1);
}
}
/* Flag availability of the timer interrupt. */
audio->Flags |= (HMI_VQAINIT << VQAAUDB_HMITIMER);
/* Increment the timer interrupt usage count. */
TimerIntCount++;
/* Lock the memory occupied by this module. */
if ((audio->Flags & VQAAUDF_MODLOCKED) == 0) {
DPMI_Lock((void *)&StartAddr, (long)&EndAddr - (long)&StartAddr);
audio->Flags |= VQAAUDF_MODLOCKED;
}
return (0);
}
/****************************************************************************
*
* NAME
* VQA_StopTimerInt - Remove system timer interrupt.
*
* SYNOPSIS
* VQA_StopTimerInt()
*
* void VQA_StopTimerInt(void);
*
* FUNCTION
* Remove our timer event from the HMI timer system. Uninitialize the
* HMI timer system if we initialized it.
*
* INPUTS
* NONE
*
* RESULT
* NONE
*
****************************************************************************/
void VQA_StopTimerInt(VQAHandleP *vqap)
{
VQAAudio *audio;
/* Dereference for quick access. */
audio = &vqap->VQABuf->Audio;
/* Decrement the timer interrupt usage count. */
if (TimerIntCount) {
TimerIntCount--;
}
/* Remove the timer interrrupt if it is initialized and the use count is
* zero. Otherwise, clear the callers timer interrupt availability flag.
*/
if (((AudioFlags & VQAAUDF_HMITIMER) == (HMI_VQAINIT<<VQAAUDB_HMITIMER))
&& (TimerIntCount == 0)) {
sosTIMERRemoveEvent(VQATimer);
AudioFlags &= ~VQAAUDF_HMITIMER;
} else {
audio->Flags &= ~VQAAUDF_HMITIMER;
}
/* Derement the timer system usage count. */
if (TimerSysCount) {
TimerSysCount--;
}
/* Close the timer system if it has been opened and the use count is zero.
* Otherwise, clear the callers timer system availability flag.
*/
if (((AudioFlags & VQAAUDF_TIMERINIT) == (HMI_VQAINIT<<VQAAUDB_TIMERINIT))
&& (TimerSysCount == 0)) {
sosTIMERUnInitSystem(0);
AudioFlags &= ~VQAAUDF_TIMERINIT;
} else {
audio->Flags &= ~VQAAUDF_TIMERINIT;
}
/* Unlock the memory accupied by this module. */
if ((audio->Flags & VQAAUDF_MODLOCKED) == 1) {
DPMI_Unlock(&StartAddr, (long)&EndAddr - (long)&StartAddr);
audio->Flags &= ~VQAAUDF_MODLOCKED;
}
}
/****************************************************************************
*
* NAME
* TimerCallback - VQA timer event. (Called by HMI)
*
* SYNOPSIS
* TimerCallback()
*
* void TimerCallback(void);
*
* FUNCTION
* Our custom timer event. This is the timer event that we register with
* HMI for system timing.
*
* INPUTS
* NONE
*
* RESULT
* NONE
*
****************************************************************************/
void far TimerCallback(void)
{
VQATickCount++;
}
/****************************************************************************
*
* NAME
* VQA_OpenAudio - Open sound system.
*
* SYNOPSIS
* Error = VQA_OpenAudio(VQAHandleP)
*
* long VQA_OpenAudio(VQAHandleP *);
*
* FUNCTION
* Initialize the sound system by setting the DigiHandle to and HMI
* driver handle. The timer must first be initialized before calling
* this function.
*
* INPUTS
* VQAHandleP - Pointer to private VQAHandle.
*
* RESULT
* Error - 0 if successful, -1 if error.
*
****************************************************************************/
long VQA_OpenAudio(VQAHandleP *vqap)
{
VQAData *vqabuf;
VQAAudio *audio;
VQAConfig *config;
VQAHeader *header;
unsigned char *driver_path;
WORD port;
long rc;
/* Dereference data memebers for quicker access. */
config = &vqap->Config;
header = &vqap->Header;
vqabuf = vqap->VQABuf;
audio = &vqabuf->Audio;
/* Fail if no audio buffer or DigiCard is 0 (no sound) */
if ((audio->Buffer == NULL) || (config->DigiCard == 0)) {
return (-1);
}
/* Reset the buffer position to the beginning. */
audio->CurBlock = 0;
/* Initialize the HMI driver structure. */
audio->sSOSInitDriver.wAllocateBuffer = _TRUE;
audio->sSOSInitDriver.wParam = 19;
audio->sSOSInitDriver.wTimerID = _SOS_NORMAL_TIMER;
/*-------------------------------------------------------------------------
* Compute the playback rate:
*
* - If Config->AudioRate is -1, use HMI_DATA_RATE scaled to the specified
* frame rate (so the audio plays faster if we're playing faster)
* - otherwise, use the specified rate
*-----------------------------------------------------------------------*/
if (config->AudioRate != -1) {
audio->sSOSInitDriver.wSampleRate = config->AudioRate;
}
else if (config->FrameRate != header->FPS) {
audio->sSOSInitDriver.wSampleRate = ((audio->SampleRate*config->FrameRate)
/ (unsigned long)header->FPS);
config->AudioRate = audio->sSOSInitDriver.wSampleRate;
} else {
audio->sSOSInitDriver.wSampleRate = audio->SampleRate;
config->AudioRate = audio->SampleRate;
}
/* If the application has already initialized HMI then set the
* necessary variables. Otherwise we must setup HMI ourself.
*/
if ((config->OptionFlags & VQAOPTF_HMIINIT)
|| ((AudioFlags & VQAAUDF_DIGIINIT) != 0)) {
/* The application MUST provide the card type! */
if (config->DigiCard == -1) {
return (-1);
}
/* Init the detection system */
driver_path = (unsigned char *)".\\";
if ((rc = sosDIGIDetectInit(driver_path)) != 0) {
return (rc);
}
/* Get the capabilities of the card being used. */
rc = sosDIGIDetectGetCaps(config->DigiCard, &audio->DigiCaps);
sosDIGIDetectUnInit();
if (rc != 0) {
return (rc);
}
audio->DigiHandle = config->DigiHandle;
audio->Flags |= (HMI_APPINIT << VQAAUDB_TIMERINIT);
audio->Flags |= (HMI_APPINIT << VQAAUDB_DIGIINIT);
if ((AudioFlags & (VQAAUDF_TIMERINIT|VQAAUDF_DIGIINIT)) == 0) {
HMIDevName = "App-Specific";
AudioFlags |= (HMI_APPINIT << VQAAUDB_TIMERINIT);
AudioFlags |= (HMI_APPINIT << VQAAUDB_DIGIINIT);
}
} else {
/* Init the detection system */
driver_path = (unsigned char *)".\\";
if ((rc = sosDIGIDetectInit(driver_path)) != 0) {
return (rc);
}
/*-----------------------------------------------------------------------
* Initialize DigiHardware with port, IRQ, and DMA, and make sure
* Config.DigiCard contains the HMI ID we want to use:
*
* - If Config.DigiCard is -1, auto-detect the hardware; then, do a
* FindHardware so the GetSettings will work
* - If Config.DigiCard is filled in, but port, IRQ or DMA is -1, use
* FindHardware & GetSettings to get the settings
* - If all are filled in, just use them as they are
*---------------------------------------------------------------------*/
/* Auto-Detect */
if (config->DigiCard == -1) {
/* Version 1 VQA's have only 8 bit mono audio streams. */
if (header->Version == VQAHD_VER1) {
config->DigiCard = AutoDetect(&audio->DigiCaps, 8, 1);
} else {
config->DigiCard = AutoDetect(&audio->DigiCaps, audio->BitsPerSample,
audio->Channels);
/* Resort to 8bit mono */
if (config->DigiCard == -1) {
config->DigiCard = AutoDetect(&audio->DigiCaps, 8, 1);
}
}
if (config->DigiCard == -1) {
sosDIGIDetectUnInit();
return (-1);
}
}
/* Do a FindHardware & GetSettings */
if (config->DigiPort == -1) {
if (sosDIGIDetectFindHardware(config->DigiCard, &audio->DigiCaps,
&port)) {
sosDIGIDetectUnInit();
return (-1);
}
if (sosDIGIDetectGetSettings(&audio->DigiHardware)) {
sosDIGIDetectUnInit();
return (-1);
}
config->DigiPort = audio->DigiHardware.wPort;
config->DigiIRQ = audio->DigiHardware.wIRQ;
config->DigiDMA = audio->DigiHardware.wDMA;
HMIDevName = (char *)audio->DigiCaps.szDeviceName;
} else {
audio->DigiHardware.wPort = config->DigiPort;
audio->DigiHardware.wIRQ = config->DigiIRQ;
audio->DigiHardware.wDMA = config->DigiDMA;
HMIDevName = "App-Specific";
}
sosDIGIDetectUnInit();
/* Initialize the DIGI system & driver */
sosDIGIInitSystem(driver_path, _SOS_DEBUG_NORMAL);
audio->sSOSInitDriver.wBufferSize = config->HMIBufSize;
audio->sSOSInitDriver.lpBuffer = NULL;
audio->sSOSInitDriver.lpFillHandler = NULL;
audio->sSOSInitDriver.lpDriverMemory = NULL;
audio->sSOSInitDriver.lpTimerMemory = NULL;
audio->DigiHandle = -1;
if ((rc = sosDIGIInitDriver(config->DigiCard, &audio->DigiHardware,
&audio->sSOSInitDriver, &audio->DigiHandle)) != 0) {
return (rc);
}
/*-----------------------------------------------------------------------
* Register the timer event
*---------------------------------------------------------------------*/
/* If the timer hasn't been init'd, do it now */
if ((AudioFlags & VQAAUDF_TIMERINIT) == (HMI_UNINIT<<VQAAUDB_TIMERINIT)) {
sosTIMERInitSystem(_TIMER_DOS_RATE ,_SOS_DEBUG_NORMAL);
audio->Flags |= (HMI_VQAINIT << VQAAUDB_TIMERINIT);
AudioFlags |= (HMI_VQAINIT << VQAAUDB_TIMERINIT);
}
/* Register the event */
rc = sosTIMERRegisterEvent(VQA_TIMETICKS,
audio->sSOSInitDriver.lpFillHandler, &audio->DigiTimer);
if (rc) {
sosDIGIUnInitDriver(audio->DigiHandle, _TRUE, _TRUE);
sosDIGIUnInitSystem();
return (rc);
}
config->DigiHandle = audio->DigiHandle;
audio->Flags |= (HMI_VQAINIT << VQAAUDB_DIGIINIT);
AudioFlags |= (HMI_VQAINIT << VQAAUDB_DIGIINIT);
}
if ((audio->Flags & VQAAUDF_MODLOCKED) == 0) {
DPMI_Lock(&StartAddr, (long)&EndAddr - (long)&StartAddr);
audio->Flags |= VQAAUDF_MODLOCKED;
}
return (0);
}
/****************************************************************************
*
* NAME
* VQA_CloseAudio - Close sound system
*
* SYNOPSIS
* VQA_CloseAudio()
*
* void VQA_CloseAudio(void);
*
* FUNCTION
* Removes VQA's involvement in the audio system.
*
* INPUTS
* NONE
*
* RESULT
* NONE
*
****************************************************************************/
void VQA_CloseAudio(VQAHandleP *vqap)
{
VQAAudio *audio;
/* Dereference for quick access. */
audio = &vqap->VQABuf->Audio;
/* Remove the Digi event */
if ((AudioFlags & VQAAUDF_DIGIINIT) == (HMI_VQAINIT<<VQAAUDB_DIGIINIT)) {
sosTIMERRemoveEvent(audio->DigiTimer);
}
/* Un-init timer if necessary */
if ((AudioFlags & VQAAUDF_TIMERINIT) == (HMI_VQAINIT<<VQAAUDB_TIMERINIT)) {
sosTIMERUnInitSystem(0);
}
audio->Flags &= ~VQAAUDF_TIMERINIT;
AudioFlags &= ~VQAAUDF_TIMERINIT;
/* Remove the driver */
if ((audio->Flags & VQAAUDF_DIGIINIT) == (HMI_VQAINIT<<VQAAUDB_DIGIINIT)) {
sosDIGIUnInitDriver(audio->DigiHandle, _TRUE, _TRUE);
sosDIGIUnInitSystem();
}
audio->Flags &= ~VQAAUDF_DIGIINIT;
AudioFlags &= ~VQAAUDF_DIGIINIT;
AudioFlags &= ~VQAAUDF_ISPLAYING;
/* Unlock the memory accupied by this module. */
if ((audio->Flags & VQAAUDF_MODLOCKED) == 1) {
DPMI_Unlock(&StartAddr, (long)&EndAddr - (long)&StartAddr);
audio->Flags &= ~VQAAUDF_MODLOCKED;
}
}
/****************************************************************************
*
* NAME
* AutoDetect - Auto detect the sound card.
*
* SYNOPSIS
* CardID = AutoDetect(DigiCaps, BitSize, Channels)
*
* long AutoDetect(_SOS_CAPABILITIES *, long, long);
*
* FUNCTION
* Autodetects the type of sound card present in the system.
*
* INPUTS
* DigiCaps - Pointer to HMI digital card capabilities structure.
* BitSize - Bits per sample size.
* Channels - Number of desired channels.
*
* RESULT
* CardID - HMI ID of the sound card found, -1 if none.
*
****************************************************************************/
long AutoDetect(_SOS_CAPABILITIES *digicaps, long bitsize, long channels)
{
long device_id = -1;
WORD port;
long i;
long rc;
/* Search for an 8-bit mono device */
if (sosDIGIDetectFindFirst(digicaps, &port)) {
return (-1);
}
channels--;
i = 0;
while (i < 6) {
i++;
if ((digicaps->wBitsPerSample == bitsize)
&& (digicaps->wChannels == channels)) {
break;
}
if (sosDIGIDetectFindNext(digicaps, &port)) {
return (-1);
}
}
/* Exit if failed to find the required device */
if ((digicaps->wBitsPerSample != bitsize)
|| (digicaps->wChannels != channels)) {
return (-1);
}
/* Stash the ID */
device_id = digicaps->wDeviceID;
/* Now that we have handled the initial pass, verify that if we found an
* _ADLIB_GOLD_8_MONO that it is not a Logitech Sound Wave man in disguise.
*/
if ((WORD)digicaps->wDeviceID == _ADLIB_GOLD_8_MONO) {
rc = sosDIGIDetectFindNext(digicaps, &port);
while ((i < 6) && (rc == 0)) {
i++;
if ((digicaps->wBitsPerSample == 8) && (digicaps->wChannels == 0)) {
break;
}
if ((rc = sosDIGIDetectFindNext(digicaps, &port)) != 0) {
break;
}
}
/* If we don't have an error use the secondary device ID, after all,
* anything's better than an Adlib Gold. If we do have an error or there
* is nothing we can use then the device ID is already set to the adlib
* gold so just let it rip.
*/
if ((rc == 0) && ((WORD)digicaps->wDeviceID == _SBPRO_8_MONO)) {
return (digicaps->wDeviceID);
}
}
return (device_id);
}
/****************************************************************************
*
* NAME
* VQA_StartAudio - Starts audio playback
*
* SYNOPSIS
* Error = VQA_StartAudio(VQA)
*
* long VQA_StartAudio(VQAHandleP *);
*
* FUNCTION
* Start the audio playback for the movie.
*
* INPUTS
* VQA - Pointer to private VQA handle.
*
* RESULT
* Error - 0 if successful, or -1 error code.
*
****************************************************************************/
long VQA_StartAudio(VQAHandleP *vqap)
{
VQAConfig *config;
VQAAudio *audio;
/* Save buffers for the callback routine */
VQAP = vqap;
/* Dereference commonly used data members for quicker access. */
config = &vqap->Config;
audio = &vqap->VQABuf->Audio;
/* Return if already playing */
if (AudioFlags & VQAAUDF_ISPLAYING) {
return (-1);
}
/* Set my driver handle */
if (config->DigiHandle != -1) {
audio->DigiHandle = config->DigiHandle;
}
if (audio->DigiHandle == (WORD)-1) {
return (-1);
}
/*-------------------------------------------------------------------------
* Initialize the sample structure.
*-----------------------------------------------------------------------*/
memset(&audio->sSOSSampleData, 0, sizeof(_SOS_START_SAMPLE));
audio->sSOSSampleData.lpSamplePtr = (unsigned char *)audio->Buffer;
audio->sSOSSampleData.dwSampleSize = config->HMIBufSize;
audio->sSOSSampleData.wVolume = (config->Volume << 7);
audio->sSOSSampleData.wSampleID = HMI_SAMPLE;
audio->sSOSSampleData.lpCallback = AudioCallback;
/* Set the channel flags for the type of data we have. */
if (audio->Channels == 2) {
audio->sSOSSampleData.wChannel = _INTERLEAVED;
} else {
audio->sSOSSampleData.wChannel = _CENTER_CHANNEL;
}
/* If the card is unable to handle stereo data the we must notify the
* sound system to convert the stereo data to mono data during playback.
*/
if ((audio->Channels - 1) > audio->DigiCaps.wChannels) {
audio->sSOSSampleData.wSampleFlags |= _STEREOTOMONO;
}
/* If the card is unable to handle the sample size of the audio data
* then we must notify the sound system to convert the audio data to
* the proper format.
*/
if (audio->BitsPerSample != audio->DigiCaps.wBitsPerSample) {
if (audio->BitsPerSample > audio->DigiCaps.wBitsPerSample) {
audio->sSOSSampleData.wSampleFlags |= _TRANSLATE16TO8;
} else {
audio->sSOSSampleData.wSampleFlags |= _TRANSLATE8TO16;
}
}
/* Adjust the pitch if the driver is setup to playback at a different
* rate than what the sample was recorded at.
*/
if (audio->sSOSInitDriver.wSampleRate != audio->SampleRate) {
ldiv_t result;
result = ldiv(audio->SampleRate, audio->sSOSInitDriver.wSampleRate);
audio->sSOSSampleData.dwSamplePitchAdd = (long)MAKE_LONG((short)result.quot,
(short)(((long)result.rem * 0x10000L) / audio->sSOSInitDriver.wSampleRate));
audio->sSOSSampleData.wSampleFlags |= _PITCH_SHIFT;
}
/* Start playback */
audio->SampleHandle = sosDIGIStartSample(audio->DigiHandle,
&audio->sSOSSampleData);
audio->Flags |= VQAAUDF_ISPLAYING;
AudioFlags |= VQAAUDF_ISPLAYING;
return (0);
}
/****************************************************************************
*
* NAME
* VQA_StopAudio - Stop audio playback.
*
* SYNOPSIS
* VQA_StopAudio(VQA)
*
* void VQA_StopAudio(VQAHandleP *);
*
* FUNCTION
* Halts the currently playing audio stream.
*
* INPUTS
* VQA - Pointer to private VQAHandle.
*
* RESULT
* NONE
*
****************************************************************************/
void VQA_StopAudio(VQAHandleP *vqap)
{
VQAAudio *audio;
/* Dereference for quick access. */
audio = &vqap->VQABuf->Audio;
/* Just return if not playing */
if (AudioFlags & VQAAUDF_ISPLAYING) {
sosDIGIStopSample(audio->DigiHandle, audio->SampleHandle);
audio->Flags &= ~VQAAUDF_ISPLAYING;
AudioFlags &= ~VQAAUDF_ISPLAYING;
}
VQAP = NULL;
}
/****************************************************************************
*
* NAME
* CopyAudio - Copy data from Audio Temp buffer into Audio play buffer.
*
* SYNOPSIS
* Error = CopyAudio(VQA)
*
* long CopyAudio(VQAHandleP *);
*
* FUNCTION
* This routine just copies the data in the TempBuf into the correct
* spots in the audio play buffer. If there is no room available in the
* audio play buffer, the routine returns VQAERR_SLEEPING, which will put
* the whole Loader to "sleep" while it waits for a free buffer.
*
* If there's no data in the TempBuf to copy, the routine just returns 0.
*
* INPUTS
* VQA - Pointer to private VQAHandle structure.
*
* RESULT
* Error - 0 if successful or VQAERR_??? error code.
*
****************************************************************************/
long CopyAudio(VQAHandleP *vqap)
{
VQAAudio *audio;
VQAConfig *config;
long startblock;
long endblock;
long len1,len2;
long i;
/* Dereference commonly used data members for quicker access. */
audio = &vqap->VQABuf->Audio;
config = &vqap->Config;
/* If audio is disabled, or if we're playing from a VOC file, or if
* there's no Audio Buffer, or if there's no data to copy, just return 0
*/
#if(VQAVOC_ON && VQAAUDIO_ON)
if (((config->OptionFlags & VQAOPTF_AUDIO) == 0) || (vqap->vocfh != -1)
|| (audio->Buffer == NULL) || (audio->TempBufLen == 0)) {
#else /* VQAVOC_ON */
if (((config->OptionFlags & VQAOPTF_AUDIO) == 0) || (audio->Buffer == NULL)
|| (audio->TempBufLen == 0)) {
#endif /* VQAVOC_ON */
return (0);
}
/* Compute start & end blocks to copy into */
startblock = (audio->AudBufPos / config->HMIBufSize);
endblock = (audio->AudBufPos + audio->TempBufLen) / config->HMIBufSize;
if (endblock >= audio->NumAudBlocks) {
endblock -= audio->NumAudBlocks;
}
/* If 'endblock' hasn't played yet, return VQAERR_SLEEPING */
if (audio->IsLoaded[endblock] == 1) {
return (VQAERR_SLEEPING);
}
/* Copy the data:
*
* - If 'startblock' < 'endblock', copy the entire buffer
* - Otherwise, fill to the end of the buffer with part of the data, then
* copy the rest to the beginning of the buffer
*/
if (startblock <= endblock) {
/* Copy data */
memcpy((audio->Buffer + audio->AudBufPos), audio->TempBuf,
audio->TempBufLen);
/* Adjust current load position */
audio->AudBufPos += audio->TempBufLen;
/* Mark buffer as empty */
audio->TempBufLen = 0;
/* Set all blocks to loaded */
for (i = startblock; i < endblock; i++) {
audio->IsLoaded[i] = 1;
}
return (0);
} else {
/* Compute length of each piece */
len1 = config->AudioBufSize - audio->AudBufPos;
len2 = audio->TempBufLen - len1;
/* Copy 1st piece into end of Audio Buffer */
memcpy((audio->Buffer + audio->AudBufPos), audio->TempBuf, len1);
/* Copy 2nd piece into start of Audio Buffer */
memcpy(audio->Buffer, audio->TempBuf + len1, len2);
/* Adjust load position */
audio->AudBufPos = len2;
/* Mark buffer as empty */
audio->TempBufLen = 0;
/* Set blocks to loaded */
for (i = startblock; i < audio->NumAudBlocks; i++) {
audio->IsLoaded[i] = 1;
}
for (i = 0; i < endblock; i++) {
audio->IsLoaded[i] = 1;
}
return (0);
}
}
/****************************************************************************
*
* NAME
* AudioCallback - Sound system callback.
*
* SYNOPSIS
* AudioCallback(DriverHandle, Action, SampleID)
*
* void AudioCallback(WORD, WORD, WORD);
*
* FUNCTION
* Our custom audio callback routine that services HMI.
*
* INPUTS
* DriverHandle - HMI driver handle.
* Action - Action taken.
* SampleID - ID of sample.
*
* RESULT
* NONE
*
****************************************************************************/
void far __cdecl AudioCallback(WORD wDriverHandle,WORD wAction,WORD wSampleID)
{
VQAAudio *audio;
VQAConfig *config;
/* Dereference commonly used data members for quicker access. */
audio = &VQAP->VQABuf->Audio;
config = &VQAP->Config;
/* Suppress compiler warnings */
wDriverHandle = wDriverHandle;
wSampleID = wSampleID;
/* See if we're called because the buffer is empty */
if (wAction == _SAMPLE_PROCESSED) {
/* Compute the 'NextBlock' index */
audio->NextBlock = audio->CurBlock + 1;
if (audio->NextBlock >= audio->NumAudBlocks) {
audio->NextBlock = 0;
}
/* See if the next block has data in it; if so, update the audio
* buffer play position & the 'CurBlock' value.
* If not, don't change anything and replay this block.
*/
if (audio->IsLoaded[audio->NextBlock] == 1) {
/* Update this block's status to loadable (0) */
audio->IsLoaded[audio->CurBlock] = 0;
/* Update position within audio buffer */
audio->PlayPosition += config->HMIBufSize;
audio->CurBlock++;
if (audio->PlayPosition >= config->AudioBufSize) {
audio->PlayPosition = 0;
audio->CurBlock = 0;
}
} else {
audio->NumSkipped++;
}
/* Start the new buffer playing */
audio->sSOSSampleData.lpSamplePtr = (unsigned char *)(audio->Buffer)
+ audio->PlayPosition;
sosDIGIContinueSample(audio->DigiHandle, audio->SampleHandle,
&audio->sSOSSampleData);
audio->SamplesPlayed += config->HMIBufSize;
}
}
/* Dummy function used to mark the beginning address of the file. */
static void EndAddr(void)
{
}
#else //!VQADIRECT_SOUND
/**************************************************************************
*
* Start of Direct Sound code
*
*
* The direct sound implementation works by taking what would have been the
* HMI sound buffer and feeding the contents to a direct sound secondary
* buffer.
*
* Steve T. - 12/15/95
*
*
*
*
***************************************************************************/
BOOL SuspendAudioCallback = FALSE;
/****************************************************************************
*
* NAME
* VQA_StartTimerInt - Initialize system timer interrupt.
*
* SYNOPSIS
* Error = VQA_StartTimerInt(VQA, Init)
*
* long VQA_StartTimerInt(VQAHandeP *, long);
*
* FUNCTION
* Initialize the HMI timer system and add our own timer event. If the
* system has already been initialized then we are given access to the
* the timer system.
*
* INPUTS
* VQA - Pointer to private VQAHandle structure.
* Init - Initialize HMI timer system flag. (TRUE = Initialize)
*
* RESULT
* Error - 0 if successful, -1 if error.
*
****************************************************************************/
long VQA_StartTimerInt(VQAHandleP *vqap, long init)
{
VQAAudio *audio;
/* Dereference for quick access. */
audio = &vqap->VQABuf->Audio;
/* Register the VQA_TickCount timer event. */
if ((AudioFlags & VQAAUDF_HMITIMER) == (HMI_UNINIT<<VQAAUDB_HMITIMER)) {
VQATimer = timeSetEvent ( 1000/VQA_TIMETICKS , 1 , TimerCallback , 0 , TIME_PERIODIC);
if (VQATimer){
/* Flag the timer interrupt as being registered. */
AudioFlags |= (HMI_VQAINIT << VQAAUDB_HMITIMER);
} else {
return (-1);
}
}
/* Flag availability of the timer interrupt. */
audio->Flags |= (HMI_VQAINIT << VQAAUDB_HMITIMER);
/* Increment the timer interrupt usage count. */
TimerIntCount++;
return (0);
}
/****************************************************************************
*
* NAME
* VQA_StopTimerInt - Remove system timer interrupt.
*
* SYNOPSIS
* VQA_StopTimerInt()
*
* void VQA_StopTimerInt(void);
*
* FUNCTION
* Remove our timer event from the HMI timer system. Uninitialize the
* HMI timer system if we initialized it.
*
* INPUTS
* NONE
*
* RESULT
* NONE
*
****************************************************************************/
void VQA_StopTimerInt(VQAHandleP *vqap)
{
VQAAudio *audio;
/* Dereference for quick access. */
audio = &vqap->VQABuf->Audio;
/* Decrement the timer interrupt usage count. */
if (TimerIntCount) {
TimerIntCount--;
}
/* Remove the timer interrrupt if it is initialized and the use count is
* zero. Otherwise, clear the callers timer interrupt availability flag.
*/
if (((AudioFlags & VQAAUDF_HMITIMER) == (HMI_VQAINIT<<VQAAUDB_HMITIMER))
&& (TimerIntCount == 0)) {
timeKillEvent(VQATimer);
AudioFlags &= ~VQAAUDF_HMITIMER;
} else {
AudioFlags &= ~VQAAUDF_HMITIMER;
}
}
/****************************************************************************
*
* NAME
* TimerCallback - VQA timer event. (Called by Windoze)
*
* SYNOPSIS
* TimerCallback()
*
* void TimerCallback(void);
*
* FUNCTION
* Our custom timer event. This is the timer event that we register with
* Windows for system timing.
*
* INPUTS
* NONE
*
* RESULT
* NONE
*
****************************************************************************/
void CALLBACK TimerCallback (UINT , UINT , DWORD , DWORD , DWORD)
{
VQATickCount++;
}
/****************************************************************************
*
* NAME
* VQA_OpenAudio - Open sound system.
*
* SYNOPSIS
* Error = VQA_OpenAudio(VQAHandleP)
*
* long VQA_OpenAudio(VQAHandleP *);
*
* FUNCTION
* Initialise the sound system. Create a direct sound object and the
* direct sound primary sound buffer if they dont already exist.
*
* INPUTS
* VQAHandleP - Pointer to private VQAHandle.
*
* RESULT
* Error - 0 if successful, -1 if error.
*
****************************************************************************/
long VQA_OpenAudio(VQAHandleP *vqap, HWND window)
{
VQAData *vqabuf;
VQAAudio *audio;
VQAConfig *config;
VQAHeader *header;
unsigned char *driver_path;
WORD port;
long rc;
/* Dereference data memebers for quicker access. */
config = &vqap->Config;
header = &vqap->Header;
vqabuf = vqap->VQABuf;
audio = &vqabuf->Audio;
/* Reset the buffer position to the beginning. */
audio->CurBlock = 0;
/*
** create the direct sound object if it doesnt already exist
*/
if (!config->SoundObject){
if ( DirectSoundCreate (NULL,&config->SoundObject,NULL) !=DS_OK ) {
return (-1);
}else{
audio->CreatedSoundObject = TRUE;
/*
** Give ourselves exclusive access to the sound card
*/
if ( config->SoundObject->SetCooperativeLevel( window, DSSCL_EXCLUSIVE ) != DS_OK){
config->SoundObject->Release();
return (-1);
}
}
if (!config->PrimaryBufferPtr){
/*
** Define the format of the primary sound buffer
*/
memset (&audio->BufferDesc , 0 , sizeof(DSBUFFERDESC));
audio->BufferDesc.dwSize=sizeof(DSBUFFERDESC);
audio->BufferDesc.dwFlags=DSBCAPS_PRIMARYBUFFER | DSBCAPS_CTRLVOLUME;
memset (&audio->DsBuffFormat , 0 , sizeof(WAVEFORMATEX));
audio->DsBuffFormat.wFormatTag = WAVE_FORMAT_PCM;
audio->DsBuffFormat.nChannels = (unsigned short) 2;
/*-------------------------------------------------------------------------
* Compute the playback rate:
*
* - If Config->AudioRate is -1, use HMI_DATA_RATE scaled to the specified
* frame rate (so the audio plays faster if we're playing faster)
* - otherwise, use the specified rate
*-----------------------------------------------------------------------*/
if (config->AudioRate != -1) {
audio->DsBuffFormat.nSamplesPerSec = config->AudioRate;
}
else if (config->FrameRate != header->FPS) {
audio->DsBuffFormat.nSamplesPerSec = ((audio->SampleRate*config->FrameRate)
/ (unsigned long)header->FPS);
config->AudioRate = audio->DsBuffFormat.nSamplesPerSec;
} else {
audio->DsBuffFormat.nSamplesPerSec = audio->SampleRate;
config->AudioRate = audio->SampleRate;
}
audio->DsBuffFormat.wBitsPerSample = (short) 16;
audio->DsBuffFormat.nBlockAlign = (unsigned short)( (audio->DsBuffFormat.wBitsPerSample/8) * audio->DsBuffFormat.nChannels);
audio->DsBuffFormat.nAvgBytesPerSec= audio->DsBuffFormat.nSamplesPerSec * audio->DsBuffFormat.nBlockAlign;
audio->DsBuffFormat.cbSize = 0;
/*
** Create the direct sound primary sound buffer object
*/
if ( config->SoundObject->CreateSoundBuffer (&audio->BufferDesc ,
&config->PrimaryBufferPtr ,
NULL ) !=DS_OK ){
if (audio->CreatedSoundObject){
config->SoundObject->Release();
audio->CreatedSoundObject = FALSE;
}
return (-1);
}
audio->CreatedSoundBuffer = TRUE;
}
}
audio->Flags |= (HMI_VQAINIT << VQAAUDB_DIGIINIT);
AudioFlags |= (HMI_VQAINIT << VQAAUDB_DIGIINIT);
return (0);
}
/****************************************************************************
*
* NAME
* VQA_CloseAudio - Close sound system
*
* SYNOPSIS
* VQA_CloseAudio()
*
* void VQA_CloseAudio(void);
*
* FUNCTION
* Removes VQA's involvement in the audio system.
*
* INPUTS
* NONE
*
* RESULT
* NONE
*
****************************************************************************/
void VQA_CloseAudio(VQAHandleP *vqap)
{
VQAAudio *audio;
VQAConfig *config;
/* Dereference for quick access. */
audio = &vqap->VQABuf->Audio;
config = &vqap->Config;
/*
** If the audio is still playing then stop it
*/
VQA_StopAudio(vqap);
/* Remove the windows callback event */
//if ((AudioFlags & VQAAUDF_DIGIINIT) == (HMI_VQAINIT<<VQAAUDB_DIGIINIT)) {
// timeKillEvent(audio->TimerHandle);
//}
audio->Flags &= ~VQAAUDF_TIMERINIT;
AudioFlags &= ~VQAAUDF_TIMERINIT;
/*
** Remove the direct sound primary buffer if we created it
*/
if (audio->CreatedSoundBuffer){
config->PrimaryBufferPtr->Stop();
config->PrimaryBufferPtr->Release();
config->PrimaryBufferPtr = NULL;
audio->CreatedSoundBuffer = FALSE;
}
/*
** If we created the sound object then remove that as well
*/
if (audio->CreatedSoundObject){
config->SoundObject->Release();
config->SoundObject = NULL;
}
audio->Flags &= ~VQAAUDF_DIGIINIT;
AudioFlags &= ~VQAAUDF_DIGIINIT;
AudioFlags &= ~VQAAUDF_ISPLAYING;
}
/****************************************************************************
*
* NAME
* VQA_StartAudio - Starts audio playback
*
* SYNOPSIS
* Error = VQA_StartAudio(VQA)
*
* long VQA_StartAudio(VQAHandleP *);
*
* FUNCTION
* Start the audio playback for the movie.
*
* INPUTS
* VQA - Pointer to private VQA handle.
*
* RESULT
* Error - 0 if successful, or -1 error code.
*
****************************************************************************/
long VQA_StartAudio(VQAHandleP *vqap)
{
VQAConfig *config;
VQAAudio *audio;
/* Save buffers for the callback routine */
VQAP = vqap;
/* Dereference commonly used data members for quicker access. */
config = &vqap->Config;
audio = &vqap->VQABuf->Audio;
/* Return if already playing */
if (AudioFlags & VQAAUDF_ISPLAYING) {
return (-1);
}
/*
** If we already have a direct sound secondary buffer then get rid of it
*/
if (audio->SecondaryBufferPtr != NULL){
audio->SecondaryBufferPtr->Stop();
audio->SecondaryBufferPtr->Release();
audio->SecondaryBufferPtr = NULL;
}
/*
** Make it big enough for 4 blocks of HMI data
*/
audio->SecondaryBufferSize = config->HMIBufSize*4;
/*
** Define the format for the secondary sound buffer
*/
memset (&audio->BufferDesc , 0 , sizeof(DSBUFFERDESC));
audio->BufferDesc.dwSize = sizeof(DSBUFFERDESC);
audio->BufferDesc.dwFlags = DSBCAPS_CTRLVOLUME;
audio->BufferDesc.dwBufferBytes = audio->SecondaryBufferSize;
audio->BufferDesc.lpwfxFormat = (LPWAVEFORMATEX) &audio->DsBuffFormat;
memset (&audio->DsBuffFormat , 0 , sizeof(WAVEFORMATEX));
audio->DsBuffFormat.wFormatTag = WAVE_FORMAT_PCM;
audio->DsBuffFormat.nSamplesPerSec = audio->SampleRate;
audio->DsBuffFormat.nChannels = audio->Channels;
audio->DsBuffFormat.wBitsPerSample = audio->BitsPerSample;
audio->DsBuffFormat.nBlockAlign = (short) ((audio->DsBuffFormat.wBitsPerSample/8) * audio->DsBuffFormat.nChannels);
audio->DsBuffFormat.nAvgBytesPerSec = audio->DsBuffFormat.nSamplesPerSec * audio->DsBuffFormat.nBlockAlign;
/*
** Create the secondary sound buffer object
*/
config->SoundObject->CreateSoundBuffer (&audio->BufferDesc , &audio->SecondaryBufferPtr , NULL);
/*
** Set the format of the primary buffer to the same as the secondary buffer
*/
config->PrimaryBufferPtr->Stop();
config->PrimaryBufferPtr->SetFormat (&audio->DsBuffFormat);
if (config->PrimaryBufferPtr->Play(0, 0, DSBPLAY_LOOPING) != DS_OK){
return (-1);
}
/* Start playback */
audio->EndLastAudioChunk = 0;
audio->ChunksMovedToAudioBuffer = 0;
Move_HMI_Audio_Block_To_Direct_Sound_Buffer();
Move_HMI_Audio_Block_To_Direct_Sound_Buffer();
audio->SecondaryBufferPtr->SetCurrentPosition (0);
if (audio->SecondaryBufferPtr->Play(0, 0, DSBPLAY_LOOPING) != DS_OK){
return (-1);
}
/*
** Set the volume
*/
long volume = config->Volume << 7;
audio->SecondaryBufferPtr->SetVolume(- ( ( (32768 - volume)*1000) >>15 ) );
// Set orf 60hz timer
audio->TimerHandle = timeSetEvent ( 1000/60 , 1 , AudioCallback , 0 , TIME_PERIODIC);
audio->Flags |= VQAAUDF_ISPLAYING;
AudioFlags |= VQAAUDF_ISPLAYING;
return (0);
}
/****************************************************************************
*
* NAME
* VQA_StopAudio - Stop audio playback.
*
* SYNOPSIS
* VQA_StopAudio(VQA)
*
* void VQA_StopAudio(VQAHandleP *);
*
* FUNCTION
* Halts the currently playing audio stream.
*
* INPUTS
* VQA - Pointer to private VQAHandle.
*
* RESULT
* NONE
*
****************************************************************************/
void VQA_StopAudio(VQAHandleP *vqap)
{
VQAAudio *audio;
VQAConfig *config;
/* Dereference commonly used data members for quicker access. */
config = &vqap->Config;
audio = &vqap->VQABuf->Audio;
/* Just return if not playing */
if (AudioFlags & VQAAUDF_ISPLAYING) {
/*
** Stop the primary buffer so the audio doesnt glitch
*/
config->PrimaryBufferPtr->Stop();
/*
** Remove the windows timer event
*/
timeKillEvent(audio->TimerHandle);
audio->TimerHandle = NULL;
/*
** Kill the secondary sound buffer
*/
if (audio->SecondaryBufferPtr){
audio->SecondaryBufferPtr->Stop();
audio->SecondaryBufferPtr->Release();
audio->SecondaryBufferPtr = NULL;
}
audio->Flags &= ~VQAAUDF_ISPLAYING;
AudioFlags &= ~VQAAUDF_ISPLAYING;
}
VQAP = NULL;
}
/****************************************************************************
*
* NAME
* CopyAudio - Copy data from Audio Temp buffer into Audio play buffer.
*
* SYNOPSIS
* Error = CopyAudio(VQA)
*
* long CopyAudio(VQAHandleP *);
*
* FUNCTION
* This routine just copies the data in the TempBuf into the correct
* spots in the audio play buffer. If there is no room available in the
* audio play buffer, the routine returns VQAERR_SLEEPING, which will put
* the whole Loader to "sleep" while it waits for a free buffer.
*
* If there's no data in the TempBuf to copy, the routine just returns 0.
*
* INPUTS
* VQA - Pointer to private VQAHandle structure.
*
* RESULT
* Error - 0 if successful or VQAERR_??? error code.
*
****************************************************************************/
long CopyAudio(VQAHandleP *vqap)
{
VQAAudio *audio;
VQAConfig *config;
long startblock;
long endblock;
long len1,len2;
long i;
/* Dereference commonly used data members for quicker access. */
audio = &vqap->VQABuf->Audio;
config = &vqap->Config;
/* If audio is disabled, or if we're playing from a VOC file, or if
* there's no Audio Buffer, or if there's no data to copy, just return 0
*/
#if(VQAVOC_ON && VQAAUDIO_ON)
if (((config->OptionFlags & VQAOPTF_AUDIO) == 0) || (vqap->vocfh != -1)
|| (audio->Buffer == NULL) || (audio->TempBufLen == 0)) {
#else /* VQAVOC_ON */
if (((config->OptionFlags & VQAOPTF_AUDIO) == 0) || (audio->Buffer == NULL)
|| (audio->TempBufLen == 0)) {
#endif /* VQAVOC_ON */
return (0);
}
/* Compute start & end blocks to copy into */
startblock = (audio->AudBufPos / config->HMIBufSize);
endblock = (audio->AudBufPos + audio->TempBufLen) / config->HMIBufSize;
if (endblock >= audio->NumAudBlocks) {
endblock -= audio->NumAudBlocks;
}
/* If 'endblock' hasn't played yet, return VQAERR_SLEEPING */
if (audio->IsLoaded[endblock] == 1) {
return (VQAERR_SLEEPING);
}
/* Copy the data:
*
* - If 'startblock' < 'endblock', copy the entire buffer
* - Otherwise, fill to the end of the buffer with part of the data, then
* copy the rest to the beginning of the buffer
*/
if (startblock <= endblock) {
/* Copy data */
memcpy((audio->Buffer + audio->AudBufPos), audio->TempBuf,
audio->TempBufLen);
/* Adjust current load position */
audio->AudBufPos += audio->TempBufLen;
/* Mark buffer as empty */
audio->TempBufLen = 0;
/* Set all blocks to loaded */
for (i = startblock; i < endblock; i++) {
audio->IsLoaded[i] = 1;
}
return (0);
} else {
/* Compute length of each piece */
len1 = config->AudioBufSize - audio->AudBufPos;
len2 = audio->TempBufLen - len1;
/* Copy 1st piece into end of Audio Buffer */
memcpy((audio->Buffer + audio->AudBufPos), audio->TempBuf, len1);
/* Copy 2nd piece into start of Audio Buffer */
memcpy(audio->Buffer, audio->TempBuf + len1, len2);
/* Adjust load position */
audio->AudBufPos = len2;
/* Mark buffer as empty */
audio->TempBufLen = 0;
/* Set blocks to loaded */
for (i = startblock; i < audio->NumAudBlocks; i++) {
audio->IsLoaded[i] = 1;
}
for (i = 0; i < endblock; i++) {
audio->IsLoaded[i] = 1;
}
return (0);
}
}
BOOL VQAAudioPaused = FALSE;
void VQA_PauseAudio(void)
{
VQAAudio *audio;
if (VQAP && VQAP->VQABuf){
audio = &VQAP->VQABuf->Audio;
if (audio->SecondaryBufferPtr){
if (AudioFlags & VQAAUDF_ISPLAYING && !VQAAudioPaused) {
audio->SecondaryBufferPtr->Stop();
VQAAudioPaused = TRUE;
}
}
}
}
void VQA_ResumeAudio(void)
{
VQAAudio *audio;
if (VQAP && VQAP->VQABuf){
audio = &VQAP->VQABuf->Audio;
if (audio->SecondaryBufferPtr){
if (AudioFlags & VQAAUDF_ISPLAYING && VQAAudioPaused) {
audio->SecondaryBufferPtr->SetCurrentPosition (0);
audio->LastChunkPosition = 0;
audio->EndLastAudioChunk = 0;
Move_HMI_Audio_Block_To_Direct_Sound_Buffer();
audio->SecondaryBufferPtr->Play(0,0,DSBPLAY_LOOPING);
VQAAudioPaused = FALSE;
}
}
}
}
/****************************************************************************
*
* NAME
* AudioCallback - Sound system callback.
*
* SYNOPSIS
* AudioCallback(DriverHandle, Action, SampleID)
*
* void AudioCallback(WORD, WORD, WORD);
*
* FUNCTION
* Our custom audio callback routine that services HMI.
*
* INPUTS
* DriverHandle - HMI driver handle.
* Action - Action taken.
* SampleID - ID of sample.
*
* RESULT
* NONE
*
****************************************************************************/
void CALLBACK AudioCallback ( UINT, UINT, DWORD, DWORD, DWORD )
{
VQAAudio *audio;
VQAConfig *config;
DWORD play_cursor; //Position that direct sound is reading from
DWORD write_cursor; //Position in buffer that we can write to
HRESULT return_code;
BOOL buffer_stopped = FALSE;
DWORD status;
if (SuspendAudioCallback || VQAAudioPaused) return;
/* Dereference commonly used data members for quicker access. */
audio = &VQAP->VQABuf->Audio;
config = &VQAP->Config;
if (!audio->SecondaryBufferPtr) return;
/*
** See if we are nearing the end of the meaningful data in the direct sound buffer
*/
return_code = audio->SecondaryBufferPtr->GetCurrentPosition (&play_cursor , &write_cursor);
BOOL write_more = FALSE;
if (return_code == DSERR_BUFFERLOST || config->PrimaryBufferPtr->GetStatus(&status) == DSERR_BUFFERLOST){
config->PrimaryBufferPtr->Restore();
audio->SecondaryBufferPtr->Restore();
audio->SecondaryBufferPtr->Stop();
buffer_stopped = TRUE;
audio->SecondaryBufferPtr->SetCurrentPosition (0);
audio->LastChunkPosition = 0;
audio->EndLastAudioChunk = 0;
write_more = TRUE;
}
if (play_cursor < audio->EndLastAudioChunk){
if (audio->EndLastAudioChunk - play_cursor <= audio->SecondaryBufferSize/4){
write_more = TRUE;
}
}else{
if (( play_cursor > audio->SecondaryBufferSize*3/4) && audio->EndLastAudioChunk==0 ){
write_more = TRUE;
}
}
/*
** See if we need to fill the buffer
*/
if (write_more){
if (Move_HMI_Audio_Block_To_Direct_Sound_Buffer()){
/*
** Start the buffer playing again if we had to stop it
*/
if (buffer_stopped){
audio->SecondaryBufferPtr->Play(0,0,DSBPLAY_LOOPING);
}
}
}
}
/***********************************************************************************************
* Move_HMI_Audio_Block_To_Direct_Sound_Buffer -- moves an audio block which would have been *
* played by HMI into a direct sound *
* secondary buffer *
* *
* INPUT: Nothing *
* *
* OUTPUT: BOOL was block moved *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 12/21/95 9:51AM ST : Created *
*=============================================================================================*/
extern int VQAMovieDone;
BOOL Move_HMI_Audio_Block_To_Direct_Sound_Buffer (void)
{
VQAAudio *audio;
VQAConfig *config;
LPVOID play_buffer_ptr; //Beginning of locked area of buffer
LPVOID dummy_buffer_ptr; //Length of locked area in buffer
DWORD lock_length1; //Beginning of second locked area in buffer
DWORD lock_length2; //Length of second locked area in buffer
unsigned next_fill_pos;
HRESULT return_code;
DWORD status;
/* Dereference commonly used data members for quicker access. */
audio = &VQAP->VQABuf->Audio;
config = &VQAP->Config;
/*************************************************************************
**
** Copy the data from the HMI play position into the direct sound buffer
**
*/
next_fill_pos = audio->EndLastAudioChunk;
/*
** Lock the buffer to get a pointer to it
*/
return_code= audio->SecondaryBufferPtr->Lock ((DWORD)next_fill_pos,
(DWORD)config->HMIBufSize,
&play_buffer_ptr,
&lock_length1,
&dummy_buffer_ptr,
&lock_length2,
0 );
if (return_code!=DS_OK) return(FALSE);
if (config->PrimaryBufferPtr->GetStatus(&status) == DSERR_BUFFERLOST) return(FALSE);
/*
** Copy the HMI audio buffer to the direct sound buffer
*/
memcpy ((char*)play_buffer_ptr , (char*)((unsigned)audio->Buffer + (unsigned)audio->PlayPosition) , config->HMIBufSize);
/*
** Unlock the direct sound buffer
*/
audio->SecondaryBufferPtr->Unlock(play_buffer_ptr,
lock_length1,
dummy_buffer_ptr,
lock_length2);
/*
** Update our audio data pointers
*/
audio->LastChunkPosition = next_fill_pos;
audio->EndLastAudioChunk = next_fill_pos + config->HMIBufSize;
if (audio->EndLastAudioChunk >= audio->SecondaryBufferSize){
audio->EndLastAudioChunk = 0;
}
/* Compute the 'NextBlock' index */
audio->NextBlock = audio->CurBlock + 1;
if (audio->NextBlock >= audio->NumAudBlocks) {
audio->NextBlock = 0;
}
/* See if the next block has data in it; if so, update the audio
* buffer play position & the 'CurBlock' value.
* If not, don't change anything and replay this block.
*/
if (audio->IsLoaded[audio->NextBlock] == 1) {
/* Update this block's status to loadable (0) */
audio->IsLoaded[audio->CurBlock] = 0;
/* Update position within audio buffer */
audio->PlayPosition += config->HMIBufSize;
audio->CurBlock++;
if (audio->PlayPosition >= config->AudioBufSize) {
audio->PlayPosition = 0;
audio->CurBlock = 0;
}
audio->ChunksMovedToAudioBuffer++;
return (TRUE);
} else {
if (VQAMovieDone){
audio->ChunksMovedToAudioBuffer++;
}
audio->NumSkipped++;
/*
** Enable frame skipping to prevent this happening again
*/
config->DrawFlags &= ~VQACFGF_NOSKIP;
return (FALSE);
}
}
#endif //!VQADIRECT_SOUND
#endif /* VQAAUDIO_ON */
/****************************************************************************
*
* NAME
* VQA_SetTimer - Resets current time to given tick value.
*
* SYNOPSIS
* VQA_SetTimer(Time, Method)
*
* void VQA_SetTimer(long, long);
*
* FUNCTION
* Sets 'TickOffset' to a value that will make the current time look like
* the time passed in. This function allows the player to be "paused",
* by recording the time of the pause, and then setting the timer to
* that time. The timer method used by the player is also set. The method
* selected is not neccesarily the method that will be used because some
* timer methods work with only certain playback conditions. (EX: The
* audio DMA timer method cannot be used if there is not any audio
* playing.)
*
* INPUTS
* Time - Value to set current time to.
* Method - Timer method to use.
*
* RESULT
* NONE
*
****************************************************************************/
void VQA_SetTimer(VQAHandleP *vqap, long time, long method)
{
unsigned long curtime;
#if(VQAAUDIO_ON)
VQAAudio *audio;
/* Dereference for quick access. */
audio = &vqap->VQABuf->Audio;
/* If the client does not have a preferencee then pick a method
* based on the state of the player.
*/
if (method == VQA_TMETHOD_DEFAULT) {
/* If we are playing audio, use the audio DMA position. */
if (AudioFlags & VQAAUDF_ISPLAYING) {
method = VQA_TMETHOD_AUDIO;
}
/* Otherwise use the HMI timer if it is initialized. */
else if (AudioFlags & VQAAUDF_HMITIMER) {
method = VQA_TMETHOD_INT;
}
/* If all else fails resort the the "jerky" DOS time. */
else {
method = VQA_TMETHOD_DOS;
}
} else {
/* We cannot use the DMA position if there isn't any audio playing. */
if (!(AudioFlags & VQAAUDF_ISPLAYING) && (method == VQA_TMETHOD_AUDIO)) {
method = VQA_TMETHOD_INT;
}
/* We cannot use the timer if it has not been initialized. */
if (!(AudioFlags & VQAAUDF_HMITIMER) && (method == VQA_TMETHOD_INT)) {
method = VQA_TMETHOD_DOS;
}
}
TimerMethod = method;
#else
method = method;
#endif
TickOffset = 0L;
curtime = VQA_GetTime(vqap);
TickOffset = (time - curtime);
}
/****************************************************************************
*
* NAME
* VQA_GetTime - Return current time.
*
* SYNOPSIS
* Time = VQA_GetTime()
*
* unsigned long VQA_GetTime(void);
*
* FUNCTION
* This routine returns timer ticks computed one of 3 ways:
*
* 1) If audio is playing, the timer is based on the DMA buffer position:
* Compute the number of audio samples that have actually been played.
* The following internal HMI variables are used:
*
* _lpSOSDMAFillCount[drv_handle]: current DMA buffer position
* _lpSOSSampleList[drv_handle][samp_handle]:
* sampleTotalBytes: total bytes sent by HMI to the DMA buffer
* sampleLastFill: HMI's last fill position in DMA buffer
*
* So, the number of samples actually played is:
*
* sampleTotalBytes - <DMA_diff>
* where <DMA_diff> is how far ahead sampleLastFill is in front of
* _lpSOSDMAFillCount: (sampleLastFill - _lpSOSDMAFillCount)
*
* These values are indices into a circular DMA buffer, so:
*
* if (sampleLastFill >= _lpSOSDMAFillCount)
* <DMA_diff> = sampleLastFill - _lpSOSDMAFillCount
* else
* <DMA_diff> = (DMA_BUF_SIZE - lpSOSDMAFillCount) + sampleLastFill
*
* Note that, if using the stereo driver with mono data, you must
* divide LastFill & FillCount by 2, but not TotalBytes. If using the
* stereo driver with stereo data, you must divide all 3 variables
* by 2.
*
* 2) If no audio is playing, but the timer interrupt is running,
* VQATickCount is used as the timer
*
* 3) If no audio is playing & no timer interrupt is going, the DOS 18.2
* system timer is used.
*
* Regardless of the method, TickOffset is used as an offset from the
* computed time.
*
* INPUTS
* NONE
*
* RESULT
* Time - Time in VQA_TIMETICKS
*
****************************************************************************/
unsigned long VQA_GetTime(VQAHandleP *vqap)
{
#if(VQAAUDIO_ON)
VQAAudio *audio;
VQAConfig *config;
unsigned long fillcount;
unsigned long lastfill;
unsigned long dma_diff;
unsigned long totalbytes;
unsigned long samples;
DWORD play_cursor; //Position that direct sound is reading from
DWORD write_cursor; //Position in buffer that we can write to
unsigned temp;
#endif
// MEG 09.25.95 - changed from long to unsigned long
unsigned long ticks;
#if(VQAAUDIO_ON)
switch (TimerMethod) {
/* If Audio is playing then timing is based on the audio DMA buffer
* position.
*/
case VQA_TMETHOD_AUDIO:
/* Dereference commonly used data members for quicker access. */
audio = &vqap->VQABuf->Audio;
config = &vqap->Config;
//vqabuf = ((VQAHandleP *)vqa)->VQABuf;
#if (VQADIRECT_SOUND)
totalbytes = (audio->ChunksMovedToAudioBuffer) * config->HMIBufSize;
if (audio->SecondaryBufferPtr &&
audio->SecondaryBufferPtr->GetCurrentPosition (&play_cursor , &write_cursor) == DS_OK){
totalbytes = (audio->ChunksMovedToAudioBuffer) * config->HMIBufSize;
if (audio->LastChunkPosition){
totalbytes += play_cursor - audio->LastChunkPosition;
}else {
if (play_cursor > audio->SecondaryBufferSize*3/4){
totalbytes -= audio->SecondaryBufferSize - play_cursor;
} else {
totalbytes += play_cursor - audio->LastChunkPosition;
}
}
}else{
totalbytes = (audio->ChunksMovedToAudioBuffer-1) * config->HMIBufSize;
}
samples = totalbytes/audio->DsBuffFormat.nChannels;
samples = samples/(audio->DsBuffFormat.wBitsPerSample >> 3);
#else //VQADIRECT_SOUND
/* Compute our current position in the audio track by getting the
* bytes processed by HMI. Then adjust the bytes processed by the
* position of the DMA fill handler, this should tell us exactly
* where we are in the audio track.
*/
fillcount = (unsigned long)(*_lpSOSDMAFillCount[audio->DigiHandle]);
lastfill = _lpSOSSampleList[audio->DigiHandle][audio->SampleHandle]->sampleLastFill;
totalbytes = _lpSOSSampleList[audio->DigiHandle][audio->SampleHandle]->sampleTotalBytes;
if (totalbytes == 0) {
dma_diff = 0;
} else {
if (lastfill > fillcount) {
dma_diff = lastfill - fillcount;
} else {
dma_diff = (config->HMIBufSize - fillcount) + lastfill;
}
if (dma_diff > totalbytes) {
dma_diff = totalbytes;
}
}
/* Calculate the number of samples by taking the total number of
* bytes processed and divide it by the number of channels and
* bits per sample.
*/
samples = totalbytes - dma_diff;
samples -= (audio->NumSkipped * config->HMIBufSize);
samples /= (audio->Channels * (audio->BitsPerSample >> 3));
#endif //VQADIRECT_SOUND
/* The elapsed ticks is calculated by the number of samples
* processed times the tick resolution per second divided by the
* sample rate.
*/
ticks = (long)((samples * VQA_TIMETICKS) / audio->SampleRate);
ticks += TickOffset;
break;
/* No audio playing, but timer interrupt is going; use VQATickCount */
case VQA_TMETHOD_INT:
ticks = (VQATickCount + TickOffset);
break;
/* No interrupts are going at all; use DOS's time */
default:
case VQA_TMETHOD_DOS:
{
struct timeb mytime;
ftime(&mytime);
ticks = (unsigned long)mytime.time*1000L+(unsigned long)mytime.millitm;
ticks = ((ticks * VQA_TIMETICKS) / 1000L);
ticks += TickOffset;
}
break;
}
#else
{
// MEG 09.23.95 - Use Windows timer.
#if( ! USE_WINDOWS_TIME )
struct timeb mytime;
ftime(&mytime);
ticks = (unsigned long)mytime.time*1000L+(unsigned long)mytime.millitm;
#else
ticks = Get_Game_Time();
#endif
// ticks = ((ticks * VQA_TIMETICKS) / 1000L);
// MEG 09.25.95 - multiply by 3, divide by 50 instead of multiplying by
// 60 and dividing by 1000. The reason for this is that multiplying by
// 60 causes an overflow pretty quickly if the value from Get_Game_Time
// is high.
ticks = ((ticks * 3L) / 50L);
ticks += TickOffset;
}
#endif
return (ticks);
}
/****************************************************************************
*
* NAME
* VQA_TimerMethod - Get timer method being used.
*
* SYNOPSIS
* Method = VQA_TimerMethod()
*
* long VQA_TimerMethod(void);
*
* FUNCTION
* Returns the ID of the current timer method being used.
*
* INPUTS
* NONE
*
* RESULT
* Method - Method used for the timer.
*
****************************************************************************/
long VQA_TimerMethod(void)
{
#if(VQAAUDIO_ON)
return (TimerMethod);
#else
return (VQA_TMETHOD_DOS);
#endif
}
#ifdef __WATCOMC__
#pragma pack(1);
#endif