Ejemplo n.º 1
0
        protected override bool CheckMusicAvailable()
        {
            var resource = new MacResManager(ServiceLocator.FileStorage.GetDirectoryName(_vm.Game.Path));

            for (int i = 0; i < monkeyIslandFileNames.Length; i++)
            {
                if (resource.Exists(monkeyIslandFileNames[i]))
                {
                    return(true);
                }
            }

//            GUI::MessageDialog dialog(_(
//                "Could not find the 'Monkey Island' Macintosh executable to read the\n"
//                "instruments from. Music will be disabled."), _("OK"));
//            dialog.runModal();
            return(false);
        }
Ejemplo n.º 2
0
        protected override bool LoadMusic(byte[] ptr)
        {
            var  offset   = 0;
            var  resource = new MacResManager(ServiceLocator.FileStorage.GetDirectoryName(_vm.Game.Path));
            bool found    = false;
            uint i;

            for (i = 0; i < monkeyIslandFileNames.Length; i++)
            {
                if (resource.Open(monkeyIslandFileNames[i]))
                {
                    found = true;
                    break;
                }
            }

            if (!found)
            {
                return(false);
            }

            offset += 8;
            // TODO: Decipher the unknown bytes in the header. For now, skip 'em
            offset += 28;

            var idArray = resource.GetResIDArray(RES_SND);

            // Load the three channels and their instruments
            for (i = 0; i < 3; i++)
            {
                Debug.Assert(ptr.ToUInt32BigEndian(offset) == System.Text.Encoding.UTF8.GetBytes("Chan").ToUInt32BigEndian());
                var len        = ptr.ToUInt32BigEndian(offset + 4);
                var instrument = ptr.ToUInt32BigEndian(offset + 8);

                _channel[i]._length        = len - 20;
                _channel[i]._data          = ptr;
                _channel[i]._dataOffset    = offset + 12;
                _channel[i]._looped        = (ptr.ToUInt32BigEndian((int)(offset + len - 8)) == System.Text.Encoding.UTF8.GetBytes("Loop").ToUInt32BigEndian());
                _channel[i]._pos           = 0;
                _channel[i]._pitchModifier = 0;
                _channel[i]._velocity      = 0;
                _channel[i]._remaining     = 0;
                _channel[i]._notesLeft     = true;

                for (uint j = 0; j < idArray.Length; j++)
                {
                    var name = resource.GetResName(RES_SND, idArray[j]);
                    if (instrument == System.Text.Encoding.UTF8.GetBytes(name).ToUInt32BigEndian())
                    {
                        Debug.WriteLine("Player_V5M::loadMusic: Channel {0}: Loading instrument '{1}'", i, name);
                        var stream = resource.GetResource(RES_SND, idArray[j]);

                        if (!_channel[i].LoadInstrument(stream))
                        {
                            resource.Close();
                            return(false);
                        }

                        break;
                    }
                }

                offset += (int)len;
            }

            resource.Close();

            // The last note of each channel is just zeroes. We will adjust this
            // note so that all the channels end at the same time.

            uint[] samples    = new uint[3];
            uint   maxSamples = 0;

            for (i = 0; i < 3; i++)
            {
                samples[i] = 0;
                for (uint j = 0; j < _channel[i]._length; j += 4)
                {
                    samples[i] += DurationToSamples(_channel[i]._data.ToUInt16BigEndian((int)(_channel[i]._dataOffset + j)));
                }
                if (samples[i] > maxSamples)
                {
                    maxSamples = samples[i];
                }
            }

            for (i = 0; i < 3; i++)
            {
                _lastNoteSamples[i] = maxSamples - samples[i];
            }

            return(true);
        }
Ejemplo n.º 3
0
        protected override bool LoadMusic(byte[] ptr)
        {
            var  resource = new MacResManager(ServiceLocator.FileStorage.GetDirectoryName(_vm.Game.Path));
            bool found    = false;

            for (int i = 0; i < loomFileNames.Length; i++)
            {
                if (resource.Open(loomFileNames[i]))
                {
                    found = true;
                    break;
                }
            }

            if (!found)
            {
                return(false);
            }

            if (ptr[4] != 's' || ptr[5] != 'o')
            {
                // Like the original we ignore all sound resources which do not have
                // a 'so' tag in them.
                // See bug #3602239 ("Mac Loom crashes using opening spell on
                // gravestone") for a case where this is required. Loom Mac tries to
                // play resource 11 here. This resource is no Mac sound resource
                // though, it is a PC Speaker resource. A test with the original
                // interpreter also has shown that no sound is played while the
                // screen is shaking.
                Debug.WriteLine("Player_V3M::loadMusic: Skipping unknown music type {0:X2}{1:X2}", ptr[4], ptr[5]);
                resource.Close();
                return(false);
            }

            for (var i = 0; i < 5; i++)
            {
                var instrument = ptr.ToUInt16BigEndian(20 + 2 * i);
                int offset     = ptr.ToUInt16BigEndian(30 + 2 * i);

                _channel[i]._looped        = false;
                _channel[i]._length        = (uint)(ptr.ToUInt16BigEndian(offset + 4) * 3);
                _channel[i]._data          = ptr;
                _channel[i]._dataOffset    = offset + 6;
                _channel[i]._pos           = 0;
                _channel[i]._pitchModifier = 0;
                _channel[i]._velocity      = 0;
                _channel[i]._remaining     = 0;
                _channel[i]._notesLeft     = true;

                var stream = resource.GetResource(RES_SND, instrument);
                if (_channel[i].LoadInstrument(stream))
                {
                    Debug.WriteLine("Player_V3M::loadMusic: Channel {0} - Loaded Instrument {1} ({2})", i, instrument, resource.GetResName(RES_SND, instrument));
                }
                else
                {
                    resource.Close();
                    return(false);
                }
            }

            resource.Close();
            return(true);
        }