gzdoom-gles/src/sound/music_mus_midiout.cpp

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/*
** music_mus_midiout.cpp
** Code to let ZDoom play MUS music through the MIDI streaming API.
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
*/
// HEADER FILES ------------------------------------------------------------
#if !defined(__FreeBSD__) && !defined(__APPLE__)
#include <malloc.h>
#else
#include <stdlib.h>
#endif
#include "i_musicinterns.h"
#include "templates.h"
#include "doomdef.h"
#include "m_swap.h"
#include "files.h"
#include "s_sound.h"
// MACROS ------------------------------------------------------------------
// TYPES -------------------------------------------------------------------
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
int MUSHeaderSearch(const BYTE *head, int len);
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static const BYTE CtrlTranslate[15] =
{
0, // program change
0, // bank select
1, // modulation pot
7, // volume
10, // pan pot
11, // expression pot
91, // reverb depth
93, // chorus depth
64, // sustain pedal
67, // soft pedal
120, // all sounds off
123, // all notes off
126, // mono
127, // poly
121, // reset all controllers
};
// PUBLIC DATA DEFINITIONS -------------------------------------------------
// CODE --------------------------------------------------------------------
//==========================================================================
//
// MUSSong2 Constructor
//
// Performs some validity checks on the MUS file, buffers it, and creates
// the playback thread control events.
//
//==========================================================================
MUSSong2::MUSSong2 (FileReader &reader, EMidiDevice type, const char *args)
: MIDIStreamer(type, args), MusHeader(0), MusBuffer(0)
{
#ifdef _WIN32
if (ExitEvent == NULL)
{
return;
}
#endif
BYTE front[32];
int start;
if (reader.Read(front, sizeof(front)) != sizeof(front))
{
return;
}
// To tolerate sloppy wads (diescum.wad, I'm looking at you), we search
// the first 32 bytes of the file for a signature. My guess is that DMX
// does no validation whatsoever and just assumes it was passed a valid
// MUS file, since where the header is offset affects how it plays.
start = MUSHeaderSearch(front, sizeof(front));
if (start < 0)
{
return;
}
// Read the remainder of the song.
int len = int(reader.GetLength() - start);
if (len < (int)sizeof(MusHeader))
{ // It's too short.
return;
}
MusHeader = (MUSHeader *)new BYTE[len];
memcpy(MusHeader, front + start, sizeof(front) - start);
if (reader.Read((BYTE *)MusHeader + sizeof(front) - start, len - (sizeof(front) - start)) != (len - (32 - start)))
{
return;
}
// Do some validation of the MUS file.
if (LittleShort(MusHeader->NumChans) > 15)
{
return;
}
MusBuffer = (BYTE *)MusHeader + LittleShort(MusHeader->SongStart);
MaxMusP = MIN<int>(LittleShort(MusHeader->SongLen), len - LittleShort(MusHeader->SongStart));
Division = 140;
InitialTempo = 1000000;
}
//==========================================================================
//
// MUSSong2 Destructor
//
//==========================================================================
MUSSong2::~MUSSong2 ()
{
if (MusHeader != NULL)
{
delete[] (BYTE *)MusHeader;
}
}
//==========================================================================
//
// MUSSong2 :: DoInitialSetup
//
// Sets up initial velocities and channel volumes.
//
//==========================================================================
void MUSSong2::DoInitialSetup()
{
for (int i = 0; i < 16; ++i)
{
LastVelocity[i] = 100;
ChannelVolumes[i] = 127;
}
}
//==========================================================================
//
// MUSSong2 :: DoRestart
//
// Rewinds the song.
//
//==========================================================================
void MUSSong2::DoRestart()
{
MusP = 0;
}
//==========================================================================
//
// MUSSong2 :: CheckDone
//
//==========================================================================
bool MUSSong2::CheckDone()
{
return MusP >= MaxMusP;
}
//==========================================================================
//
// MUSSong2 :: Precache
//
// MUS songs contain information in their header for exactly this purpose.
//
//==========================================================================
void MUSSong2::Precache()
{
TArray<WORD> work(LittleShort(MusHeader->NumInstruments));
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const BYTE *used = (BYTE *)MusHeader + sizeof(MUSHeader) / sizeof(BYTE);
int i, k;
for (i = k = 0; i < LittleShort(MusHeader->NumInstruments); ++i)
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{
BYTE instr = used[k++];
WORD val;
if (instr < 128)
{
val = instr;
}
else if (instr >= 135 && instr <= 188)
{ // Percussions are 100-based, not 128-based, eh?
val = instr - 100 + (1 << 14);
}
else
{
// skip it.
val = used[k++];
k += val;
continue;
}
int numbanks = used[k++];
if (numbanks > 0)
{
for (int b = 0; b < numbanks; b++)
{
work.Push(val | (used[k++] << 7));
}
}
else
{
work.Push(val);
}
}
MIDI->PrecacheInstruments(&work[0], work.Size());
}
//==========================================================================
//
// MUSSong2 :: MakeEvents
//
// Translates MUS events into MIDI events and puts them into a MIDI stream
// buffer. Returns the new position in the buffer.
//
//==========================================================================
DWORD *MUSSong2::MakeEvents(DWORD *events, DWORD *max_event_p, DWORD max_time)
{
DWORD tot_time = 0;
DWORD time = 0;
max_time = max_time * Division / Tempo;
while (events < max_event_p && tot_time <= max_time)
{
BYTE mid1, mid2;
BYTE channel;
BYTE t = 0, status;
BYTE event = MusBuffer[MusP++];
if ((event & 0x70) != MUS_SCOREEND)
{
t = MusBuffer[MusP++];
}
channel = event & 15;
// Map MUS channels to MIDI channels
if (channel == 15)
{
channel = 9;
}
else if (channel >= 9)
{
channel = channel + 1;
}
status = channel;
switch (event & 0x70)
{
case MUS_NOTEOFF:
status |= MIDI_NOTEON;
mid1 = t;
mid2 = 0;
break;
case MUS_NOTEON:
status |= MIDI_NOTEON;
mid1 = t & 127;
if (t & 128)
{
LastVelocity[channel] = MusBuffer[MusP++];
}
mid2 = LastVelocity[channel];
break;
case MUS_PITCHBEND:
status |= MIDI_PITCHBEND;
mid1 = (t & 1) << 6;
mid2 = (t >> 1) & 127;
break;
case MUS_SYSEVENT:
status |= MIDI_CTRLCHANGE;
mid1 = CtrlTranslate[t];
mid2 = t == 12 ? LittleShort(MusHeader->NumChans) : 0;
break;
case MUS_CTRLCHANGE:
if (t == 0)
{ // program change
status |= MIDI_PRGMCHANGE;
mid1 = MusBuffer[MusP++];
mid2 = 0;
}
else
{
status |= MIDI_CTRLCHANGE;
mid1 = CtrlTranslate[t];
mid2 = MusBuffer[MusP++];
if (mid1 == 7)
{ // Clamp volume to 127, since DMX apparently allows 8-bit volumes.
// Fix courtesy of Gez, courtesy of Ben Ryves.
mid2 = VolumeControllerChange(channel, MIN<int>(mid2, 0x7F));
}
}
break;
case MUS_SCOREEND:
default:
MusP = MaxMusP;
goto end;
}
events[0] = time; // dwDeltaTime
events[1] = 0; // dwStreamID
events[2] = status | (mid1 << 8) | (mid2 << 16);
events += 3;
time = 0;
if (event & 128)
{
do
{
t = MusBuffer[MusP++];
time = (time << 7) | (t & 127);
}
while (t & 128);
}
tot_time += time;
}
end:
if (time != 0)
{
events[0] = time; // dwDeltaTime
events[1] = 0; // dwStreamID
events[2] = MEVT_NOP << 24; // dwEvent
events += 3;
}
return events;
}
//==========================================================================
//
// MUSSong2 :: GetOPLDumper
//
//==========================================================================
MusInfo *MUSSong2::GetOPLDumper(const char *filename)
{
return new MUSSong2(this, filename, MDEV_OPL);
}
//==========================================================================
//
// MUSSong2 :: GetWaveDumper
//
//==========================================================================
MusInfo *MUSSong2::GetWaveDumper(const char *filename, int rate)
{
return new MUSSong2(this, filename, MDEV_GUS);
}
//==========================================================================
//
// MUSSong2 OPL Dumping Constructor
//
//==========================================================================
MUSSong2::MUSSong2(const MUSSong2 *original, const char *filename, EMidiDevice type)
: MIDIStreamer(filename, type)
{
int songstart = LittleShort(original->MusHeader->SongStart);
MaxMusP = original->MaxMusP;
MusHeader = (MUSHeader *)new BYTE[songstart + MaxMusP];
memcpy(MusHeader, original->MusHeader, songstart + MaxMusP);
MusBuffer = (BYTE *)MusHeader + songstart;
Division = 140;
InitialTempo = 1000000;
}
//==========================================================================
//
// MUSHeaderSearch
//
// Searches for the MUS header within the given memory block, returning
// the offset it was found at, or -1 if not present.
//
//==========================================================================
int MUSHeaderSearch(const BYTE *head, int len)
{
len -= 4;
for (int i = 0; i <= len; ++i)
{
if (head[i+0] == 'M' && head[i+1] == 'U' && head[i+2] == 'S' && head[i+3] == 0x1A)
{
return i;
}
}
return -1;
}