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