mirror of
https://github.com/scummvm/scummvm.git
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249 lines
7.9 KiB
C++
249 lines
7.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "video/video_decoder.h"
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#if defined(USE_MPEG2) && defined(USE_A52)
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#include "video/mpegps_decoder.h"
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#endif
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#include "engines/util.h"
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#include "graphics/surface.h"
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#include "backends/keymapper/keymap.h"
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#include "zvision/zvision.h"
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#include "zvision/core/clock.h"
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#include "zvision/graphics/render_manager.h"
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#include "zvision/scripting/script_manager.h"
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#include "zvision/text/subtitles.h"
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#include "zvision/video/rlf_decoder.h"
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#include "zvision/video/zork_avi_decoder.h"
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namespace ZVision {
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Video::VideoDecoder *ZVision::loadAnimation(const Common::String &fileName) {
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Common::String tmpFileName = fileName;
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tmpFileName.toLowercase();
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Video::VideoDecoder *animation = NULL;
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if (tmpFileName.hasSuffix(".rlf"))
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animation = new RLFDecoder();
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else if (tmpFileName.hasSuffix(".avi"))
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animation = new ZorkAVIDecoder();
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#if defined(USE_MPEG2) && defined(USE_A52)
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else if (tmpFileName.hasSuffix(".vob")) {
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double amplification = getVobAmplification(tmpFileName);
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animation = new Video::MPEGPSDecoder(amplification);
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}
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#endif
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else
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error("Unknown suffix for animation %s", fileName.c_str());
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Common::File *_file = getSearchManager()->openFile(tmpFileName);
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if (!_file)
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error("Error opening %s", tmpFileName.c_str());
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bool loaded = animation->loadStream(_file);
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if (!loaded)
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error("Error loading animation %s", tmpFileName.c_str());
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return animation;
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}
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void ZVision::playVideo(Video::VideoDecoder &vid, const Common::Rect &destRect, bool skippable, Subtitle *sub) {
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Common::Rect dst = destRect;
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// If destRect is empty, no specific scaling was requested. However, we may choose to do scaling anyway
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if (dst.isEmpty())
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dst = Common::Rect(vid.getWidth(), vid.getHeight());
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Graphics::Surface *scaled = NULL;
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if (vid.getWidth() != dst.width() || vid.getHeight() != dst.height()) {
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scaled = new Graphics::Surface;
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scaled->create(dst.width(), dst.height(), vid.getPixelFormat());
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}
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uint16 x = _workingWindow.left + dst.left;
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uint16 y = _workingWindow.top + dst.top;
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uint16 finalWidth = dst.width() < _workingWindow.width() ? dst.width() : _workingWindow.width();
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uint16 finalHeight = dst.height() < _workingWindow.height() ? dst.height() : _workingWindow.height();
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bool showSubs = (_scriptManager->getStateValue(StateKey_Subtitles) == 1);
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_clock.stop();
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vid.start();
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_videoIsPlaying = true;
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_cutscenesKeymap->setEnabled(true);
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_gameKeymap->setEnabled(false);
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// Only continue while the video is still playing
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while (!shouldQuit() && !vid.endOfVideo() && vid.isPlaying()) {
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// Check for engine quit and video stop key presses
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while (_eventMan->pollEvent(_event)) {
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switch (_event.type) {
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case Common::EVENT_CUSTOM_ENGINE_ACTION_START:
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switch ((ZVisionAction)_event.customType) {
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case kZVisionActionQuit:
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quitGame();
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break;
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case kZVisionActionSkipCutscene:
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if (skippable) {
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vid.stop();
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}
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break;
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default:
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break;
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}
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default:
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break;
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}
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}
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if (vid.needsUpdate()) {
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const Graphics::Surface *frame = vid.decodeNextFrame();
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if (sub && showSubs)
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sub->process(vid.getCurFrame());
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if (frame) {
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if (scaled) {
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_renderManager->scaleBuffer(frame->getPixels(), scaled->getPixels(), frame->w, frame->h, frame->format.bytesPerPixel, scaled->w, scaled->h);
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frame = scaled;
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}
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Common::Rect rect = Common::Rect(x, y, x + finalWidth, y + finalHeight);
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_renderManager->copyToScreen(*frame, rect, 0, 0);
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_renderManager->processSubs(0);
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}
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}
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// Always update the screen so the mouse continues to render
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_system->updateScreen();
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_system->delayMillis(vid.getTimeToNextFrame() / 2);
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}
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_cutscenesKeymap->setEnabled(false);
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_gameKeymap->setEnabled(true);
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_videoIsPlaying = false;
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_clock.start();
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if (scaled) {
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scaled->free();
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delete scaled;
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}
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}
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double ZVision::getVobAmplification(Common::String fileName) const {
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// For some reason, we get much lower volume in the hi-res videos than
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// in the low-res ones. So we artificially boost the volume. This is an
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// approximation, but I've tried to match the old volumes reasonably
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// well.
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//
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// Some of these will cause audio clipping. Hopefully not enough to be
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// noticeable.
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double amplification = 0.0;
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if (fileName == "em00d011.vob") {
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// The finale.
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amplification = 10.0;
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} else if (fileName == "em00d021.vob") {
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// Jack's escape and arrival at Flathead Mesa.
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amplification = 9.0;
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} else if (fileName == "em00d032.vob") {
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// The Grand Inquisitor's speech.
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amplification = 11.0;
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} else if (fileName == "em00d122.vob") {
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// Jack orders you to the radio tower.
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amplification = 17.0;
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} else if (fileName == "em3ed012.vob") {
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// The Grand Inquisitor gets the Coconut of Quendor.
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amplification = 12.0;
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} else if (fileName == "g000d101.vob") {
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// Griff gets captured.
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amplification = 11.0;
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} else if (fileName == "g000d111.vob") {
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// Brog gets totemized. The music seems to be mixed much softer
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// in this than in the low-resolution version.
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amplification = 12.0;
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} else if (fileName == "g000d122.vob") {
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// Lucy gets captured.
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amplification = 14.0;
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} else if (fileName == "g000d302.vob") {
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// The Grand Inquisitor visits Jack in his cell.
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amplification = 13.0;
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} else if (fileName == "g000d312.vob") {
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// You get captured.
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amplification = 14.0;
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} else if (fileName == "g000d411.vob") {
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// Propaganda On Parade. No need to make it as loud as the
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// low-resolution version.
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amplification = 11.0;
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} else if (fileName == "pe1ed012.vob") {
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// Jack lets you in with the lantern.
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amplification = 14.0;
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} else if (fileName.hasPrefix("pe1ed")) {
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// Jack answers the door. Several different ways.
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amplification = 17.0;
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} else if (fileName == "pe5ed052.vob") {
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// You get killed by the guards
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amplification = 12.0;
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} else if (fileName == "pe6ed012.vob") {
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// Jack gets captured by the guards
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amplification = 17.0;
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} else if (fileName == "pp1ed022.vob") {
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// Jack examines the lantern
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amplification = 10.0;
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} else if (fileName == "qb1ed012.vob") {
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// Lucy gets invited to the back room
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amplification = 17.0;
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} else if (fileName.hasPrefix("qe1ed")) {
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// Floyd answers the door. Several different ways.
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amplification = 17.0;
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} else if (fileName == "qs1ed011.vob") {
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// Jack explains the rules of the game.
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amplification = 16.0;
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} else if (fileName == "qs1ed021.vob") {
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// Jack loses the game.
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amplification = 14.0;
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} else if (fileName == "uc1gd012.vob") {
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// Y'Gael appears.
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amplification = 12.0;
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} else if (fileName == "ue1ud012.vob") {
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// Jack gets totemized... or what?
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amplification = 12.0;
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} else if (fileName == "ue2qd012.vob") {
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// Jack agrees to totemization.
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amplification = 10.0;
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} else if (fileName == "g000d981.vob") {
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// The Enterprise logo. Has no low-res version. Its volume is
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// louder than the other logo animations.
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amplification = 6.2;
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} else if (fileName.hasPrefix("g000d")) {
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// The Dolby Digital and Activision logos. They have no low-res
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// versions, but I've used the low-resolution Activision logo
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// (slightly different) as reference.
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amplification = 8.5;
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}
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return amplification;
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}
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} // End of namespace ZVision
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