WiiFlow_Lite/source/music/SoundDecoder.hpp

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/***************************************************************************
* Copyright (C) 2010
* by Dimok
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any
* damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any
* purpose, including commercial applications, and to alter it and
* redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you
* must not claim that you wrote the original software. If you use
* this software in a product, an acknowledgment in the product
* documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and
* must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*
* for WiiXplorer 2010
***************************************************************************/
#ifndef SOUND_DECODER_HPP
#define SOUND_DECODER_HPP
#include <stdio.h>
#include <gctypes.h>
#include <asndlib.h>
//#include "Tools/timer.h"
#include "File.hpp"
#include "BufferCircle.hpp"
#include "loader/utils.h"
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enum
{
SOUND_RAW = 0,
SOUND_MP3,
SOUND_OGG,
SOUND_WAV,
SOUND_BNS,
SOUND_AIF
};
class SoundDecoder
{
public:
SoundDecoder();
SoundDecoder(const char * filepath);
SoundDecoder(const u8 * buffer, int size);
virtual ~SoundDecoder();
virtual int Read(u8 * buffer, int buffer_size);
virtual int Tell() { return CurPos; };
virtual int Seek(int pos) { CurPos = pos; return file_fd->seek(CurPos, SEEK_SET); };
virtual int Rewind();
virtual u8 GetFormat() { return Format; }
virtual u32 GetSampleRate() { return SampleRate; }
virtual void Decode();
virtual u32 GetBufferSize() { return SoundBuffer.GetBufferSize(); };
virtual u8 * GetBuffer() { return SoundBuffer.GetBuffer(); };
virtual u8 * GetNextBuffer() { return SoundBuffer.GetNextBuffer(); };
virtual u8 * GetLastBuffer() { return SoundBuffer.GetLastBuffer(); };
virtual void LoadNext() { SoundBuffer.LoadNext(); };
virtual bool IsBufferReady() { return SoundBuffer.IsBufferReady(); };
virtual bool IsNextBufferReady() { return SoundBuffer.IsNextBufferReady(); };
virtual bool IsLastBufferReady() { return SoundBuffer.IsLastBufferReady(); };
virtual bool IsEOF() { return EndOfFile; };
virtual void SetLoop(bool l) { Loop = l; };
virtual void SetLoopStart(int s) { LoopStart = s; };
virtual void SetLoopEnd(int e) { LoopEnd = e; };
virtual u8 GetSoundType() { return SoundType; };
virtual void ClearBuffer() { SoundBuffer.ClearBuffer(); };
virtual bool IsStereo() { return (GetFormat() == VOICE_STEREO_16BIT || GetFormat() == VOICE_STEREO_8BIT); };
virtual bool Is16Bit() { return (GetFormat() == VOICE_STEREO_16BIT || GetFormat() == VOICE_MONO_16BIT); };
void EnableUpsample(void);
protected:
void Init();
void Upsample(s16 *src, s16 *dst, u32 nr_src_samples, u32 nr_dst_samples);
CFile * file_fd;
BufferCircle SoundBuffer;
u8 SoundType;
u16 SoundBlocks;
int SoundBlockSize;
int CurPos;
bool ResampleTo48kHz;
bool Loop;
int LoopStart;
int LoopEnd;
bool EndOfFile;
bool Decoding;
bool ExitRequested;
u8 Format;
u32 SampleRate;
u8 *ResampleBuffer;
u32 ResampleRatio;
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};
#endif