WiiFlow_Lite/source/music/gui_sound.h

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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 GUI_SOUND_H_
#define GUI_SOUND_H_
#include <gccore.h>
#include <string>
//!Sound conversion and playback. A wrapper for other sound libraries - ASND, libmad, ltremor, etc
class GuiSound
{
public:
//!Constructor
GuiSound();
//!Copy Constructor
GuiSound(GuiSound *g);
//!Constructor
//!\param sound Pointer to the sound data
//!\param filesize Length of sound data
GuiSound(std::string filepath, int voice = -1);
GuiSound(const u8 * snd, u32 len, std::string name, bool allocated = false, int voice = -1);
//!Stops sound and frees all memory/closes files
void FreeMemory();
//!Destructor
~GuiSound();
//!Load a file and replace the old one
bool Load(const char * filepath);
//!Load a file and replace the old one
bool Load(const u8 * snd, u32 len, bool allocated = true);
//!For quick playback of the internal soundeffects
bool LoadSoundEffect(const u8 * snd, u32 len);
//!Start sound playback
void Play();
//!Start sound playback
void Play(int vol, bool restart = false);
//!Stop sound playback
void Stop();
//!Pause sound playback
void Pause();
//!Resume sound playback
void Resume();
//!Checks if a sound is currently loaded
//!\return true if sound is loaded, false otherwise
bool IsLoaded() { return sound != NULL; };
//!Get the filepath for finding sounds which already have an instance.
//!\return the current instance's filepath
std::string GetName() { return filepath; };
//!Checks if the sound is currently playing
//!\return true if sound is playing, false otherwise
bool IsPlaying();
//!Rewind the music
void Rewind();
//!Get sound volume
//!\returns the current sound volume
int GetVolume();
//!Set sound volume
//!\param v Sound volume (0-100)
void SetVolume(int v);
//!\param l Loop (true to loop)
void SetLoop(u8 l);
private:
//!Initializes the GuiSound object by setting the default values
void Init();
//!Special sound case for sound.bin
void UncompressSoundbin(const u8 * snd, u32 len, bool isallocated);
protected:
std::string filepath;
u8 *sound; //!< Pointer to the sound data
u32 length; //!< Length of sound data
s32 voice; //!< Currently assigned ASND voice channel
int volume; //!< Sound volume (0-100)
u8 loop; //!< Loop sound playback
u32 SoundEffectLength; //!< Check if it is an app soundeffect for faster playback
bool allocated; //!< Is the file allocated or not
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};
void soundInit(void);
void soundDeinit(void);
#endif