#include #include #include "musicplayer.h" #include "fileOps/fileOps.h" #include "gui/text.hpp" MusicPlayer m_music; void MusicPlayer::cleanup() { MusicFile.FreeMemory(); } void MusicPlayer::Init(Config &cfg, string musicDir, string themeMusicDir) { m_stopped = true; m_fade_rate = cfg.getInt("GENERAL", "music_fade_rate", 8); m_music_volume = cfg.getInt("GENERAL", "sound_volume_music", 255); SetVolume(0); MusicFile.SetVoice(0); m_music_files.clear(); ScanDirectories(themeMusicDir.c_str()); ScanDirectories(musicDir.c_str()); if(cfg.getBool("GENERAL", "randomize_music", true) && m_music_files.size() > 0) { srand(unsigned(time(NULL))); random_shuffle(m_music_files.begin(), m_music_files.end()); } m_current_music = m_music_files.begin(); } void MusicPlayer::ScanDirectories(const char *directory) { struct dirent *pent = NULL; DIR *pdir = opendir(directory); while((pent = readdir(pdir)) != NULL) { if(strcmp(pent->d_name, ".") == 0 || strcmp(pent->d_name, "..") == 0) continue; string CurrentItem = sfmt("%s/%s", directory, pent->d_name); if(fsop_DirExist(CurrentItem.c_str())) ScanDirectories(CurrentItem.c_str()); else if(strcasestr(pent->d_name, ".mp3") != NULL || strcasestr(pent->d_name, ".ogg") != NULL) m_music_files.push_back(CurrentItem); } closedir(pdir); } void MusicPlayer::SetVolume(u8 volume) { m_music_current_volume = volume; MusicFile.SetVolume(m_music_current_volume); } void MusicPlayer::Previous() { if(m_music_files.empty()) return; if(m_current_music == m_music_files.begin()) m_current_music = m_music_files.end(); m_current_music--; LoadCurrentFile(); } void MusicPlayer::Next() { if(m_music_files.empty()) return; m_current_music++; if (m_current_music == m_music_files.end()) m_current_music = m_music_files.begin(); LoadCurrentFile(); } void MusicPlayer::Play() { SetVolume(m_music_current_volume); MusicFile.Play(); m_stopped = false; } void MusicPlayer::Stop() { MusicFile.Pause(); MusicFile.Stop(); m_stopped = true; } void MusicPlayer::Tick(bool attenuate) { if(m_music_files.empty()) return; if(!attenuate && m_music_current_volume < m_music_volume) { SetVolume(m_music_current_volume + m_fade_rate > m_music_volume ? m_music_volume : m_music_current_volume + m_fade_rate); } else if(attenuate && m_music_current_volume > 0) { SetVolume(m_music_current_volume - m_fade_rate < 0 ? 0 : m_music_current_volume - m_fade_rate); } if(!attenuate && !MusicFile.IsPlaying()) Next(); } void MusicPlayer::LoadCurrentFile() { MusicFile.Load((*m_current_music).c_str()); Play(); }