/*************************************************************************** * 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(const char *path, int voice = -1); GuiSound(const u8 * snd, u32 len, const char *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 *path); //!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 const char *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); //!Needed for music etc void SetVoice(s8 v); //!Needed for music :P s8 GetVoice() { return voice; } private: //!Initializes the GuiSound object by setting the default values void Init(); protected: char filepath[1024]; /* Wasting Memory but who knows what people wanna load */ u8 *sound; //!< Pointer to the sound data u32 length; //!< Length of sound data s8 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 }; void soundInit(void); void soundDeinit(void); #endif