mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-12-26 11:51:56 +01:00
9e85032382
- fixed gc ciso games to show and launch via WFL. thanks CokeCookie for getting me to fix it. note banners do not show for ciso games unless you use a custom gc banner. - added (for wii u vwii) to be able to select Wii U channel as the exit to choice either via main cfg pg 4 exit to option or home menu>exit to menu and select wii u menu. - removed priiloader and bootmii as exit to options when on wii u vwii - added random select game option. manually edit wiiflow_lite.ini and under [GENERAL] set "random_select" to yes then while in wiiflow lite main screen hold B and press '-' to have WFL random select a game instead of random boot a game. - removed region change from savenand emulation types. why? because according to overjoy's commit he said it didn't work yet. it was for a future version of d2x cios when davebaol added it to d2x cios. i looked at all the d2x cios commits from that date to present and didn't see that it was ever added. if i'm wrong someone let me know and i will add it back into wfl. - made some small bootup changes in case of errors on bootup. - made some changes to the way wiiflow lite handles emunand switching and other minor emunand code editing.
159 lines
3.1 KiB
C++
159 lines
3.1 KiB
C++
/***************************************************************************
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* Copyright (C) 2010
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* by Dimok
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*
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* 3Band resampling thanks to libmad
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any
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* damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any
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* purpose, including commercial applications, and to alter it and
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* redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you
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* must not claim that you wrote the original software. If you use
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* this software in a product, an acknowledgment in the product
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* documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and
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* must not be misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*
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* for WiiXplorer 2010
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***************************************************************************/
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#include <gccore.h>
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#include <string.h>
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#include <unistd.h>
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#include "SoundDecoder.hpp"
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SoundDecoder::SoundDecoder()
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{
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file_fd = NULL;
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Init();
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}
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SoundDecoder::SoundDecoder(const char * filepath)
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{
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file_fd = new CFile(filepath, "rb");
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Init();
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}
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SoundDecoder::SoundDecoder(const u8 * buffer, int size)
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{
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file_fd = new CFile(buffer, size);
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Init();
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}
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SoundDecoder::~SoundDecoder()
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{
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ExitRequested = true;
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while(Decoding)
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usleep(100);
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if(file_fd)
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delete file_fd;
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file_fd = NULL;
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}
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void SoundDecoder::Init()
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{
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SoundType = SOUND_RAW;
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SoundBlocks = 8;
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SoundBlockSize = 8192;
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CurPos = 0;
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LoopStart = 0;
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LoopEnd = 0;
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Loop = false;
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EndOfFile = false;
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Decoding = false;
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ExitRequested = false;
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SoundBuffer.SetBufferBlockSize(SoundBlockSize);
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SoundBuffer.Resize(SoundBlocks);
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}
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int SoundDecoder::Rewind()
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{
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CurPos = 0;
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EndOfFile = false;
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file_fd->rewind();
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return 0;
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}
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int SoundDecoder::Read(u8 * buffer, int buffer_size)
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{
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int ret = file_fd->read(buffer, buffer_size);
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CurPos += ret;
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return ret;
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}
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void SoundDecoder::Decode()
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{
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if(!file_fd || ExitRequested || EndOfFile)
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return;
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u16 newWhich = SoundBuffer.Which();
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u16 i = 0;
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for(i = 0; i < SoundBuffer.Size()-2; i++)
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{
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if(!SoundBuffer.IsBufferReady(newWhich))
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break;
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newWhich = (newWhich+1) % SoundBuffer.Size();
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}
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if(i == SoundBuffer.Size()-2)
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return;
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Decoding = true;
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int done = 0;
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u8 *write_buf = SoundBuffer.GetBuffer(newWhich);
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if(!write_buf)
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{
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ExitRequested = true;
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Decoding = false;
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return;
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}
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while(done < SoundBlockSize)
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{
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int ret = Read(&write_buf[done], SoundBlockSize-done);
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if(ret <= 0)
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{
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if(Loop || LoopStart || LoopEnd)
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{
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Rewind();
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if(LoopStart)
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CurPos = LoopStart;
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continue;
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}
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else
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{
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EndOfFile = true;
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break;
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}
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}
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done += ret;
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}
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if(done > 0)
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{
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SoundBuffer.SetBufferSize(newWhich, done);
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SoundBuffer.SetBufferReady(newWhich, true);
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}
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if(!SoundBuffer.IsBufferReady((newWhich+1) % SoundBuffer.Size()))
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Decode();
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Decoding = false;
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}
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