WiiFlow_Lite/source/music/SoundDecoder.cpp
fledge68 9e85032382 * decided to officially commit my recent update patches *
- 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.
2017-09-21 22:03:41 +00:00

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3.1 KiB
C++

/***************************************************************************
* Copyright (C) 2010
* by Dimok
*
* 3Band resampling thanks to libmad
*
* 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
***************************************************************************/
#include <gccore.h>
#include <string.h>
#include <unistd.h>
#include "SoundDecoder.hpp"
SoundDecoder::SoundDecoder()
{
file_fd = NULL;
Init();
}
SoundDecoder::SoundDecoder(const char * filepath)
{
file_fd = new CFile(filepath, "rb");
Init();
}
SoundDecoder::SoundDecoder(const u8 * buffer, int size)
{
file_fd = new CFile(buffer, size);
Init();
}
SoundDecoder::~SoundDecoder()
{
ExitRequested = true;
while(Decoding)
usleep(100);
if(file_fd)
delete file_fd;
file_fd = NULL;
}
void SoundDecoder::Init()
{
SoundType = SOUND_RAW;
SoundBlocks = 8;
SoundBlockSize = 8192;
CurPos = 0;
LoopStart = 0;
LoopEnd = 0;
Loop = false;
EndOfFile = false;
Decoding = false;
ExitRequested = false;
SoundBuffer.SetBufferBlockSize(SoundBlockSize);
SoundBuffer.Resize(SoundBlocks);
}
int SoundDecoder::Rewind()
{
CurPos = 0;
EndOfFile = false;
file_fd->rewind();
return 0;
}
int SoundDecoder::Read(u8 * buffer, int buffer_size)
{
int ret = file_fd->read(buffer, buffer_size);
CurPos += ret;
return ret;
}
void SoundDecoder::Decode()
{
if(!file_fd || ExitRequested || EndOfFile)
return;
u16 newWhich = SoundBuffer.Which();
u16 i = 0;
for(i = 0; i < SoundBuffer.Size()-2; i++)
{
if(!SoundBuffer.IsBufferReady(newWhich))
break;
newWhich = (newWhich+1) % SoundBuffer.Size();
}
if(i == SoundBuffer.Size()-2)
return;
Decoding = true;
int done = 0;
u8 *write_buf = SoundBuffer.GetBuffer(newWhich);
if(!write_buf)
{
ExitRequested = true;
Decoding = false;
return;
}
while(done < SoundBlockSize)
{
int ret = Read(&write_buf[done], SoundBlockSize-done);
if(ret <= 0)
{
if(Loop || LoopStart || LoopEnd)
{
Rewind();
if(LoopStart)
CurPos = LoopStart;
continue;
}
else
{
EndOfFile = true;
break;
}
}
done += ret;
}
if(done > 0)
{
SoundBuffer.SetBufferSize(newWhich, done);
SoundBuffer.SetBufferReady(newWhich, true);
}
if(!SoundBuffer.IsBufferReady((newWhich+1) % SoundBuffer.Size()))
Decode();
Decoding = false;
}