WiiFlow_Lite/source/music/gui_sound.cpp
fix94.1 5cef9d88e6 -fixed the background music issue FINALLY the correct way, found
the core of the problem :D
-made background music code easier and smaller, cleaned it up
2012-08-15 22:33:54 +00:00

392 lines
7.4 KiB
C++

/***************************************************************************
* 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
***************************************************************************/
#include <unistd.h>
#include <string.h>
#include "gui_sound.h"
#include "SoundHandler.hpp"
#include "musicplayer.h"
#include "WavDecoder.hpp"
#include "loader/sys.h"
#include "banner/AnimatedBanner.h"
#include "memory/mem2.hpp"
#define MAX_SND_VOICES 16
using namespace std;
static bool VoiceUsed[MAX_SND_VOICES] =
{
false, false, false, false, false, false,
false, false, false, false, false, false,
false, false, false, false
};
static inline int GetFirstUnusedVoice()
{
for(u8 i = 0; i < MAX_SND_VOICES; i++)
{
if(VoiceUsed[i] == false)
return i;
}
gprintf("gui_sound.cpp: ALL VOICES USED UP!!\n");
return -1;
}
extern "C" void SoundCallback(s32 voice)
{
SoundDecoder *decoder = SoundHandler::Instance()->Decoder(voice);
if(!decoder)
return;
if(decoder->IsBufferReady())
{
if(ASND_AddVoice(voice, decoder->GetBuffer(), decoder->GetBufferSize()) == SND_OK)
{
decoder->LoadNext();
SoundHandler::Instance()->ThreadSignal();
}
}
else if(decoder->IsEOF())
ASND_StopVoice(voice);
else
SoundHandler::Instance()->ThreadSignal();
}
GuiSound::GuiSound()
{
this->voice = -1;
Init();
}
GuiSound::GuiSound(string filepath, int v)
{
this->voice = v;
Init();
Load(filepath.c_str());
}
GuiSound::GuiSound(const u8 * snd, u32 len, string name, bool isallocated, int v)
{
this->voice = v;
Init();
Load(snd, len, isallocated);
this->filepath = name;
}
GuiSound::GuiSound(GuiSound *g)
{
this->voice = -1;
Init();
if(g == NULL)
return;
if(g->sound != NULL)
{
u8 *snd = (u8 *)MEM2_memalign(32, g->length);
memcpy(snd, g->sound, g->length);
Load(snd, g->length, true);
}
else
Load(g->filepath.c_str());
}
GuiSound::~GuiSound()
{
FreeMemory();
VoiceUsed[this->voice] = false;
}
void GuiSound::Init()
{
sound = NULL;
length = 0;
if(this->voice == -1)
this->voice = GetFirstUnusedVoice();
if(this->voice != -1)
VoiceUsed[this->voice] = true;
volume = 255;
SoundEffectLength = 0;
loop = false;
allocated = false;
}
void GuiSound::FreeMemory()
{
Stop();
// Prevent reinitialization of SoundHandler since we're exiting
if(!Sys_Exiting())
SoundHandler::Instance()->RemoveDecoder(this->voice);
if(allocated && sound != NULL)
free(sound);
allocated = false;
sound = NULL;
length = 0;
filepath = "";
SoundEffectLength = 0;
}
bool GuiSound::Load(const char * filepath)
{
FreeMemory();
if(!filepath || filepath[strlen(filepath)-1] == '/' || strlen(filepath) < 4)
return false;
FILE * f = fopen(filepath, "rb");
if(!f)
{
gprintf("gui_sound.cpp: Failed to load file %s!!\n", filepath);
return false;
}
u32 magic;
fread(&magic, 1, 4, f);
fclose(f);
SoundHandler::Instance()->AddDecoder(this->voice, filepath);
gprintf("gui_sound.cpp: Loading %s using voice %d\n", filepath, this->voice);
SoundDecoder * decoder = SoundHandler::Instance()->Decoder(this->voice);
if(!decoder)
{
gprintf("gui_sound.cpp: No Decoder!\n");
return false;
}
if(!decoder->IsBufferReady())
{
gprintf("gui_sound.cpp: Buffer not ready!\n");
SoundHandler::Instance()->RemoveDecoder(this->voice);
return false;
}
this->filepath = filepath;
SetLoop(loop);
return true;
}
bool GuiSound::Load(const u8 * snd, u32 len, bool isallocated)
{
FreeMemory();
if(!snd)
return false;
if(!isallocated && *((u32 *) snd) == 'RIFF')
return LoadSoundEffect(snd, len);
sound = (u8*)snd;
length = len;
allocated = isallocated;
SoundHandler::Instance()->AddDecoder(this->voice, sound, length);
SoundDecoder *decoder = SoundHandler::Instance()->Decoder(this->voice);
if(!decoder || !decoder->IsBufferReady())
{
SoundHandler::Instance()->RemoveDecoder(this->voice);
return false;
}
SetLoop(loop);
return true;
}
bool GuiSound::LoadSoundEffect(const u8 * snd, u32 len)
{
FreeMemory();
WavDecoder decoder(snd, len);
decoder.Rewind();
u32 done = 0;
sound = (u8 *)MEM2_memalign(32, 4096);
memset(sound, 0, 4096);
while(1)
{
u8 * tmpsnd = (u8 *)MEM2_realloc(sound, done+4096);
if(!tmpsnd)
{
free(sound);
return false;
}
sound = tmpsnd;
int read = decoder.Read(sound+done, 4096, done);
if(read <= 0)
break;
done += read;
}
sound = (u8 *)MEM2_realloc(sound, done);
SoundEffectLength = done;
allocated = true;
return true;
}
void GuiSound::Play(int vol, bool restart)
{
if(SoundEffectLength > 0)
{
ASND_StopVoice(this->voice);
ASND_SetVoice(this->voice, VOICE_MONO_16BIT, 22050, 0, sound, SoundEffectLength, vol, vol, NULL);
return;
}
if((IsPlaying() && !restart) || this->voice < 0 || this->voice >= 16)
return;
SoundDecoder *decoder = SoundHandler::Instance()->Decoder(this->voice);
if(!decoder)
return;
ASND_StopVoice(this->voice);
if(decoder->IsEOF())
{
decoder->ClearBuffer();
decoder->Rewind();
decoder->Decode();
}
u8 * curbuffer = decoder->GetBuffer();
int bufsize = decoder->GetBufferSize();
decoder->LoadNext();
SoundHandler::Instance()->ThreadSignal();
ASND_SetVoice(this->voice, decoder->GetFormat(), decoder->GetSampleRate(), 0, curbuffer, bufsize, vol, vol, SoundCallback);
}
void GuiSound::Play()
{
Play(volume);
}
void GuiSound::Stop()
{
volume = 0;
if(!IsPlaying() || this->voice < 0 || this->voice >= 16)
return;
ASND_StopVoice(this->voice);
SoundDecoder *decoder = SoundHandler::Instance()->Decoder(this->voice);
if(!decoder)
return;
decoder->ClearBuffer();
Rewind();
SoundHandler::Instance()->ThreadSignal();
}
void GuiSound::Pause()
{
if(this->voice < 0 || this->voice >= 16)
return;
ASND_StopVoice(this->voice);
}
void GuiSound::Resume()
{
Play();
}
bool GuiSound::IsPlaying()
{
if(this->voice < 0 || this->voice >= 16)
return false;
int result = ASND_StatusVoice(this->voice);
if(result == SND_WORKING || result == SND_WAITING)
return true;
return false;
}
int GuiSound::GetVolume()
{
return volume;
}
void GuiSound::SetVolume(int vol)
{
if(this->voice < 0 || this->voice >= 16 || vol < 0)
return;
volume = vol;
ASND_ChangeVolumeVoice(this->voice, volume, volume);
}
void GuiSound::SetLoop(u8 l)
{
loop = l;
SoundDecoder *decoder = SoundHandler::Instance()->Decoder(this->voice);
if(!decoder)
return;
decoder->SetLoop(l == 1);
}
void GuiSound::Rewind()
{
SoundDecoder *decoder = SoundHandler::Instance()->Decoder(this->voice);
if(!decoder)
return;
decoder->Rewind();
}
void GuiSound::SetVoice(s8 v)
{
this->voice = v;
}
void soundInit(void)
{
ASND_Init();
ASND_Pause(0);
}
void soundDeinit(void)
{
ASND_Pause(1);
ASND_End();
}