mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-30 15:14:18 +01:00
74b362e766
about memory stuff
392 lines
7.2 KiB
C++
392 lines
7.2 KiB
C++
/***************************************************************************
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* Copyright (C) 2010
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* by Dimok
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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 <unistd.h>
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#include <string.h>
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#include "gui_sound.h"
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#include "SoundHandler.hpp"
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#include "MusicPlayer.hpp"
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#include "WavDecoder.hpp"
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#include "loader/sys.h"
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#include "banner/AnimatedBanner.h"
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#include "memory/mem2.hpp"
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#define MAX_SND_VOICES 16
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using namespace std;
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static bool VoiceUsed[MAX_SND_VOICES] =
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{
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false, false, false, false, false, false,
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false, false, false, false, false, false,
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false, false, false, false
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};
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static inline int GetFirstUnusedVoice()
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{
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for(u8 i = 0; i < MAX_SND_VOICES; i++)
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{
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if(VoiceUsed[i] == false)
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return i;
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}
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gprintf("gui_sound.cpp: ALL VOICES USED UP!!\n");
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return -1;
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}
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extern "C" void SoundCallback(s32 voice)
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{
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SoundDecoder *decoder = SoundHandle.Decoder(voice);
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if(!decoder)
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return;
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if(decoder->IsBufferReady())
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{
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if(ASND_AddVoice(voice, decoder->GetBuffer(), decoder->GetBufferSize()) == SND_OK)
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{
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decoder->LoadNext();
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SoundHandle.ThreadSignal();
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}
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}
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else if(decoder->IsEOF())
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ASND_StopVoice(voice);
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else
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SoundHandle.ThreadSignal();
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}
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GuiSound::GuiSound()
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{
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this->voice = -1;
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Init();
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}
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GuiSound::GuiSound(string filepath, int v)
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{
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this->voice = v;
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Init();
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Load(filepath.c_str());
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}
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GuiSound::GuiSound(const u8 * snd, u32 len, string name, bool isallocated, int v)
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{
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this->voice = v;
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Init();
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Load(snd, len, isallocated);
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this->filepath = name;
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}
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GuiSound::GuiSound(GuiSound *g)
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{
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this->voice = -1;
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Init();
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if(g == NULL)
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return;
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if(g->sound != NULL)
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{
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u8 *snd = (u8 *)MEM2_memalign(32, g->length);
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memcpy(snd, g->sound, g->length);
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Load(snd, g->length, true);
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}
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else
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Load(g->filepath.c_str());
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}
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GuiSound::~GuiSound()
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{
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FreeMemory();
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VoiceUsed[this->voice] = false;
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}
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void GuiSound::Init()
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{
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sound = NULL;
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length = 0;
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if(this->voice == -1)
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this->voice = GetFirstUnusedVoice();
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if(this->voice != -1)
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VoiceUsed[this->voice] = true;
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volume = 255;
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SoundEffectLength = 0;
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loop = false;
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allocated = false;
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}
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void GuiSound::FreeMemory()
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{
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Stop();
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// Prevent reinitialization of SoundHandler since we're exiting
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if(!Sys_Exiting())
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SoundHandle.RemoveDecoder(this->voice);
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if(allocated && sound != NULL)
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free(sound);
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allocated = false;
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sound = NULL;
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length = 0;
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filepath = "";
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SoundEffectLength = 0;
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}
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bool GuiSound::Load(const char * filepath)
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{
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FreeMemory();
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if(!filepath || filepath[strlen(filepath)-1] == '/' || strlen(filepath) < 4)
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return false;
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FILE * f = fopen(filepath, "rb");
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if(!f)
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{
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gprintf("gui_sound.cpp: Failed to load file %s!!\n", filepath);
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return false;
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}
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u32 magic;
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fread(&magic, 1, 4, f);
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fclose(f);
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SoundHandle.AddDecoder(this->voice, filepath);
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//gprintf("gui_sound.cpp: Loading %s using voice %d\n", filepath, this->voice);
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SoundDecoder *decoder = SoundHandle.Decoder(this->voice);
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if(!decoder)
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{
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gprintf("gui_sound.cpp: No Decoder!\n");
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return false;
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}
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if(!decoder->IsBufferReady())
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{
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gprintf("gui_sound.cpp: Buffer not ready!\n");
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SoundHandle.RemoveDecoder(this->voice);
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return false;
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}
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this->filepath = filepath;
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SetLoop(loop);
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return true;
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}
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bool GuiSound::Load(const u8 * snd, u32 len, bool isallocated)
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{
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FreeMemory();
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if(!snd)
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return false;
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if(!isallocated && memcmp(snd, "RIFF", 4) == 0)
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return LoadSoundEffect(snd, len);
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sound = (u8*)snd;
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length = len;
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allocated = isallocated;
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SoundHandle.AddDecoder(this->voice, sound, length);
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SoundDecoder *decoder = SoundHandle.Decoder(this->voice);
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if(!decoder || !decoder->IsBufferReady())
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{
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SoundHandle.RemoveDecoder(this->voice);
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return false;
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}
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SetLoop(loop);
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return true;
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}
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bool GuiSound::LoadSoundEffect(const u8 * snd, u32 len)
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{
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FreeMemory();
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WavDecoder decoder(snd, len);
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decoder.Rewind();
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u32 done = 0;
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sound = (u8 *)MEM2_memalign(32, 4096);
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memset(sound, 0, 4096);
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while(1)
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{
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u8 * tmpsnd = (u8 *)MEM2_realloc(sound, done+4096);
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if(!tmpsnd)
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{
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free(sound);
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return false;
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}
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sound = tmpsnd;
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int read = decoder.Read(sound+done, 4096, done);
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if(read <= 0)
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break;
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done += read;
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}
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sound = (u8 *)MEM2_realloc(sound, done);
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SoundEffectLength = done;
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allocated = true;
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return true;
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}
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void GuiSound::Play(int vol, bool restart)
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{
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if(SoundEffectLength > 0)
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{
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ASND_StopVoice(this->voice);
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ASND_SetVoice(this->voice, VOICE_MONO_16BIT, 22050, 0, sound, SoundEffectLength, vol, vol, NULL);
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return;
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}
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if((IsPlaying() && !restart) || this->voice < 0 || this->voice >= 16)
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return;
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SoundDecoder *decoder = SoundHandle.Decoder(this->voice);
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if(!decoder)
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return;
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ASND_StopVoice(this->voice);
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if(decoder->IsEOF())
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{
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decoder->ClearBuffer();
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decoder->Rewind();
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decoder->Decode();
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}
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u8 * curbuffer = decoder->GetBuffer();
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int bufsize = decoder->GetBufferSize();
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decoder->LoadNext();
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SoundHandle.ThreadSignal();
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ASND_SetVoice(this->voice, decoder->GetFormat(), decoder->GetSampleRate(), 0, curbuffer, bufsize, vol, vol, SoundCallback);
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}
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void GuiSound::Play()
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{
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Play(volume);
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}
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void GuiSound::Stop()
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{
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volume = 0;
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if(!IsPlaying() || this->voice < 0 || this->voice >= 16)
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return;
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ASND_StopVoice(this->voice);
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SoundDecoder *decoder = SoundHandle.Decoder(this->voice);
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if(!decoder)
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return;
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decoder->ClearBuffer();
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Rewind();
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SoundHandle.ThreadSignal();
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}
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void GuiSound::Pause()
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{
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if(this->voice < 0 || this->voice >= 16)
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return;
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ASND_StopVoice(this->voice);
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}
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void GuiSound::Resume()
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{
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Play();
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}
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bool GuiSound::IsPlaying()
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{
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if(this->voice < 0 || this->voice >= 16)
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return false;
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int result = ASND_StatusVoice(this->voice);
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if(result == SND_WORKING || result == SND_WAITING)
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return true;
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return false;
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}
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int GuiSound::GetVolume()
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{
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return volume;
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}
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void GuiSound::SetVolume(int vol)
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{
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if(this->voice < 0 || this->voice >= 16 || vol < 0)
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return;
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volume = vol;
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ASND_ChangeVolumeVoice(this->voice, volume, volume);
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}
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void GuiSound::SetLoop(u8 l)
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{
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loop = l;
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SoundDecoder *decoder = SoundHandle.Decoder(this->voice);
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if(!decoder)
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return;
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decoder->SetLoop(l == 1);
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}
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void GuiSound::Rewind()
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{
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SoundDecoder *decoder = SoundHandle.Decoder(this->voice);
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if(!decoder)
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return;
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decoder->Rewind();
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}
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void GuiSound::SetVoice(s8 v)
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{
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this->voice = v;
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}
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void soundInit(void)
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{
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ASND_Init();
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ASND_Pause(0);
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}
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void soundDeinit(void)
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{
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ASND_Pause(1);
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ASND_End();
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}
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