WiiFlow_Lite/source/music/SoundDecoder.hpp
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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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
***************************************************************************/
#ifndef SOUND_DECODER_HPP
#define SOUND_DECODER_HPP
#include <stdio.h>
#include <gctypes.h>
#include <asndlib.h>
//#include "Tools/timer.h"
#include "File.hpp"
#include "BufferCircle.hpp"
#include "loader/utils.h"
enum
{
SOUND_RAW = 0,
SOUND_MP3,
SOUND_OGG,
SOUND_WAV,
SOUND_BNS,
SOUND_AIF
};
class SoundDecoder
{
public:
SoundDecoder();
SoundDecoder(const char * filepath);
SoundDecoder(const u8 * buffer, int size);
virtual ~SoundDecoder();
virtual int Read(u8 * buffer, int buffer_size);
virtual int Tell() { return CurPos; };
virtual int Seek(int pos) { CurPos = pos; return file_fd->seek(CurPos, SEEK_SET); };
virtual int Rewind();
virtual int GetFormat() { return VOICE_STEREO_16BIT; };
virtual int GetSampleRate() { return 48000; };
virtual void Decode();
virtual u32 GetBufferSize() { return SoundBuffer.GetBufferSize(); };
virtual u8 * GetBuffer() { return SoundBuffer.GetBuffer(); };
virtual u8 * GetNextBuffer() { return SoundBuffer.GetNextBuffer(); };
virtual u8 * GetLastBuffer() { return SoundBuffer.GetLastBuffer(); };
virtual void LoadNext() { SoundBuffer.LoadNext(); };
virtual bool IsBufferReady() { return SoundBuffer.IsBufferReady(); };
virtual bool IsNextBufferReady() { return SoundBuffer.IsNextBufferReady(); };
virtual bool IsLastBufferReady() { return SoundBuffer.IsLastBufferReady(); };
virtual bool IsEOF() { return EndOfFile; };
virtual void SetLoop(bool l) { Loop = l; };
virtual void SetLoopStart(int s) { LoopStart = s; };
virtual void SetLoopEnd(int e) { LoopEnd = e; };
virtual u8 GetSoundType() { return SoundType; };
virtual void ClearBuffer() { SoundBuffer.ClearBuffer(); };
virtual bool IsStereo() { return (GetFormat() == VOICE_STEREO_16BIT || GetFormat() == VOICE_STEREO_8BIT); };
virtual bool Is16Bit() { return (GetFormat() == VOICE_STEREO_16BIT || GetFormat() == VOICE_MONO_16BIT); };
protected:
void Init();
CFile * file_fd;
BufferCircle SoundBuffer;
u8 SoundType;
u16 SoundBlocks;
int SoundBlockSize;
int CurPos;
bool Loop;
int LoopStart;
int LoopEnd;
bool EndOfFile;
bool Decoding;
bool ExitRequested;
};
#endif