mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-12-18 07:51:53 +01:00
3153ef3d2e
* Added nanddumper functions (Nand dumper not enabled yet) * Added an extended check for new installed games which is enabled by default Since the check takes some time you can bypass the check by setting: 'extended_list_check' in GENERAL section of wiiflow.ini to 'no' Todo: Add an extended check for removed games * Fixed a bug ISFS_Initialize() was called before reloading to cIOS * Fixed long wait time when installing a Wii game @ 100%
168 lines
3.7 KiB
C++
168 lines
3.7 KiB
C++
#include "musicplayer.h"
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using namespace std;
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MusicPlayer *MusicPlayer::instance = NULL;
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MusicPlayer *MusicPlayer::Instance()
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{
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if (instance == NULL)
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instance = new MusicPlayer();
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return instance;
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}
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void MusicPlayer::DestroyInstance()
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{
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if (instance != NULL)
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delete instance;
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instance = NULL;
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}
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void MusicPlayer::Init(Config &cfg, string musicDir, string themeMusicDir)
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{
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m_music = NULL;
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m_manual_stop = true;
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m_stopped = true;
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m_fade_rate = cfg.getInt("GENERAL", "music_fade_rate", 8);
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m_music_volume = cfg.getInt("GENERAL", "sound_volume_music", 255);
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SetVolume(0); // Fades in with tick()
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MusicDirectory dir = (MusicDirectory) cfg.getInt("GENERAL", "music_directories", NORMAL_MUSIC | THEME_MUSIC);
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m_music_files.Init(cfg.getString("GENERAL", "dir_list_cache"), std::string(), std::string(), std::string(), false);
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if (dir & THEME_MUSIC)
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m_music_files.Load(themeMusicDir, ".ogg|.mp3", "EN"); //|.mod|.xm|.s3m|.wav|.aiff");
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if (dir & NORMAL_MUSIC)
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m_music_files.Load(musicDir, ".ogg|.mp3", "EN"); //|.mod|.xm|.s3m|.wav|.aiff");
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if (cfg.getBool("GENERAL", "randomize_music", false) && m_music_files.size() > 0)
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{
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srand(unsigned(time(NULL)));
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random_shuffle(m_music_files.begin(), m_music_files.end());
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}
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m_current_music = m_music_files.begin();
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}
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MusicPlayer::~MusicPlayer()
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{
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if (m_music != NULL)
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{
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m_music->Stop();
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delete m_music;
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}
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}
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void MusicPlayer::SetVolume(int volume)
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{
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m_music_current_volume = volume > m_music_volume ? m_music_volume : volume;
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if (m_music != NULL)
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m_music->SetVolume(m_music_current_volume);
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}
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void MusicPlayer::SetVolume(int volume, int max_volume)
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{
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m_music_volume = max_volume;
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SetVolume(volume);
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}
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void MusicPlayer::Previous()
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{
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if (m_music_files.empty()) return;
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if (m_current_music == m_music_files.begin())
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m_current_music = m_music_files.end();
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m_current_music--;
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LoadCurrentFile();
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}
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void MusicPlayer::Next()
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{
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if (m_music_files.empty()) return;
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m_current_music++;
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if (m_current_music == m_music_files.end())
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m_current_music = m_music_files.begin();
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LoadCurrentFile();
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}
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void MusicPlayer::Pause()
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{
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if (m_music != NULL)
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m_music->Pause();
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m_paused = true;
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}
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void MusicPlayer::Play()
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{
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m_manual_stop = m_paused = false; // Next tick will start the music
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if (m_music != NULL)
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m_music->SetVolume(m_music_current_volume);
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}
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void MusicPlayer::Stop()
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{
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m_manual_stop = true;
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if (m_music != NULL)
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{
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m_music->Pause();
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m_music->Stop();
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delete m_music;
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m_music = NULL;
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}
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m_stopped = true;
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}
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void MusicPlayer::Tick(bool attenuate)
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{
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if (m_music_files.empty()) return;
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if (m_music_current_volume == 0 && attenuate) return;
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if (m_music != NULL)
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{
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if (!attenuate && m_music_current_volume < m_music_volume)
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{
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int volume = m_music_current_volume + m_fade_rate > m_music_volume ?
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m_music_volume : m_music_current_volume + m_fade_rate;
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SetVolume(volume);
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}
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else if (attenuate && m_music_current_volume > 0)
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{
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int volume = m_music_current_volume - m_fade_rate < 0 ?
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0 : m_music_current_volume - m_fade_rate;
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SetVolume(volume);
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}
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}
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if (!attenuate && !m_manual_stop && (m_music == NULL || m_stopped || !m_music->IsPlaying()))
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Next();
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}
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void MusicPlayer::LoadCurrentFile()
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{
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if (m_music_files.empty()) return;
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if (m_music != NULL)
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m_music->Stop();
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if (m_music == NULL)
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m_music = new GuiSound((*m_current_music).c_str(), ASND_MUSIC_VOICE);
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else
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m_music->Load((*m_current_music).c_str());
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if (m_music != NULL && !m_manual_stop)
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{
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m_music->SetVolume(m_music_current_volume);
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m_music->Play();
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m_stopped = false;
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}
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}
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