WiiFlow_Lite/source/music/musicplayer.cpp
overjoy.psm 3153ef3d2e Build for main svn r428
* 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%
2012-04-05 11:00:05 +00:00

168 lines
3.7 KiB
C++

#include "musicplayer.h"
using namespace std;
MusicPlayer *MusicPlayer::instance = NULL;
MusicPlayer *MusicPlayer::Instance()
{
if (instance == NULL)
instance = new MusicPlayer();
return instance;
}
void MusicPlayer::DestroyInstance()
{
if (instance != NULL)
delete instance;
instance = NULL;
}
void MusicPlayer::Init(Config &cfg, string musicDir, string themeMusicDir)
{
m_music = NULL;
m_manual_stop = true;
m_stopped = true;
m_fade_rate = cfg.getInt("GENERAL", "music_fade_rate", 8);
m_music_volume = cfg.getInt("GENERAL", "sound_volume_music", 255);
SetVolume(0); // Fades in with tick()
MusicDirectory dir = (MusicDirectory) cfg.getInt("GENERAL", "music_directories", NORMAL_MUSIC | THEME_MUSIC);
m_music_files.Init(cfg.getString("GENERAL", "dir_list_cache"), std::string(), std::string(), std::string(), false);
if (dir & THEME_MUSIC)
m_music_files.Load(themeMusicDir, ".ogg|.mp3", "EN"); //|.mod|.xm|.s3m|.wav|.aiff");
if (dir & NORMAL_MUSIC)
m_music_files.Load(musicDir, ".ogg|.mp3", "EN"); //|.mod|.xm|.s3m|.wav|.aiff");
if (cfg.getBool("GENERAL", "randomize_music", false) && m_music_files.size() > 0)
{
srand(unsigned(time(NULL)));
random_shuffle(m_music_files.begin(), m_music_files.end());
}
m_current_music = m_music_files.begin();
}
MusicPlayer::~MusicPlayer()
{
if (m_music != NULL)
{
m_music->Stop();
delete m_music;
}
}
void MusicPlayer::SetVolume(int volume)
{
m_music_current_volume = volume > m_music_volume ? m_music_volume : volume;
if (m_music != NULL)
m_music->SetVolume(m_music_current_volume);
}
void MusicPlayer::SetVolume(int volume, int max_volume)
{
m_music_volume = max_volume;
SetVolume(volume);
}
void MusicPlayer::Previous()
{
if (m_music_files.empty()) return;
if (m_current_music == m_music_files.begin())
m_current_music = m_music_files.end();
m_current_music--;
LoadCurrentFile();
}
void MusicPlayer::Next()
{
if (m_music_files.empty()) return;
m_current_music++;
if (m_current_music == m_music_files.end())
m_current_music = m_music_files.begin();
LoadCurrentFile();
}
void MusicPlayer::Pause()
{
if (m_music != NULL)
m_music->Pause();
m_paused = true;
}
void MusicPlayer::Play()
{
m_manual_stop = m_paused = false; // Next tick will start the music
if (m_music != NULL)
m_music->SetVolume(m_music_current_volume);
}
void MusicPlayer::Stop()
{
m_manual_stop = true;
if (m_music != NULL)
{
m_music->Pause();
m_music->Stop();
delete m_music;
m_music = NULL;
}
m_stopped = true;
}
void MusicPlayer::Tick(bool attenuate)
{
if (m_music_files.empty()) return;
if (m_music_current_volume == 0 && attenuate) return;
if (m_music != NULL)
{
if (!attenuate && m_music_current_volume < m_music_volume)
{
int volume = m_music_current_volume + m_fade_rate > m_music_volume ?
m_music_volume : m_music_current_volume + m_fade_rate;
SetVolume(volume);
}
else if (attenuate && m_music_current_volume > 0)
{
int volume = m_music_current_volume - m_fade_rate < 0 ?
0 : m_music_current_volume - m_fade_rate;
SetVolume(volume);
}
}
if (!attenuate && !m_manual_stop && (m_music == NULL || m_stopped || !m_music->IsPlaying()))
Next();
}
void MusicPlayer::LoadCurrentFile()
{
if (m_music_files.empty()) return;
if (m_music != NULL)
m_music->Stop();
if (m_music == NULL)
m_music = new GuiSound((*m_current_music).c_str(), ASND_MUSIC_VOICE);
else
m_music->Load((*m_current_music).c_str());
if (m_music != NULL && !m_manual_stop)
{
m_music->SetVolume(m_music_current_volume);
m_music->Play();
m_stopped = false;
}
}