mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-27 21:54:15 +01:00
08a298b0b7
-clearing screen properly now, no green screens or things like this -added a few more low mem settings, fixed a missing flush in set video mode (thanks dimok) -partially clearing mem1 too now, using the code of cfg-loader for that (thanks) -using asm volatile instead of __asm__ to really call what we want (thanks dimok for explaination) -deiniting usb device properly -shutting down system properly now on game boot, games should boot more often now, its still not fully fixed
91 lines
3.0 KiB
C++
91 lines
3.0 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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#ifndef SOUND_DECODER_HPP
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#define SOUND_DECODER_HPP
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#include <stdio.h>
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#include <gctypes.h>
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#include <asndlib.h>
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//#include "Tools/timer.h"
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#include "File.hpp"
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#include "BufferCircle.hpp"
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#include "utils.h"
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enum
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{
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SOUND_RAW = 0,
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SOUND_MP3,
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SOUND_OGG,
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SOUND_WAV,
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SOUND_BNS,
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SOUND_AIF
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};
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class SoundDecoder
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{
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public:
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SoundDecoder();
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SoundDecoder(const char * filepath);
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SoundDecoder(const u8 * buffer, int size);
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~SoundDecoder();
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virtual int Read(u8 * buffer, int buffer_size, int pos);
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virtual int Tell() { return CurPos; };
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virtual int Seek(int pos) { CurPos = pos; return file_fd->seek(CurPos, SEEK_SET); };
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virtual int Rewind();
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virtual int GetFormat() { return VOICE_STEREO_16BIT; };
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virtual int GetSampleRate() { return 48000; };
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virtual void Decode();
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virtual u32 GetBufferSize() { return SoundBuffer.GetBufferSize(); };
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virtual u8 * GetBuffer() { return SoundBuffer.GetBuffer(); };
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virtual u8 * GetNextBuffer() { return SoundBuffer.GetNextBuffer(); };
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virtual u8 * GetLastBuffer() { return SoundBuffer.GetLastBuffer(); };
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virtual void LoadNext() { SoundBuffer.LoadNext(); };
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virtual bool IsBufferReady() { return SoundBuffer.IsBufferReady(); };
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virtual bool IsNextBufferReady() { return SoundBuffer.IsNextBufferReady(); };
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virtual bool IsLastBufferReady() { return SoundBuffer.IsLastBufferReady(); };
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virtual bool IsEOF() { return EndOfFile; };
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virtual void SetLoop(bool l) { Loop = l; };
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virtual u8 GetSoundType() { return SoundType; };
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virtual void ClearBuffer() { SoundBuffer.ClearBuffer(); };
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virtual bool IsStereo() { return (GetFormat() == VOICE_STEREO_16BIT || GetFormat() == VOICE_STEREO_8BIT); };
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virtual bool Is16Bit() { return (GetFormat() == VOICE_STEREO_16BIT || GetFormat() == VOICE_MONO_16BIT); };
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protected:
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void Init();
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CFile * file_fd;
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BufferCircle SoundBuffer;
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u8 SoundType;
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u16 SoundBlocks;
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int SoundBlockSize;
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int CurPos;
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bool Loop;
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bool EndOfFile;
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bool Decoding;
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bool ExitRequested;
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};
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#endif
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