mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-12-25 19:31:58 +01:00
f8a214fb3d
left for that still ;) -fixed that fatal memory bug, now memory usage looks correct :)
104 lines
3.5 KiB
C++
104 lines
3.5 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 GUI_SOUND_H_
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#define GUI_SOUND_H_
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#include <gccore.h>
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#include <string>
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//!Sound conversion and playback. A wrapper for other sound libraries - ASND, libmad, ltremor, etc
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class GuiSound
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{
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public:
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//!Constructor
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GuiSound();
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//!Copy Constructor
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GuiSound(GuiSound *g);
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//!Constructor
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//!\param sound Pointer to the sound data
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//!\param filesize Length of sound data
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GuiSound(std::string filepath, int voice = -1);
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GuiSound(const u8 * snd, u32 len, std::string name, bool allocated = false, int voice = -1);
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//!Stops sound and frees all memory/closes files
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void FreeMemory();
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//!Destructor
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~GuiSound();
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//!Load a file and replace the old one
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bool Load(const char * filepath);
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//!Load a file and replace the old one
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bool Load(const u8 * snd, u32 len, bool allocated = true);
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//!For quick playback of the internal soundeffects
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bool LoadSoundEffect(const u8 * snd, u32 len);
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//!Start sound playback
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void Play();
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//!Start sound playback
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void Play(int vol, bool restart = false);
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//!Stop sound playback
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void Stop();
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//!Pause sound playback
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void Pause();
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//!Resume sound playback
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void Resume();
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//!Checks if a sound is currently loaded
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//!\return true if sound is loaded, false otherwise
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bool IsLoaded() { return sound != NULL; };
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//!Get the filepath for finding sounds which already have an instance.
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//!\return the current instance's filepath
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std::string GetName() { return filepath; };
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//!Checks if the sound is currently playing
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//!\return true if sound is playing, false otherwise
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bool IsPlaying();
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//!Rewind the music
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void Rewind();
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//!Get sound volume
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//!\returns the current sound volume
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int GetVolume();
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//!Set sound volume
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//!\param v Sound volume (0-100)
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void SetVolume(int v);
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//!\param l Loop (true to loop)
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void SetLoop(u8 l);
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private:
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//!Initializes the GuiSound object by setting the default values
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void Init();
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//!Special sound case for sound.bin
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void UncompressSoundbin(const u8 * snd, u32 len, bool isallocated);
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protected:
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std::string filepath;
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u8 *sound; //!< Pointer to the sound data
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u32 length; //!< Length of sound data
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s32 voice; //!< Currently assigned ASND voice channel
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int volume; //!< Sound volume (0-100)
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u8 loop; //!< Loop sound playback
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u32 SoundEffectLength; //!< Check if it is an app soundeffect for faster playback
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bool allocated; //!< Is the file allocated or not
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};
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void soundInit(void);
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void soundDeinit(void);
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#endif
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