usbloadergx/source/SoundOperations/gui_sound.h
dimok321 fa11a745d6 A lot of changes with this rev
*Rewrote the whole Settings.cpp into 11 classes. Each settings menu has it's own class now
*Reworked the whole sound system. Supported formats AIF/MP3/OGG/BNS/WAV now with no file size limit (streaming).
*Changed button click/over sounds to wav from raw pcm
*Lot's of bug fixes
2010-11-13 22:34:53 +00:00

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2.8 KiB
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 GUI_SOUND_H_
#define GUI_SOUND_H_
#include <gccore.h>
//!Sound conversion and playback. A wrapper for other sound libraries - ASND, libmad, ltremor, etc
class GuiSound
{
public:
//!Constructor
//!\param sound Pointer to the sound data
//!\param filesize Length of sound data
GuiSound(const char * filepath);
GuiSound(const u8 * sound, int filesize, int volume, bool allocated = false, int voice = -1);
//!Destructor
~GuiSound();
//!Load a file and replace the old one
bool Load(const char * filepath);
//!Load a file and replace the old one
bool Load(const u8 * sound, int filesize, bool allocated = true);
//!For quick playback of the internal soundeffects
bool LoadSoundEffect(const u8 * snd, s32 len);
//!Start sound playback
void Play();
//!Stop sound playback
void Stop();
//!Pause sound playback
void Pause();
//!Resume sound playback
void Resume();
//!Checks if the sound is currently playing
//!\return true if sound is playing, false otherwise
bool IsPlaying();
//!Rewind the music
void Rewind();
//!Set sound volume
//!\param v Sound volume (0-100)
void SetVolume(int v);
//!\param l Loop (true to loop)
void SetLoop(u8 l);
//!Special sound case for sound.bin
void UncompressSoundbin(const u8 * snd, int len, bool isallocated);
protected:
//!Stops sound and frees all memory/closes files
void FreeMemory();
u8 * sound; //!< Pointer to the sound data
int length; //!< Length of sound data
s32 voice; //!< Currently assigned ASND voice channel
int volume; //!< Sound volume (0-100)
u8 loop; //!< Loop sound playback
u32 SoundEffectLength; //!< Check if it is an app soundeffect for faster playback
bool allocated; //!< Is the file allocated or not
};
#endif