usbloadergx/source/SoundOperations/gui_sound.cpp
2011-11-13 09:09:27 +00:00

381 lines
6.9 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
***************************************************************************/
#include <unistd.h>
#include "GUI/gui.h"
#include "utils/uncompress.h"
#include "FileOperations/fileops.h"
#include "SoundHandler.hpp"
#include "WavDecoder.hpp"
#define MAX_SND_VOICES 16
static bool VoiceUsed[MAX_SND_VOICES] =
{
true, false, false, false, false, false,
false, false, false, false, false, false,
false, false, false, false
};
static inline int GetFirstUnusedVoice()
{
for(int i = 1; i < MAX_SND_VOICES; i++)
{
if(VoiceUsed[i] == false)
return i;
}
return -1;
}
extern "C" void SoundCallback(s32 voice)
{
SoundDecoder * decoder = SoundHandler::Instance()->Decoder(voice);
if(!decoder)
return;
if(decoder->IsBufferReady())
{
if(ASND_AddVoice(voice, decoder->GetBuffer(), decoder->GetBufferSize()) == SND_OK)
{
decoder->LoadNext();
SoundHandler::Instance()->ThreadSignal();
}
}
else if(decoder->IsEOF())
{
ASND_StopVoice(voice);
//if(voice == 0)
//MusicPlayer::Instance()->SetPlaybackFinished(true); //see if next music must be played
}
else
{
SoundHandler::Instance()->ThreadSignal();
}
}
GuiSound::GuiSound(const char * filepath)
{
sound = NULL;
length = 0;
voice = GetFirstUnusedVoice();
if(voice > 0)
VoiceUsed[voice] = true;
volume = 255;
SoundEffectLength = 0;
loop = 0;
allocated = false;
Load(filepath);
}
GuiSound::GuiSound(const u8 * snd, s32 len, int vol, bool isallocated, int v)
{
sound = NULL;
length = 0;
if(v < 0)
voice = GetFirstUnusedVoice();
else
voice = v;
if(voice > 0)
VoiceUsed[voice] = true;
volume = vol;
SoundEffectLength = 0;
loop = 0;
allocated = false;
Load(snd, len, isallocated);
}
GuiSound::~GuiSound()
{
FreeMemory();
if(voice > 0)
VoiceUsed[voice] = false;
}
void GuiSound::FreeMemory()
{
this->Stop();
SoundHandler::Instance()->RemoveDecoder(voice);
if(allocated && sound != NULL)
{
free(sound);
sound = NULL;
allocated = false;
}
SoundEffectLength = 0;
}
bool GuiSound::Load(const char * filepath)
{
FreeMemory();
if(!filepath)
return false;
u32 magic;
FILE * f = fopen(filepath, "rb");
if(!f)
return false;
fread(&magic, 1, 4, f);
fclose(f);
if(magic == 'IMD5')
{
u8 * snd = NULL;
u32 filesize = 0;
LoadFileToMem(filepath, &snd, &filesize);
return Load(snd, filesize, true);
}
SoundHandler::Instance()->AddDecoder(voice, filepath);
SoundDecoder * decoder = SoundHandler::Instance()->Decoder(voice);
if(!decoder)
return false;
if(!decoder->IsBufferReady())
{
SoundHandler::Instance()->RemoveDecoder(voice);
return false;
}
SetLoop(loop);
return true;
}
bool GuiSound::Load(const u8 * snd, s32 len, bool isallocated)
{
FreeMemory();
if(!snd)
return false;
if(!isallocated && *((u32 *) snd) == 'RIFF')
{
return LoadSoundEffect(snd, len);
}
if(*((u32 *) snd) == 'IMD5')
{
UncompressSoundbin(snd, len, isallocated);
}
else
{
sound = (u8 *) snd;
length = len;
allocated = isallocated;
}
SoundHandler::Instance()->AddDecoder(voice, sound, length);
SoundDecoder * decoder = SoundHandler::Instance()->Decoder(voice);
if(!decoder)
return false;
if(!decoder->IsBufferReady())
{
SoundHandler::Instance()->RemoveDecoder(voice);
return false;
}
SetLoop(loop);
return true;
}
bool GuiSound::LoadSoundEffect(const u8 * snd, s32 len)
{
WavDecoder decoder(snd, len);
decoder.Rewind();
u32 done = 0;
sound = (u8 *) malloc(4096);
memset(sound, 0, 4096);
while(1)
{
u8 * tmpsnd = (u8 *) realloc(sound, done+4096);
if(!tmpsnd)
{
free(sound);
sound = NULL;
return false;
}
sound = tmpsnd;
int read = decoder.Read(sound+done, 4096, done);
if(read <= 0)
break;
done += read;
}
sound = (u8 *) realloc(sound, done);
SoundEffectLength = done;
allocated = true;
return true;
}
void GuiSound::Play()
{
if(SoundEffectLength > 0)
{
ASND_StopVoice(voice);
ASND_SetVoice(voice, VOICE_STEREO_16BIT, 32000, 0, sound, SoundEffectLength, volume, volume, NULL);
return;
}
if(IsPlaying())
return;
if(voice < 0 || voice >= 16)
return;
SoundDecoder * decoder = SoundHandler::Instance()->Decoder(voice);
if(!decoder)
return;
if(decoder->IsEOF())
{
ASND_StopVoice(voice);
decoder->ClearBuffer();
decoder->Rewind();
decoder->Decode();
}
u8 * curbuffer = decoder->GetBuffer();
int bufsize = decoder->GetBufferSize();
decoder->LoadNext();
SoundHandler::Instance()->ThreadSignal();
ASND_SetVoice(voice, decoder->GetFormat(), decoder->GetSampleRate(), 0, curbuffer, bufsize, volume, volume, SoundCallback);
}
void GuiSound::Stop()
{
if(voice < 0 || voice >= 16)
return;
ASND_StopVoice(voice);
SoundDecoder * decoder = SoundHandler::Instance()->Decoder(voice);
if(!decoder)
return;
decoder->ClearBuffer();
Rewind();
SoundHandler::Instance()->ThreadSignal();
}
void GuiSound::Pause()
{
if(voice < 0 || voice >= 16)
return;
ASND_StopVoice(voice);
}
void GuiSound::Resume()
{
Play();
}
bool GuiSound::IsPlaying()
{
if(voice < 0 || voice >= 16)
return false;
int result = ASND_StatusVoice(voice);
if(result == SND_WORKING || result == SND_WAITING)
return true;
return false;
}
void GuiSound::SetVolume(int vol)
{
if(voice < 0 || voice >= 16)
return;
if(vol < 0)
return;
volume = 255*(vol/100.0);
ASND_ChangeVolumeVoice(voice, volume, volume);
}
void GuiSound::SetLoop(u8 l)
{
loop = l;
SoundDecoder * decoder = SoundHandler::Instance()->Decoder(voice);
if(!decoder)
return;
decoder->SetLoop(l == 1);
}
void GuiSound::Rewind()
{
SoundDecoder * decoder = SoundHandler::Instance()->Decoder(voice);
if(!decoder)
return;
decoder->Rewind();
}
void GuiSound::UncompressSoundbin(const u8 * snd, int len, bool isallocated)
{
const u8 * file = snd+32;
if(*((u32 *) file) == 'LZ77')
{
u32 size = 0;
sound = uncompressLZ77(file, len-32, &size);
length = size;
}
else
{
length = len-32;
sound = (u8 *) malloc(length);
memcpy(sound, file, length);
}
if(isallocated)
free((u8 *) snd);
allocated = true;
}