mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-26 08:05:38 +00:00
150 lines
2.8 KiB
C++
150 lines
2.8 KiB
C++
#include "Sound.h"
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#include "AudioManager.h"
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#include "Log.h"
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#include "Settings.h"
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Sound::Sound(const std::string & path) : mSampleData(NULL), mSamplePos(0), mSampleLength(0), playing(false)
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{
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loadFile(path);
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}
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Sound::~Sound()
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{
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deinit();
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}
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void Sound::loadFile(const std::string & path)
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{
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mPath = path;
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init();
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}
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void Sound::init()
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{
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if(mSampleData != NULL)
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deinit();
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if(mPath.empty())
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return;
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//load wav file via SDL
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SDL_AudioSpec wave;
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Uint8 * data = NULL;
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Uint32 dlen = 0;
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if (SDL_LoadWAV(mPath.c_str(), &wave, &data, &dlen) == NULL) {
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LOG(LogError) << "Error loading sound \"" << mPath << "\"!\n" << " " << SDL_GetError();
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return;
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}
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//build conversion buffer
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SDL_AudioCVT cvt;
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SDL_BuildAudioCVT(&cvt, wave.format, wave.channels, wave.freq, AUDIO_S16, 2, 44100);
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//copy data to conversion buffer
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cvt.len = dlen;
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cvt.buf = new Uint8[cvt.len * cvt.len_mult];
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memcpy(cvt.buf, data, dlen);
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//convert buffer to stereo, 16bit, 44.1kHz
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if (SDL_ConvertAudio(&cvt) < 0) {
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LOG(LogError) << "Error converting sound \"" << mPath << "\" to 44.1kHz, 16bit, stereo format!\n" << " " << SDL_GetError();
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delete[] cvt.buf;
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}
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else {
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//worked. set up member data
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SDL_LockAudio();
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mSampleData = cvt.buf;
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mSampleLength = cvt.len_cvt;
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mSamplePos = 0;
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mSampleFormat.channels = 2;
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mSampleFormat.freq = 44100;
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mSampleFormat.format = AUDIO_S16;
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SDL_UnlockAudio();
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}
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//free wav data now
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SDL_FreeWAV(data);
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}
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void Sound::deinit()
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{
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playing = false;
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if(mSampleData != NULL)
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{
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SDL_LockAudio();
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delete[] mSampleData;
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mSampleData = NULL;
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mSampleLength = 0;
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mSamplePos = 0;
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SDL_UnlockAudio();
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}
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}
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void Sound::play()
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{
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if(mSampleData == NULL)
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return;
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if(Settings::getInstance()->getBool("DISABLESOUNDS"))
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return;
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SDL_LockAudio();
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if (playing)
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{
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//replay from start. rewind the sample to the beginning
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mSamplePos = 0;
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}
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else
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{
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//flag our sample as playing
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playing = true;
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}
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SDL_UnlockAudio();
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//tell the AudioManager to start playing samples
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AudioManager::getInstance()->play();
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}
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bool Sound::isPlaying() const
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{
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return playing;
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}
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void Sound::stop()
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{
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//flag our sample as playing and rewind its position
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SDL_LockAudio();
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playing = false;
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mSamplePos = 0;
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SDL_UnlockAudio();
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}
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const Uint8 * Sound::getData() const
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{
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return mSampleData;
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}
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Uint32 Sound::getPosition() const
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{
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return mSamplePos;
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}
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void Sound::setPosition(Uint32 newPosition)
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{
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mSamplePos = newPosition;
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if (mSamplePos >= mSampleLength) {
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//got to or beyond the end of the sample. stop playing
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playing = false;
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mSamplePos = 0;
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}
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}
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Uint32 Sound::getLength() const
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{
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return mSampleLength;
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}
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Uint32 Sound::getLengthMS() const
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{
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//44100 samples per second, 2 channels (stereo)
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//I have no idea why the *0.75 is necessary, but otherwise it's inaccurate
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return (Uint32)((mSampleLength / 44100.0f / 2.0f * 0.75f) * 1000);
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}
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