ES-DE/src/Sound.cpp

150 lines
2.8 KiB
C++

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