mirror of
https://github.com/thug1src/thug.git
synced 2024-12-02 12:56:45 +00:00
190 lines
5.3 KiB
C++
190 lines
5.3 KiB
C++
// Audio streaming function prototypes:
|
|
// mjd jan 2001
|
|
|
|
#ifndef __P_MUSIC_H__
|
|
#define __P_MUSIC_H__
|
|
|
|
// Forward declarations
|
|
namespace File
|
|
{
|
|
class CAsyncFileHandle;
|
|
struct SHed;
|
|
struct SHedFile;
|
|
}
|
|
|
|
namespace Pcm
|
|
{
|
|
|
|
// Stream types
|
|
enum EFileStreamType
|
|
{
|
|
FILE_STREAM_MUSIC = 0,
|
|
FILE_STREAM_STREAM0,
|
|
FILE_STREAM_STREAM1,
|
|
FILE_STREAM_STREAM2,
|
|
NUM_FILE_STREAMS
|
|
};
|
|
|
|
// The load state of a stream
|
|
enum ELoadState
|
|
{
|
|
LOAD_STATE_IDLE = 0,
|
|
LOAD_STATE_LOADING0,
|
|
LOAD_STATE_LOADING1,
|
|
LOAD_STATE_DONE,
|
|
};
|
|
|
|
// The play state of a stream
|
|
enum EPlayState
|
|
{
|
|
PLAY_STATE_STOP = 0,
|
|
PLAY_STATE_PRELOAD_EE,
|
|
PLAY_STATE_PRELOAD_IOP,
|
|
PLAY_STATE_START,
|
|
PLAY_STATE_PLAYING,
|
|
PLAY_STATE_PAUSED,
|
|
PLAY_STATE_DONE,
|
|
};
|
|
|
|
// allows one channel for music, another for audio:
|
|
enum{
|
|
EXTRA_CHANNEL,
|
|
MUSIC_CHANNEL,
|
|
};
|
|
|
|
|
|
// Holds the info for each stream
|
|
class CFileStreamInfo
|
|
{
|
|
public:
|
|
|
|
bool IsMusicStream() const;
|
|
int GetAudioStreamIndex() const; // returns a negative number if it isn't a audio stream
|
|
|
|
bool StartStream(File::SHedFile *pHedFile, bool play);
|
|
bool PlayStream();
|
|
bool StopStream();
|
|
int Update();
|
|
|
|
protected:
|
|
void start_audio();
|
|
void load_chunk(int buffer);
|
|
|
|
// For preloading
|
|
void preload_spu_buffers();
|
|
void start_preloaded_audio();
|
|
|
|
ELoadState check_for_load_requests();
|
|
bool is_chunk_load_done(int & errno); // errno will be non-zero if we were busy AND there was an error
|
|
bool file_finished(); // returns true and closes fine if we read the whole file
|
|
|
|
// This section should eventually become "protected"
|
|
public:
|
|
EFileStreamType m_streamType; // Either music or audio stream
|
|
ELoadState m_loadState;
|
|
EPlayState m_playState;
|
|
File::CAsyncFileHandle *mp_fileHandle;
|
|
int m_fileSize;
|
|
int m_offset;
|
|
int m_offsetInWad;
|
|
int m_pitch;
|
|
uint32 m_volume;
|
|
};
|
|
|
|
// All the Wad information for music and audio
|
|
struct SWadInfo
|
|
{
|
|
bool LoadHeader(const char *nameOfFile, bool no_wad = false, bool assertOnError = false);
|
|
|
|
char m_fileName[ 256 ];
|
|
int m_lsn;
|
|
File::SHed * mp_hed;
|
|
};
|
|
|
|
|
|
|
|
// Onetime call once upon loading the game...
|
|
void PCMAudio_Init( void );
|
|
|
|
// Combine the IOP sent status into gPcmStatus
|
|
void PCMAudio_UpdateStatus();
|
|
|
|
// Call every frame to make sure music and stream buffers are loaded and current status is checked each frame...
|
|
// Returns true if there is a CD error, false otherwise...
|
|
int PCMAudio_Update( void );
|
|
|
|
// Load a track and start it playing...
|
|
// You wanna loop a track? Wait until this track is done, and PLAY IT AGAIN SAM!
|
|
bool PCMAudio_PlayMusicTrack( const char *filename );
|
|
bool PCMAudio_PlayMusicStream( uint32 checksum );
|
|
bool PCMAudio_PlayStream( uint32 checksum, int whichStream, float volumeL, float volumeR, float pitch );
|
|
|
|
// keep song loaded, stop playing it (or continue playing paused song)
|
|
void PCMAudio_Pause( bool pause = true, int ch = MUSIC_CHANNEL );
|
|
|
|
void PCMAudio_PauseStream( bool pause, int whichStream );
|
|
|
|
void PCMAudio_StopMusic( bool waitPlease );
|
|
void PCMAudio_StopStream( int whichStream, bool waitPlease = true );
|
|
void PCMAudio_StopStreams( void );
|
|
|
|
// Preload streams. By preloading, you can guarantee they will start at a certain time.
|
|
bool PCMAudio_PreLoadStream( uint32 checksum, int whichStream );
|
|
bool PCMAudio_PreLoadStreamDone( int whichStream );
|
|
bool PCMAudio_StartPreLoadedStream( int whichStream, float volumeL, float volumeR, float pitch );
|
|
|
|
// Preload Music Streams. By preloading, you can guarantee they will start at a certain time.
|
|
bool PCMAudio_PreLoadMusicStream( uint32 checksum );
|
|
bool PCMAudio_PreLoadMusicStreamDone( void );
|
|
bool PCMAudio_StartPreLoadedMusicStream( void );
|
|
|
|
// set the music volume ( 0 to 100 )
|
|
bool PCMAudio_SetMusicVolume( float volume );
|
|
bool PCMAudio_SetStreamVolume( float volumeL, float volumeR, int whichStream );
|
|
bool PCMAudio_SetStreamPitch( float pitch, int whichStream );
|
|
//int PCMAudio_SetStreamVolumeAndPitch( float volumeL, float volumeR, float pitch, int whichStream );
|
|
|
|
void PCMAudio_SetStreamGlobalVolume( unsigned int volume );
|
|
|
|
enum{
|
|
PCM_STATUS_FREE = ( 1 << 0 ),
|
|
PCM_STATUS_PLAYING = ( 1 << 1 ),
|
|
PCM_STATUS_LOADING = ( 1 << 2 ),
|
|
PCM_STATUS_END = ( 1 << 3 ), // Done playing on IOP, but not completely cleaned up on the IOP
|
|
PCM_STATUS_STOPPED = ( 1 << 4 ),
|
|
};
|
|
|
|
// Return one of the PCM_STATUS values from above...
|
|
int PCMAudio_GetMusicStatus( );
|
|
int PCMAudio_GetStreamStatus( int whichStream );
|
|
|
|
// preload any CD location info (to avoid a hitch in framerate on PS2):
|
|
unsigned int PCMAudio_GetCDLocation( const char *pTrackName );
|
|
|
|
bool PCMAudio_TrackExists( const char *pTrackName, int ch );
|
|
bool PCMAudio_LoadMusicHeader( const char *nameOfFile );
|
|
bool PCMAudio_LoadStreamHeader( const char *nameOfFile );
|
|
|
|
uint32 PCMAudio_FindNameFromChecksum( uint32 checksum, int ch );
|
|
|
|
// borrow this memory for the movies and shit...
|
|
int PCMAudio_GetIopMemory( void );
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
// Inlines
|
|
//
|
|
|
|
inline bool CFileStreamInfo::IsMusicStream() const
|
|
{
|
|
return m_streamType == FILE_STREAM_MUSIC;
|
|
}
|
|
|
|
inline int CFileStreamInfo::GetAudioStreamIndex() const
|
|
{
|
|
return (int) (m_streamType - FILE_STREAM_STREAM0);
|
|
}
|
|
|
|
} // namespace PCM
|
|
|
|
#endif // __P_MUSIC_H__
|