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Copy pathSound.cpp
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Copy pathSound.cpp
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268 lines (213 loc) · 6.54 KB
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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2015 Laurent Gomila (laurent@sfml-dev.org)
//
// 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.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <cpp3ds/Audio/Sound.hpp>
#include <cpp3ds/Audio/SoundBuffer.hpp>
#include <3ds.h>
#include <string.h>
#include <cpp3ds/System/Err.hpp>
namespace cpp3ds
{
////////////////////////////////////////////////////////////
Sound::Sound()
: m_buffer(nullptr)
, m_loop(false)
, m_isADPCM(false)
{
}
////////////////////////////////////////////////////////////
Sound::Sound(const SoundBuffer& buffer)
: m_buffer(nullptr)
, m_loop(false)
, m_isADPCM(false)
{
setBuffer(buffer);
}
////////////////////////////////////////////////////////////
Sound::Sound(const Sound& copy)
: SoundSource(copy)
, m_buffer(nullptr)
{
if (copy.m_buffer)
setBuffer(*copy.m_buffer);
setLoop(copy.getLoop());
setStateADPCM(copy.getStateADPCM());
}
////////////////////////////////////////////////////////////
Sound::~Sound()
{
stop();
if (m_buffer)
m_buffer->detachSound(this);
}
////////////////////////////////////////////////////////////
void Sound::play()
{
if (!m_buffer || m_buffer->getSampleCount() == 0)
return;
if (getStatus() == Playing)
stop();
if (getStatus() == Paused) {
ndspChnSetPaused(m_channel, false);
return;
}
m_channel = 0;
while (m_channel < 24 && ndspChnIsPlaying(m_channel))
m_channel++;
if (m_channel == 24) {
err() << "Sound::play() failed because all channels are in use." << std::endl;
m_channel = -1;
return;
}
setPlayingOffset(Time::Zero);
u32 size = sizeof(Int16) * m_buffer->getSampleCount();
ndspChnReset(m_channel);
ndspChnSetInterp(m_channel, NDSP_INTERP_POLYPHASE);
ndspChnSetRate(m_channel, float(m_buffer->getSampleRate()));
ndspChnSetFormat(m_channel, (m_buffer->getChannelCount() == 1) ? NDSP_FORMAT_MONO_PCM16 : NDSP_FORMAT_STEREO_PCM16);
DSP_FlushDataCache((u8*)m_buffer->getSamples(), size);
ndspChnWaveBufAdd(m_channel, &m_ndspWaveBuf);
}
////////////////////////////////////////////////////////////
void Sound::pause()
{
if (getStatus() != Playing)
return;
ndspChnSetPaused(m_channel, true);
}
////////////////////////////////////////////////////////////
void Sound::stop()
{
if (getStatus() == Stopped)
return;
ndspChnWaveBufClear(m_channel);
}
////////////////////////////////////////////////////////////
void Sound::setBuffer(const SoundBuffer& buffer)
{
// First detach from the previous buffer
if (m_buffer)
{
stop();
m_buffer->detachSound(this);
}
memset(&m_ndspWaveBuf, 0, sizeof(ndspWaveBuf));
m_ndspWaveBuf.data_vaddr = buffer.getSamples();
m_ndspWaveBuf.nsamples = buffer.getSampleCount() / buffer.getChannelCount();
m_ndspWaveBuf.looping = m_loop; // Loop enabled
m_ndspWaveBuf.status = NDSP_WBUF_FREE;
// Assign and use the new buffer
m_buffer = &buffer;
m_buffer->attachSound(this);
}
////////////////////////////////////////////////////////////
void Sound::setStateADPCM(bool enable)
{
m_isADPCM = enable;
}
////////////////////////////////////////////////////////////
bool Sound::getStateADPCM() const
{
return m_isADPCM;
}
////////////////////////////////////////////////////////////
void Sound::setLoop(bool loop)
{
m_loop = loop;
m_ndspWaveBuf.looping = m_loop;
}
////////////////////////////////////////////////////////////
void Sound::setPlayingOffset(Time timeOffset)
{
Status status = getStatus();
stop();
m_playOffset = timeOffset;
int offset = m_buffer->getSampleRate() * m_buffer->getChannelCount() * timeOffset.asSeconds();
m_ndspWaveBuf.data_vaddr = m_buffer->getSamples() + offset;
m_ndspWaveBuf.nsamples = m_buffer->getSampleCount() / m_buffer->getChannelCount() - offset;
if (status == Playing)
ndspChnWaveBufAdd(m_channel, &m_ndspWaveBuf);
}
////////////////////////////////////////////////////////////
const SoundBuffer* Sound::getBuffer() const
{
return m_buffer;
}
////////////////////////////////////////////////////////////
bool Sound::getLoop() const
{
return m_loop;
}
////////////////////////////////////////////////////////////
Time Sound::getPlayingOffset() const
{
if (getStatus() == Stopped)
return Time::Zero;
u32 samplePos = ndspChnGetSamplePos(m_channel);
return seconds(static_cast<float>(samplePos) / m_buffer->getSampleRate()) + m_playOffset;
}
////////////////////////////////////////////////////////////
Sound::Status Sound::getStatus() const
{
return SoundSource::getStatus();
}
////////////////////////////////////////////////////////////
Sound& Sound::operator =(const Sound& right)
{
// Here we don't use the copy-and-swap idiom, because it would mess up
// the list of sound instances contained in the buffers
// Detach the sound instance from the previous buffer (if any)
if (m_buffer)
{
stop();
m_buffer->detachSound(this);
m_buffer = NULL;
}
// Copy the sound attributes
if (right.m_buffer)
setBuffer(*right.m_buffer);
setLoop(right.getLoop());
setPitch(right.getPitch());
setVolume(right.getVolume());
setPosition(right.getPosition());
setRelativeToListener(right.isRelativeToListener());
setMinDistance(right.getMinDistance());
setAttenuation(right.getAttenuation());
return *this;
}
////////////////////////////////////////////////////////////
void Sound::resetBuffer()
{
// First stop the sound in case it is playing
stop();
// Detach the buffer
if (m_buffer)
{
m_buffer->detachSound(this);
m_buffer = NULL;
}
}
} // namespace cpp3ds