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audio.cpp
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audio.cpp
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/* audio.cpp
* Handles the audio stuff
* Licensed under the Open Software License version 2.0
* coded by ReKleSS ([email protected])
*/
#include "SDL.h"
#include "audio.h"
#include <string.h>
char *audioSample::actBuffer; //er... ?
bool audioSample::disabled = 0;
audioSample::audioSample()
{
position = 0;
state = 0;
return;
}
audioSample::~audioSample()
{
SDL_FreeWAV((Uint8 *) buffer);
return;
}
int audioSample::load(char *filename)
{
if (SDL_LoadWAV(filename, &spec, (Uint8 **) & buffer, &length) ==
NULL) {
return -1;
}
return 0;
}
int audioSample::play(bool loop)
{
if (disabled) {
return 1;
}
if (state == 1) {
audioSample::actBuffer = this->buffer;
position = 0;
SDL_PauseAudio(1);
SDL_PauseAudio(0);
return 0;
}
position = 0;
loopSample = loop;
SDL_AudioSpec obtained;
spec.callback = &audioSample::callback;
spec.samples = 256; //yeah, nice and short
spec.userdata = this; //well, it's the first element
audioSample::actBuffer = this->buffer;
if (SDL_OpenAudio(&spec, &obtained) != 0) {
// return -1; //look! a distraction!
}
SDL_PauseAudio(0);
state = 1;
return 0;
}
int audioSample::pause()
{
SDL_PauseAudio(1);
state = 0;
return 0;
}
int audioSample::stop()
{
SDL_PauseAudio(1);
state = 0;
position = 0;
return 0;
}
void audioSample::callback(void *userdata, Uint8 * stream, int len)
{
audioSample *sample = (audioSample *) userdata;
if (sample->position + len > sample->length) {
memcpy(stream, actBuffer + sample->position,
sample->length - sample->position);
if (!sample->loopSample) {
SDL_PauseAudio(1);
sample->position = 0;
sample->state = 0;
return;
}
len -= (sample->length - sample->position);
sample->position = 0;
memcpy(stream, actBuffer, len);
sample->position += len;
return;
}
memcpy(stream, actBuffer + sample->position, len);
sample->position += len;
return;
}