What I have thus far
Camera panning still needs work.
This commit is contained in:
113
AudioPlayer.cpp
Normal file
113
AudioPlayer.cpp
Normal file
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#include "AudioPlayer.h"
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#include "SDL.h"
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#include "SDL_audio.h"
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#include <stdlib.h>
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#include <malloc.h>
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#include <string.h>
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#define NUM_SOUNDS 10
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static SDL_AudioSpec fmt;
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static bool initiated = false;
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AudioPlayer::AudioPlayer(void)
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{
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}
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AudioPlayer::~AudioPlayer(void)
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{
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SDL_CloseAudio();
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}
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void AudioPlayer::init()
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{
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initiated = true;
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extern void mixaudio(void *unused, Uint8 *stream, int len);
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fmt.freq = 22050;
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fmt.format = AUDIO_S16;
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fmt.channels = 2;
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fmt.samples = 1024; /* A good value for games */
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fmt.callback = mixaudio;
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fmt.userdata = NULL;
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/* Open the audio device and start playing sound! */
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if ( SDL_OpenAudio(&fmt, NULL) < 0 ) {
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fprintf(stderr, "Unable to open audio: %s\n", SDL_GetError());
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exit(1);
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}
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SDL_PauseAudio(0);
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}
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static struct sample {
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Uint8 *data;
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Uint32 dpos;
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Uint32 dlen;
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} sounds[NUM_SOUNDS];
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void mixaudio(void *unused, Uint8 *stream, int len)
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{
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int i;
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Uint32 amount;
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for ( i=0; i<NUM_SOUNDS; ++i ) {
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amount = (sounds[i].dlen-sounds[i].dpos);
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if ( amount > (Uint32)len ) {
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amount = len;
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}
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SDL_MixAudio(stream, &sounds[i].data[sounds[i].dpos], amount, SDL_MIX_MAXVOLUME);
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sounds[i].dpos += amount;
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}
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}
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void AudioPlayer::PlaySound(std::string fileString)
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{
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if(initiated)
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{
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char *file = new char[fileString.length() + 1];
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strcpy(file, fileString.c_str());
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int index;
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SDL_AudioSpec wave;
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Uint8 *data;
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Uint32 dlen;
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SDL_AudioCVT cvt;
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/* Look for an empty (or finished) sound slot */
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for ( index=0; index<NUM_SOUNDS; ++index ) {
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if ( sounds[index].dpos == sounds[index].dlen ) {
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break;
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}
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}
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if ( index == NUM_SOUNDS )
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return;
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/* Load the sound file and convert it to 16-bit stereo at 22kHz */
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if ( SDL_LoadWAV(file, &wave, &data, &dlen) == NULL ) {
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fprintf(stderr, "Couldn't load %s: %s\n", file, SDL_GetError());
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return;
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}
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SDL_BuildAudioCVT(&cvt, wave.format, wave.channels, wave.freq,
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AUDIO_S16, 2, fmt.freq);
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cvt.buf = (Uint8*)malloc(dlen*cvt.len_mult);
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memcpy(cvt.buf, data, dlen);
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cvt.len = dlen;
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SDL_ConvertAudio(&cvt);
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SDL_FreeWAV(data);
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/* Put the sound data in the slot (it starts playing immediately) */
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if ( sounds[index].data ) {
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free(sounds[index].data);
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}
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SDL_LockAudio();
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sounds[index].data = cvt.buf;
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sounds[index].dlen = cvt.len_cvt;
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sounds[index].dpos = 0;
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SDL_UnlockAudio();
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delete [] file;
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}
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else
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{
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OutputDebugString("Audio player not initialized, sound will not play\r\n");
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}
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}
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