- Fix issue 144 (Sound is either 0 or 100%), for PSP ONLY. The methods are now here for linux/windows, but only the music volume method will work currently, and it sets the volume globally. Patch by Yeshua with some cleanup by myself.
This commit is contained in:
wagic.the.homebrew@gmail.com
2009-12-12 15:10:32 +00:00
parent f6c4350b38
commit 74accec275
12 changed files with 348 additions and 360 deletions

View File

@@ -1,87 +1,88 @@
//-------------------------------------------------------------------------------------
//
// JGE is a hardware accelerated 2D game SDK for PSP/Windows.
//
// Licensed under the BSD license, see LICENSE in JGE root for details.
//
// Copyright (c) 2007 James Hui (a.k.a. Dr.Watson) <jhkhui@gmail.com>
// Copyright (c) 2007 Cooleyes
// Copyright (c) 2007 Mr.Cheese
//
//-------------------------------------------------------------------------------------
#ifndef _JAUDIO_H_
#define _JAUDIO_H_
#include <pspiofilemgr.h>
#include <pspaudiolib.h>
#include <malloc.h>
#include <string.h>
///////////////////////////////////////////////////////////////////
#define PW_REPLAY 0x00000001 //
#define PW_DELAY 0x00000010 //
#define PW_FAST 0x00000100 //
#define PW_PAUSE 0x00001000 //
#define NUMBER_WAV_CHANNELS 3
typedef struct _WAVDATA
{
char fullName[256]; // filename
unsigned long fileSize; // size of file
short headSize; // size of head
unsigned short format; //
unsigned short channelCount; //
unsigned long samplePerSecond; //
unsigned long bytePerSecond; //
unsigned short bytePerSample; //
unsigned long soundSize; //
char* buffer; // sound data
SceUID fd; // file id for streaming
unsigned long bytePosition; // current read position
char nSample; // progress rate
unsigned long sizeStep; //
unsigned long flag; // playback flag
unsigned long delayTime; // delay time in (us)
} WAVDATA;
///////////////////////////////////////////////////////////////////
char loadWaveData(WAVDATA* p_wav, char* fileName, char memLoad);
void releaseWaveData(WAVDATA* p_wav);
void audioOutCallback(int channel, void* buf, unsigned int length);
void audioOutCallback_0(void* buf, unsigned int length, void *userdata);
void audioOutCallback_1(void* buf, unsigned int length, void *userdata);
void audioOutCallback_2(void* buf, unsigned int length, void *userdata);
//void audioOutCallback_3(void* buf, unsigned int length, void *userdata);
char playWaveFile(int channel, char* fullName, unsigned long flag);
void stopWaveFile(int channel);
int playWaveMem(WAVDATA* p_wav, unsigned long flag);
void stopWaveMem(int channel);
void audioInit();
void audioDestroy();
void setChannelFlag(int channel, int flag);
//////////////////////////////////////////////////////////////////////////
#define DECODING_BUFFER_COUNT 2
#define SAMPLE_PER_FRAME 1152
#define MAX_MP3_FILE 2
class JMP3;
void PlayMP3(JMP3 *mp3, bool looping = false);
void StopMP3();
void ResumeMP3(JMP3 *mp3);
void ReleaseMP3Decoder();
void MP3AudioOutCallback(void* buf, unsigned int length, void *userdata);
int decodeThread2(SceSize args, void *argp);
extern bool g_MP3DecoderOK;
#endif
//-------------------------------------------------------------------------------------
//
// JGE is a hardware accelerated 2D game SDK for PSP/Windows.
//
// Licensed under the BSD license, see LICENSE in JGE root for details.
//
// Copyright (c) 2007 James Hui (a.k.a. Dr.Watson) <jhkhui@gmail.com>
// Copyright (c) 2007 Cooleyes
// Copyright (c) 2007 Mr.Cheese
//
//-------------------------------------------------------------------------------------
#ifndef _JAUDIO_H_
#define _JAUDIO_H_
#include <pspiofilemgr.h>
#include <pspaudiolib.h>
#include <malloc.h>
#include <string.h>
///////////////////////////////////////////////////////////////////
#define PW_REPLAY 0x00000001 //
#define PW_DELAY 0x00000010 //
#define PW_FAST 0x00000100 //
#define PW_PAUSE 0x00001000 //
#define NUMBER_WAV_CHANNELS 3
typedef struct _WAVDATA
{
char fullName[256]; // filename
unsigned long fileSize; // size of file
short headSize; // size of head
unsigned short format; //
unsigned short channelCount; //
unsigned long samplePerSecond; //
unsigned long bytePerSecond; //
unsigned short bytePerSample; //
unsigned long soundSize; //
char* buffer; // sound data
SceUID fd; // file id for streaming
unsigned long bytePosition; // current read position
char nSample; // progress rate
unsigned long sizeStep; //
unsigned long flag; // playback flag
unsigned long delayTime; // delay time in (us)
} WAVDATA;
///////////////////////////////////////////////////////////////////
char loadWaveData(WAVDATA* p_wav, char* fileName, char memLoad);
void releaseWaveData(WAVDATA* p_wav);
void audioOutCallback(int channel, void* buf, unsigned int length);
void audioOutCallback_0(void* buf, unsigned int length, void *userdata);
void audioOutCallback_1(void* buf, unsigned int length, void *userdata);
void audioOutCallback_2(void* buf, unsigned int length, void *userdata);
//void audioOutCallback_3(void* buf, unsigned int length, void *userdata);
char playWaveFile(int channel, char* fullName, unsigned long flag);
void stopWaveFile(int channel);
int playWaveMem(WAVDATA* p_wav, unsigned long flag);
void stopWaveMem(int channel);
void audioInit();
void audioDestroy();
void setChannelFlag(int channel, int flag);
void setPspVolume(int volume);
//////////////////////////////////////////////////////////////////////////
#define DECODING_BUFFER_COUNT 2
#define SAMPLE_PER_FRAME 1152
#define MAX_MP3_FILE 2
class JMP3;
void PlayMP3(JMP3 *mp3, bool looping = false);
void StopMP3();
void ResumeMP3(JMP3 *mp3);
void ReleaseMP3Decoder();
void MP3AudioOutCallback(void* buf, unsigned int length, void *userdata);
int decodeThread2(SceSize args, void *argp);
extern bool g_MP3DecoderOK;
#endif

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@@ -1,200 +1,205 @@
//-------------------------------------------------------------------------------------
//
// JGE++ is a hardware accelerated 2D game SDK for PSP/Windows.
//
// Licensed under the BSD license, see LICENSE in JGE root for details.
//
// Copyright (c) 2007 James Hui (a.k.a. Dr.Watson) <jhkhui@gmail.com>
//
//-------------------------------------------------------------------------------------
#ifndef _JSOUNDSYSTEM_H_
#define _JSOUNDSYSTEM_H_
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
#include "JTypes.h"
#ifdef WIN32
#include <windows.h>
#elif defined (LINUX)
#else
#include <pspgu.h>
#include <pspkernel.h>
#include <pspdisplay.h>
#include <pspdebug.h>
#include <pspctrl.h>
#include <time.h>
#include <string.h>
#include <pspaudiolib.h>
#include <psprtc.h>
#include "JAudio.h"
#include "JMP3.h"
#endif
//------------------------------------------------------------------------------------------------
class JMusic
{
public:
JMusic();
~JMusic();
void Update();
int getPlayTime();
#if defined (WIN32) || defined (LINUX)
FSOUND_SAMPLE *mTrack; // MP3 needed to be of "sample" type for FMOD, FMUSIC_MODULE is for MODs
#else
JMP3* mTrack;
#endif
};
//------------------------------------------------------------------------------------------------
class JSample
{
public:
JSample();
~JSample();
int mVoice;
#if defined (WIN32) || defined (LINUX)
FSOUND_SAMPLE *mSample;
#else
WAVDATA *mSample;
#endif
};
//////////////////////////////////////////////////////////////////////////
/// Sound engine for playing sound effects (WAV) and background
/// music (MP3).
///
//////////////////////////////////////////////////////////////////////////
class JSoundSystem
{
public:
//////////////////////////////////////////////////////////////////////////
/// Get the singleton instance
///
//////////////////////////////////////////////////////////////////////////
static JSoundSystem* GetInstance();
static void Destroy();
//////////////////////////////////////////////////////////////////////////
/// Load music.
///
/// @note MP3 is the only supported format for the moment.
///
/// @param filename - Name of the music file.
///
//////////////////////////////////////////////////////////////////////////
JMusic *LoadMusic(const char *fileName);
//////////////////////////////////////////////////////////////////////////
/// Delete music from memory.
///
/// @param music - Music to be deleted.
///
//////////////////////////////////////////////////////////////////////////
//void FreeMusic(JMusic *music);
//////////////////////////////////////////////////////////////////////////
/// Play music.
///
/// @param music - Music to be played.
/// @param looping - Play the music in a loop.
///
//////////////////////////////////////////////////////////////////////////
void PlayMusic(JMusic *music, bool looping = false);
//////////////////////////////////////////////////////////////////////////
/// Stop playing.
///
/// @param music - Music to be stopped.
///
//////////////////////////////////////////////////////////////////////////
void StopMusic(JMusic *music);
//////////////////////////////////////////////////////////////////////////
/// Resume playing.
///
/// @param music - Music to be resumed.
///
//////////////////////////////////////////////////////////////////////////
void ResumeMusic(JMusic *music);
//////////////////////////////////////////////////////////////////////////
/// Load sound effect.
///
/// @note WAV sound effect only.
///
/// @param fileName - Sound effect for loading.
///
//////////////////////////////////////////////////////////////////////////
JSample *LoadSample(const char *fileName);
//////////////////////////////////////////////////////////////////////////
/// Delete sound effect from memory.
///
/// @param sample - Sound to be deleted.
///
//////////////////////////////////////////////////////////////////////////
//void FreeSample(JSample *sample);
//////////////////////////////////////////////////////////////////////////
/// Play sound effect.
///
/// @param sample - Sound for playing.
///
//////////////////////////////////////////////////////////////////////////
void PlaySample(JSample *sample);
//////////////////////////////////////////////////////////////////////////
/// Set volume for audio playback.
///
/// @param volume - New volume.
///
//////////////////////////////////////////////////////////////////////////
void SetVolume(int volume);
int mChannel;
protected:
JSoundSystem();
~JSoundSystem();
void InitSoundSystem();
void DestroySoundSystem();
private:
#ifdef WIN32
JMusic *mCurrentMusic;
#endif
int mVolume;
static JSoundSystem* mInstance;
};
#endif
//-------------------------------------------------------------------------------------
//
// JGE++ is a hardware accelerated 2D game SDK for PSP/Windows.
//
// Licensed under the BSD license, see LICENSE in JGE root for details.
//
// Copyright (c) 2007 James Hui (a.k.a. Dr.Watson) <jhkhui@gmail.com>
//
//-------------------------------------------------------------------------------------
#ifndef _JSOUNDSYSTEM_H_
#define _JSOUNDSYSTEM_H_
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
#include "JTypes.h"
#ifdef WIN32
#include <windows.h>
#elif defined (LINUX)
#else
#include <pspgu.h>
#include <pspkernel.h>
#include <pspdisplay.h>
#include <pspdebug.h>
#include <pspctrl.h>
#include <time.h>
#include <string.h>
#include <pspaudiolib.h>
#include <psprtc.h>
#include "JAudio.h"
#include "JMP3.h"
#endif
//------------------------------------------------------------------------------------------------
class JMusic
{
public:
JMusic();
~JMusic();
void Update();
int getPlayTime();
#if defined (WIN32) || defined (LINUX)
FSOUND_SAMPLE *mTrack; // MP3 needed to be of "sample" type for FMOD, FMUSIC_MODULE is for MODs
#else
JMP3* mTrack;
#endif
};
//------------------------------------------------------------------------------------------------
class JSample
{
public:
JSample();
~JSample();
int mVoice;
#if defined (WIN32) || defined (LINUX)
FSOUND_SAMPLE *mSample;
#else
WAVDATA *mSample;
#endif
};
//////////////////////////////////////////////////////////////////////////
/// Sound engine for playing sound effects (WAV) and background
/// music (MP3).
///
//////////////////////////////////////////////////////////////////////////
class JSoundSystem
{
public:
//////////////////////////////////////////////////////////////////////////
/// Get the singleton instance
///
//////////////////////////////////////////////////////////////////////////
static JSoundSystem* GetInstance();
static void Destroy();
//////////////////////////////////////////////////////////////////////////
/// Load music.
///
/// @note MP3 is the only supported format for the moment.
///
/// @param filename - Name of the music file.
///
//////////////////////////////////////////////////////////////////////////
JMusic *LoadMusic(const char *fileName);
//////////////////////////////////////////////////////////////////////////
/// Delete music from memory.
///
/// @param music - Music to be deleted.
///
//////////////////////////////////////////////////////////////////////////
//void FreeMusic(JMusic *music);
//////////////////////////////////////////////////////////////////////////
/// Play music.
///
/// @param music - Music to be played.
/// @param looping - Play the music in a loop.
///
//////////////////////////////////////////////////////////////////////////
void PlayMusic(JMusic *music, bool looping = false);
//////////////////////////////////////////////////////////////////////////
/// Stop playing.
///
/// @param music - Music to be stopped.
///
//////////////////////////////////////////////////////////////////////////
void StopMusic(JMusic *music);
//////////////////////////////////////////////////////////////////////////
/// Resume playing.
///
/// @param music - Music to be resumed.
///
//////////////////////////////////////////////////////////////////////////
void ResumeMusic(JMusic *music);
//////////////////////////////////////////////////////////////////////////
/// Load sound effect.
///
/// @note WAV sound effect only.
///
/// @param fileName - Sound effect for loading.
///
//////////////////////////////////////////////////////////////////////////
JSample *LoadSample(const char *fileName);
//////////////////////////////////////////////////////////////////////////
/// Delete sound effect from memory.
///
/// @param sample - Sound to be deleted.
///
//////////////////////////////////////////////////////////////////////////
//void FreeSample(JSample *sample);
//////////////////////////////////////////////////////////////////////////
/// Play sound effect.
///
/// @param sample - Sound for playing.
///
//////////////////////////////////////////////////////////////////////////
void PlaySample(JSample *sample);
//////////////////////////////////////////////////////////////////////////
/// Set volume for audio playback.
///
/// @param volume - New volume.
///
//////////////////////////////////////////////////////////////////////////
void SetVolume(int volume);
void SetMusicVolume(int volume);
void SetSfxVolume(int volume);
int mChannel;
protected:
JSoundSystem();
~JSoundSystem();
void InitSoundSystem();
void DestroySoundSystem();
private:
#ifdef WIN32
JMusic *mCurrentMusic;
#endif
int mVolume;
int mMusicVolume;
static JSoundSystem* mInstance;
};
#endif

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@@ -38,6 +38,13 @@ WAVDATA currentWav[NUMBER_WAV_CHANNELS]; // 各通道当前的播放
///////////////////////////////////////////////////////////////////
void setPspVolume(int volume)
{
pspAudioSetVolume(0, volume, volume);
pspAudioSetVolume(1, volume, volume);
pspAudioSetVolume(2, volume, volume);
}
char loadWaveData(WAVDATA* p_wav, char* fileName, char memLoad) // WAVE加载, memLoad-是否加载至内磥E
{

View File

@@ -145,9 +145,11 @@ JSample *JSoundSystem::LoadSample(const char *fileName)
void JSoundSystem::PlayMusic(JMusic *music, bool looping)
{
if (music->mTrack)
PlayMP3(music->mTrack, looping);
JMP3 * mp3 = JMP3::mInstance;
if (mp3) mp3->setVolume((mMusicVolume * .01) *0x8000);
}
@@ -157,11 +159,22 @@ void JSoundSystem::PlaySample(JSample *sample)
playWaveMem(sample->mSample, 0);
}
void JSoundSystem::SetVolume(int volume){
SetMusicVolume(volume);
SetSfxVolume(volume);
}
void JSoundSystem::SetVolume(int volume)
void JSoundSystem::SetMusicVolume(int volume)
{
mMusicVolume = volume;
JMP3 * mp3 = JMP3::mInstance;
if (mp3) mp3->setVolume(volume);
if (mp3) mp3->setVolume((mMusicVolume * .01) *0x8000);
}
void JSoundSystem::SetSfxVolume(int volume)
{
setPspVolume((volume * .01) *0x8000);
}

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@@ -129,23 +129,6 @@ JMusic *JSoundSystem::LoadMusic(const char *fileName)
return music;
}
// void JSoundSystem::FreeMusic(JMusic *music)
// {
// if (music)
// {
// // if (music->mTrack)
// // FMUSIC_FreeSong(music->mTrack);
// // delete music;
// // music = NULL;
//
// if (music->mTrack)
// FSOUND_Sample_Free(music->mTrack);
//
// //delete music;
// //music = NULL;
// }
// }
void JSoundSystem::PlayMusic(JMusic *music, bool looping)
{
// if (music && music->mTrack)
@@ -176,14 +159,22 @@ void JSoundSystem::StopMusic(JMusic *music __attribute__((unused)))
}
void JSoundSystem::SetVolume(int volume)
void JSoundSystem::SetVolume(int volume){
SetMusicVolume(volume);
SetSfxVolume(volume);
}
void JSoundSystem::SetMusicVolume(int volume)
{
//TODO Fix to affect only mp3 playback...
FSOUND_SetSFXMasterVolume(volume);
mVolume = volume;
}
void JSoundSystem::SetSfxVolume(int volume){
//TODO
}
JSample *JSoundSystem::LoadSample(const char *fileName)

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@@ -136,22 +136,6 @@ JMusic *JSoundSystem::LoadMusic(const char *fileName)
return music;
}
// void JSoundSystem::FreeMusic(JMusic *music)
// {
// if (music)
// {
// // if (music->mTrack)
// // FMUSIC_FreeSong(music->mTrack);
// // delete music;
// // music = NULL;
//
// if (music->mTrack)
// FSOUND_Sample_Free(music->mTrack);
//
// //delete music;
// //music = NULL;
// }
// }
void JSoundSystem::PlayMusic(JMusic *music, bool looping)
{
@@ -171,22 +155,27 @@ void JSoundSystem::PlayMusic(JMusic *music, bool looping)
void JSoundSystem::StopMusic(JMusic *music)
{
// if (music && music->mTrack)
// FMUSIC_StopSong(music->mTrack);
FSOUND_StopSound(mChannel);
}
void JSoundSystem::SetVolume(int volume)
{
SetMusicVolume(volume);
SetSfxVolume(volume);
}
void JSoundSystem::SetMusicVolume(int volume)
{
//TODO This function needs to be redone
FSOUND_SetSFXMasterVolume(volume);
mVolume = volume;
}
void JSoundSystem::SetSfxVolume(int volume){
//TODO
}
JSample *JSoundSystem::LoadSample(const char *fileName)
{

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@@ -116,7 +116,9 @@ void Credits::compute(Player * _p1, Player * _p2, GameApp * _app){
}
if (unlocked && options[Options::SFXVOLUME].number > 0){
JSample * sample = resources.RetrieveSample("bonus.wav");
if (sample) JSoundSystem::GetInstance()->PlaySample(sample);
if (sample){
JSoundSystem::GetInstance()->PlaySample(sample);
}
}
}

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@@ -181,7 +181,9 @@ void GameApp::Create()
mCurrentState = NULL;
mNextState = mGameStates[GAME_STATE_MENU];
// effect = NEW CardEffect();
//Set Audio volume
JSoundSystem::GetInstance()->SetSfxVolume(options[Options::SFXVOLUME].number);
JSoundSystem::GetInstance()->SetMusicVolume(options[Options::MUSICVOLUME].number);
char buf[512];
sprintf(buf, "size of MTGCard : %i\n" , sizeof(MTGCard));
@@ -246,7 +248,7 @@ void GameApp::Update()
return;
}
//Restart Rendering engine when START and TRIANGLE ARE PRESSED SIMULTANEOUSLY
//Restart Rendering engine when START and SQUARE ARE PRESSED SIMULTANEOUSLY
if (mEngine->GetButtonState(PSP_CTRL_START) && mEngine->GetButtonState(PSP_CTRL_SQUARE)){
JRenderer::Destroy();
}

View File

@@ -327,7 +327,7 @@ void GameStateDuel::Update(float dt)
if (MusicExist(musictrack)){
GameApp::music = resources.ssLoadMusic(musictrack.c_str());
JSoundSystem::GetInstance()->PlayMusic(GameApp::music, true);
JSoundSystem::GetInstance()->PlayMusic(GameApp::music, true);
}
}
//end of music code

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@@ -195,6 +195,9 @@ void GameStateOptions::ButtonPressed(int controllerId, int controlId)
switch (controlId){
case 1:
optionsTabs->save();
//Set Audio volume
JSoundSystem::GetInstance()->SetSfxVolume(options[Options::SFXVOLUME].number);
JSoundSystem::GetInstance()->SetMusicVolume(options[Options::MUSICVOLUME].number);
case 2:
mParent->SetNextState(GAME_STATE_MENU);
break;

View File

@@ -1090,31 +1090,6 @@ void WGuiMenu::Add(WGuiBase * it){
items.push_back(it);
}
//WGuiMenu
/*
void WGuiMenu::Update(float dt){
JGE * mEngine = JGE::GetInstance();
WGuiBase * c = Current();
if(c && !c->isModal()){
if (mEngine->GetButtonClick(buttonPrev)){
if (currentItem > 0 && c->Leaving(buttonPrev)){
currentItem--;
c = Current();
c->Entering(buttonPrev);
}
}
else if (mEngine->GetButtonClick(buttonNext)){
if (currentItem < (int)items.size()-1 && c->Leaving(buttonNext)){
currentItem++;
c = Current();
c->Entering(buttonNext);
}
}
}
if(c)
c->Update(dt);
}*/
void WGuiMenu::Update(float dt){
@@ -1238,7 +1213,7 @@ void WGuiTabMenu::Render(){
void WGuiTabMenu::save(){
confirmChange(true);
setData();
setData();
::options.save();
}