- Added a possibility to put a file "Res.txt" instead of the folder "Res". The file Res.txt is a simple 1 line text file, telling where to find the Res folder, terminated by "/". For example: "../../wagic_res". This addresses issue 428 . This could also help us in the future, to develop mods.
197 lines
2.9 KiB
C++
197 lines
2.9 KiB
C++
//-------------------------------------------------------------------------------------
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//
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// JGE is a hardware accelerated 2D game SDK for PSP/Windows.
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//
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// Licensed under the BSD license, see LICENSE in JGE root for details.
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//
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// Copyright (c) 2007 James Hui (a.k.a. Dr.Watson) <jhkhui@gmail.com>
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//
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//-------------------------------------------------------------------------------------
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#include "../include/JSoundSystem.h"
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#include "../include/JFileSystem.h"
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#include "../include/JAudio.h"
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#include "../include/JMP3.h"
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#include <string>
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using std::string;
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JMusic::JMusic()
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{
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mTrack = NULL;
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}
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JMusic::~JMusic()
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{
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JSoundSystem::GetInstance()->StopMusic(this);
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if (mTrack)
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delete mTrack;
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}
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void JMusic::Update(){
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}
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int JMusic::getPlayTime(){
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if (mTrack) return mTrack->playTime();
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return 0;
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}
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JSample::JSample()
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{
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mSample = NULL;
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}
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JSample::~JSample()
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{
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if (mSample)
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releaseWaveData(mSample);
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}
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unsigned long JSample::fileSize()
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{
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return mSample->fileSize;
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}
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JSoundSystem* JSoundSystem::mInstance = NULL;
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JSoundSystem* JSoundSystem::GetInstance()
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{
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if (mInstance == NULL)
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{
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mInstance = new JSoundSystem();
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mInstance->InitSoundSystem();
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}
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return mInstance;
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}
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void JSoundSystem::Destroy()
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{
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if (mInstance)
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{
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mInstance->DestroySoundSystem();
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delete mInstance;
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mInstance = NULL;
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}
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}
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JSoundSystem::JSoundSystem()
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{
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}
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JSoundSystem::~JSoundSystem()
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{
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}
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void JSoundSystem::InitSoundSystem()
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{
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audioInit();
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}
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void JSoundSystem::DestroySoundSystem()
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{
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audioDestroy();
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}
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JMusic *JSoundSystem::LoadMusic(const char *fileName)
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{
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string s = JGE_GET_RES(fileName);
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JMusic *music = new JMusic();
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if (music)
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{
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music->mTrack = new JMP3();
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if (!music->mTrack->load(s))
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{
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free(music->mTrack);
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music->mTrack = NULL;
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}
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}
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JMP3::mInstance = music->mTrack;
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return music;
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}
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JSample *JSoundSystem::LoadSample(const char *fileName)
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{
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char s[strlen(fileName)+1];
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strcpy(s, fileName);
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JSample *sample = new JSample();
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if (sample)
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{
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sample->mSample = new WAVDATA;
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if(!loadWaveData(sample->mSample, s, 1))
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sample->mSample = NULL;
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}
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return sample;
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}
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void JSoundSystem::PlayMusic(JMusic *music, bool looping)
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{
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if (music->mTrack)
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PlayMP3(music->mTrack, looping);
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JMP3 * mp3 = JMP3::mInstance;
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if (mp3) mp3->setVolume((mMusicVolume * .01) *0x8000);
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}
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void JSoundSystem::PlaySample(JSample *sample)
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{
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playWaveMem(sample->mSample, 0);
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}
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void JSoundSystem::SetVolume(int volume){
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SetMusicVolume(volume);
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SetSfxVolume(volume);
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}
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void JSoundSystem::SetMusicVolume(int volume)
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{
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mMusicVolume = volume;
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JMP3 * mp3 = JMP3::mInstance;
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if (mp3) mp3->setVolume((mMusicVolume * .01) *0x8000);
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}
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void JSoundSystem::SetSfxVolume(int volume)
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{
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setPspVolume((volume * .01) *0x8000);
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}
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void JSoundSystem::StopMusic(JMusic *music)
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{
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StopMP3();
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}
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void JSoundSystem::ResumeMusic(JMusic *music)
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{
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ResumeMP3(music->mTrack);
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}
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