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73 lines
1.6 KiB
C
73 lines
1.6 KiB
C
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// Simple game music file player
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// Game_Music_Emu 0.6.0
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#ifndef MUSIC_PLAYER_H
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#define MUSIC_PLAYER_H
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#include "gme.h"
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class Music_Player {
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public:
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// Initialize player and set sample rate
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gme_err_t init( long sample_rate = 44100 );
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// Load game music file. NULL on success, otherwise error string.
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gme_err_t load_file( const char* path );
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// (Re)start playing track. Tracks are numbered from 0 to track_count() - 1.
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gme_err_t start_track( int track );
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// Stop playing current file
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void stop();
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// Optional functions
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// Number of tracks in current file, or 0 if no file loaded.
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int track_count() const;
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// Info for current track
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gme_info_t const& track_info() const { return *track_info_; }
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// Pause/resume playing current track.
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void pause( int );
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// True if track ended
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bool track_ended() const;
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// Pointer to emulator
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Music_Emu* emu() const { return emu_; }
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// Set stereo depth, where 0.0 = none and 1.0 = maximum
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void set_stereo_depth( double );
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// Enable accurate sound emulation
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void enable_accuracy( bool );
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// Set tempo, where 0.5 = half speed, 1.0 = normal, 2.0 = double speed
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void set_tempo( double );
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// Set voice muting bitmask
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void mute_voices( int );
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// Set buffer to copy samples from each buffer into, or NULL to disable
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typedef short sample_t;
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void set_scope_buffer( sample_t* buf, int size ) { scope_buf = buf; scope_buf_size = size; }
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public:
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Music_Player();
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~Music_Player();
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private:
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Music_Emu* emu_;
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sample_t* scope_buf;
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long sample_rate;
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int scope_buf_size;
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bool paused;
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gme_info_t* track_info_;
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void suspend();
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void resume();
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static void fill_buffer( void*, sample_t*, int );
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};
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#endif
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