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157 lines
4.2 KiB
C
157 lines
4.2 KiB
C
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/* C example that opens any music file type, opens an m3u playlist if present,
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prints its info and voice names, customizes the sound, and fades a track out.
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Records to "out.wav". */
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static char filename [] = "test.nsf"; /* opens this file (can be any music type) */
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static char playlist [] = "test.m3u"; /* uses this playlist, if present*/
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#include "gme/gme.h"
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#include "Wave_Writer.h" /* wave_ functions for writing sound file */
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#include <stdlib.h>
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#include <stdio.h>
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void handle_error( const char* );
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/* Example of loading from memory, which would be useful if using a zip file or
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other custom format. In this example it's silly because we could just use
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gme_load( &emu, sample_rate, path, 0 ). */
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Music_Emu* load_file( const char* path, long sample_rate )
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{
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Music_Emu* emu;
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char* data;
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long size;
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/* Read file data into memory. You might read the data from a zip file or
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other compressed format. */
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FILE* in = fopen( path, "rb" );
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if ( !in )
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handle_error( "Couldn't open file" );
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fseek( in, 0, SEEK_END );
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size = ftell( in );
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rewind( in );
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data = malloc( size );
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if ( !data )
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handle_error( "Out of memory" );
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if ( fread( data, size, 1, in ) <= 0 )
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handle_error( "Read error" );
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fclose( in );
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handle_error( gme_open_data( data, size, &emu, sample_rate ) );
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free( data ); /* a copy is made of the data */
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return emu;
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}
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/* Print any warning for most recent emulator action (load, start_track, play) */
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void print_warning( Music_Emu* emu )
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{
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const char* warning = gme_warning( emu );
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if ( warning )
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printf( "**** Warning: %s\n\n", warning );
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}
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static char my_data [] = "Our cleanup function was called";
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/* Example cleanup function automatically called when emulator is deleted. */
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static void my_cleanup( void* my_data )
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{
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printf( "\n%s\n", (char*) my_data );
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}
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int main()
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{
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long sample_rate = 44100;
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int track = 0; /* index of track to play (0 = first) */
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int i;
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/* Load file into emulator */
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Music_Emu* emu = load_file( filename, sample_rate );
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print_warning( emu );
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/* Register cleanup function and confirmation string as data */
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gme_set_user_data( emu, my_data );
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gme_set_user_cleanup( emu, my_cleanup );
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/* Load .m3u playlist file. All tracks are assumed to use current file.
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We ignore error here in case there is no m3u file present. */
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gme_load_m3u( emu, playlist );
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print_warning( emu );
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/* Get and print main info for track */
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{
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gme_info_t* info;
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handle_error( gme_track_info( emu, &info, track ) );
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printf( "System : %s\n", info->system );
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printf( "Game : %s\n", info->game );
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printf( "Author : %s\n", info->author );
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printf( "Copyright: %s\n", info->copyright );
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printf( "Comment : %s\n", info->comment );
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printf( "Dumper : %s\n", info->dumper );
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printf( "Tracks : %d\n", (int) gme_track_count( emu ) );
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printf( "\n" );
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printf( "Track : %d\n", (int) track + 1 );
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printf( "Name : %s\n", info->song );
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printf( "Length : %ld:%02ld",
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(long) info->length / 1000 / 60, (long) info->length / 1000 % 60 );
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if ( info->loop_length != 0 )
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printf( " (endless)" );
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printf( "\n\n" );
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gme_free_info( info );
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}
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/* Print voice names */
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for ( i = 0; i < gme_voice_count( emu ); i++ )
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printf( "Voice %d: %s\n", i, gme_voice_name( emu, i ) );
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/* Enable most accurate sound emulation */
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gme_enable_accuracy( emu, 1 );
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/* Add some stereo enhancement */
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gme_set_stereo_depth( emu, 0.20 );
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/* Adjust equalizer for crisp, bassy sound */
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{
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gme_equalizer_t eq;
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gme_equalizer( emu, &eq );
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eq.treble = 0.0;
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eq.bass = 20;
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gme_set_equalizer( emu, &eq );
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}
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/* Start track and begin fade at 10 seconds */
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handle_error( gme_start_track( emu, track ) );
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print_warning( emu );
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gme_set_fade( emu, 10 * 1000L );
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/* Record track until it ends */
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wave_open( sample_rate, "out.wav" );
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wave_enable_stereo();
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while ( !gme_track_ended( emu ) )
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{
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#define buf_size 1024
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short buf [buf_size];
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handle_error( gme_play( emu, buf_size, buf ) );
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print_warning( emu );
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wave_write( buf, buf_size );
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}
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/* Cleanup */
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gme_delete( emu );
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wave_close();
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getchar();
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return 0;
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}
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void handle_error( const char* str )
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{
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if ( str )
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{
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printf( "Error: %s\n", str ); getchar();
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exit( EXIT_FAILURE );
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}
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}
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