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https://git.do.srb2.org/STJr/SRB2.git
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220 lines
4.7 KiB
C++
220 lines
4.7 KiB
C++
/* How to play game music files with Music_Player (requires SDL library)
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Run program with path to a game music file.
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Left/Right Change track
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Space Pause/unpause
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E Normal/slight stereo echo/more stereo echo
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A Enable/disable accurate emulation
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-/= Adjust tempo
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1-9 Toggle channel on/off
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0 Reset tempo and turn channels back on */
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int const scope_width = 512;
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#include "Music_Player.h"
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#include "Audio_Scope.h"
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#include <string.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include "SDL.h"
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void handle_error( const char* );
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static bool paused;
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static Audio_Scope* scope;
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static Music_Player* player;
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static short scope_buf [scope_width * 2];
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static void init()
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{
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// Start SDL
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if ( SDL_Init( SDL_INIT_VIDEO | SDL_INIT_AUDIO ) < 0 )
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exit( EXIT_FAILURE );
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atexit( SDL_Quit );
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SDL_EnableKeyRepeat( 500, 80 );
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// Init scope
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scope = new Audio_Scope;
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if ( !scope )
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handle_error( "Out of memory" );
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if ( scope->init( scope_width, 256 ) )
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handle_error( "Couldn't initialize scope" );
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memset( scope_buf, 0, sizeof scope_buf );
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// Create player
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player = new Music_Player;
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if ( !player )
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handle_error( "Out of memory" );
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handle_error( player->init() );
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player->set_scope_buffer( scope_buf, scope_width * 2 );
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}
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static void start_track( int track, const char* path )
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{
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paused = false;
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handle_error( player->start_track( track - 1 ) );
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// update window title with track info
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long seconds = player->track_info().length / 1000;
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const char* game = player->track_info().game;
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if ( !*game )
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{
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// extract filename
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game = strrchr( path, '\\' ); // DOS
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if ( !game )
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game = strrchr( path, '/' ); // UNIX
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if ( !game )
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game = path;
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else
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game++; // skip path separator
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}
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char title [512];
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sprintf( title, "%s: %d/%d %s (%ld:%02ld)",
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game, track, player->track_count(), player->track_info().song,
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seconds / 60, seconds % 60 );
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SDL_WM_SetCaption( title, title );
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}
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int main( int argc, char** argv )
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{
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init();
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// Load file
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const char* path = (argc > 1 ? argv [argc - 1] : "test.nsf");
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handle_error( player->load_file( path ) );
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start_track( 1, path );
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// Main loop
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int track = 1;
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double tempo = 1.0;
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bool running = true;
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double stereo_depth = 0.0;
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bool accurate = false;
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int muting_mask = 0;
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while ( running )
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{
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SDL_Delay( 1000 / 100 );
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// Update scope
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scope->draw( scope_buf, scope_width, 2 );
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// Automatically go to next track when current one ends
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if ( player->track_ended() )
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{
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if ( track < player->track_count() )
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start_track( ++track, path );
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else
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player->pause( paused = true );
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}
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// Handle keyboard input
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SDL_Event e;
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while ( SDL_PollEvent( &e ) )
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{
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switch ( e.type )
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{
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case SDL_QUIT:
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running = false;
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break;
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case SDL_KEYDOWN:
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int key = e.key.keysym.sym;
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switch ( key )
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{
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case SDLK_q:
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case SDLK_ESCAPE: // quit
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running = false;
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break;
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case SDLK_LEFT: // prev track
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if ( !paused && !--track )
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track = 1;
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start_track( track, path );
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break;
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case SDLK_RIGHT: // next track
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if ( track < player->track_count() )
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start_track( ++track, path );
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break;
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case SDLK_MINUS: // reduce tempo
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tempo -= 0.1;
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if ( tempo < 0.1 )
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tempo = 0.1;
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player->set_tempo( tempo );
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break;
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case SDLK_EQUALS: // increase tempo
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tempo += 0.1;
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if ( tempo > 2.0 )
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tempo = 2.0;
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player->set_tempo( tempo );
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break;
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case SDLK_SPACE: // toggle pause
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paused = !paused;
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player->pause( paused );
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break;
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case SDLK_a: // toggle accurate emulation
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accurate = !accurate;
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player->enable_accuracy( accurate );
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break;
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case SDLK_e: // toggle echo
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stereo_depth += 0.2;
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if ( stereo_depth > 0.5 )
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stereo_depth = 0;
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player->set_stereo_depth( stereo_depth );
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break;
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case SDLK_0: // reset tempo and muting
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tempo = 1.0;
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muting_mask = 0;
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player->set_tempo( tempo );
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player->mute_voices( muting_mask );
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break;
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default:
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if ( SDLK_1 <= key && key <= SDLK_9 ) // toggle muting
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{
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muting_mask ^= 1 << (key - SDLK_1);
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player->mute_voices( muting_mask );
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}
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}
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}
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}
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}
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// Cleanup
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delete player;
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delete scope;
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return 0;
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}
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void handle_error( const char* error )
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{
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if ( error )
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{
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// put error in window title
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char str [256];
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sprintf( str, "Error: %s", error );
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fprintf( stderr, "%s\n", str );
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SDL_WM_SetCaption( str, str );
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// wait for keyboard or mouse activity
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SDL_Event e;
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do
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{
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while ( !SDL_PollEvent( &e ) ) { }
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}
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while ( e.type != SDL_QUIT && e.type != SDL_KEYDOWN && e.type != SDL_MOUSEBUTTONDOWN );
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exit( EXIT_FAILURE );
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}
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}
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