SRB2/libs/gme/player/player.cpp
2014-03-15 13:11:35 -04:00

220 lines
4.7 KiB
C++

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