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252 lines
8.7 KiB
C++
252 lines
8.7 KiB
C++
// Common interface to game music file emulators
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// Game_Music_Emu https://bitbucket.org/mpyne/game-music-emu/
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#ifndef MUSIC_EMU_H
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#define MUSIC_EMU_H
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#include "Gme_File.h"
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class Multi_Buffer;
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struct Music_Emu : public Gme_File {
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public:
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// Basic functionality (see Gme_File.h for file loading/track info functions)
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// Set output sample rate. Must be called only once before loading file.
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blargg_err_t set_sample_rate( long sample_rate );
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// specifies if all 8 voices get rendered to their own stereo channel
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// default implementation of Music_Emu always returns not supported error (i.e. no multichannel support by default)
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// derived emus must override this if they support multichannel rendering
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virtual blargg_err_t set_multi_channel( bool is_enabled );
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// Start a track, where 0 is the first track. Also clears warning string.
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blargg_err_t start_track( int );
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// Generate 'count' samples info 'buf'. Output is in stereo. Any emulation
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// errors set warning string, and major errors also end track.
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typedef short sample_t;
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blargg_err_t play( long count, sample_t* buf );
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// Informational
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// Sample rate sound is generated at
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long sample_rate() const;
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// Index of current track or -1 if one hasn't been started
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int current_track() const;
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// Number of voices used by currently loaded file
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int voice_count() const;
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// Names of voices
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const char** voice_names() const;
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bool multi_channel() const;
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// Track status/control
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// Number of milliseconds (1000 msec = 1 second) played since beginning of track
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long tell() const;
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// Number of samples generated since beginning of track
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long tell_samples() const;
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// Seek to new time in track. Seeking backwards or far forward can take a while.
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blargg_err_t seek( long msec );
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// Equivalent to restarting track then skipping n samples
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blargg_err_t seek_samples( long n );
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// Skip n samples
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blargg_err_t skip( long n );
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// True if a track has reached its end
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bool track_ended() const;
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// Set start time and length of track fade out. Once fade ends track_ended() returns
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// true. Fade time can be changed while track is playing.
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void set_fade( long start_msec, long length_msec = 8000 );
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// Controls whether or not to automatically load and obey track length
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// metadata for supported emulators.
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//
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// @since 0.6.2.
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bool autoload_playback_limit() const;
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void set_autoload_playback_limit( bool do_autoload_limit );
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// Disable automatic end-of-track detection and skipping of silence at beginning
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void ignore_silence( bool disable = true );
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// Info for current track
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using Gme_File::track_info;
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blargg_err_t track_info( track_info_t* out ) const;
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// Sound customization
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// Adjust song tempo, where 1.0 = normal, 0.5 = half speed, 2.0 = double speed.
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// Track length as returned by track_info() assumes a tempo of 1.0.
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void set_tempo( double );
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// Mute/unmute voice i, where voice 0 is first voice
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void mute_voice( int index, bool mute = true );
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// Set muting state of all voices at once using a bit mask, where -1 mutes them all,
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// 0 unmutes them all, 0x01 mutes just the first voice, etc.
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void mute_voices( int mask );
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// Change overall output amplitude, where 1.0 results in minimal clamping.
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// Must be called before set_sample_rate().
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void set_gain( double );
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// Request use of custom multichannel buffer. Only supported by "classic" emulators;
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// on others this has no effect. Should be called only once *before* set_sample_rate().
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virtual void set_buffer( Multi_Buffer* ) { }
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// Enables/disables accurate emulation options, if any are supported. Might change
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// equalizer settings.
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void enable_accuracy( bool enable = true );
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// Sound equalization (treble/bass)
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// Frequency equalizer parameters (see gme.txt)
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// See gme.h for definition of struct gme_equalizer_t.
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typedef gme_equalizer_t equalizer_t;
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// Current frequency equalizater parameters
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equalizer_t const& equalizer() const;
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// Set frequency equalizer parameters
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void set_equalizer( equalizer_t const& );
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// Construct equalizer of given treble/bass settings
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static const equalizer_t make_equalizer( double treble, double bass )
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{
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const Music_Emu::equalizer_t e = { treble, bass,
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0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
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return e;
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}
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// Equalizer settings for TV speaker
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static equalizer_t const tv_eq;
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public:
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Music_Emu();
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~Music_Emu();
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protected:
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void set_max_initial_silence( int n ) { max_initial_silence = n; }
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void set_silence_lookahead( int n ) { silence_lookahead = n; }
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void set_voice_count( int n ) { voice_count_ = n; }
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void set_voice_names( const char* const* names );
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void set_track_ended() { emu_track_ended_ = true; }
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double gain() const { return gain_; }
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double tempo() const { return tempo_; }
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void remute_voices();
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blargg_err_t set_multi_channel_( bool is_enabled );
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virtual blargg_err_t set_sample_rate_( long sample_rate ) = 0;
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virtual void set_equalizer_( equalizer_t const& ) { }
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virtual void enable_accuracy_( bool /* enable */ ) { }
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virtual void mute_voices_( int mask ) = 0;
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virtual void set_tempo_( double ) = 0;
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virtual blargg_err_t start_track_( int ) = 0; // tempo is set before this
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virtual blargg_err_t play_( long count, sample_t* out ) = 0;
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virtual blargg_err_t skip_( long count );
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protected:
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virtual void unload();
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virtual void pre_load();
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virtual void post_load_();
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private:
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// general
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equalizer_t equalizer_;
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int max_initial_silence;
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const char** voice_names_;
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int voice_count_;
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int mute_mask_;
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double tempo_;
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double gain_;
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bool multi_channel_;
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// returns the number of output channels, i.e. usually 2 for stereo, unlesss multi_channel_ == true
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int out_channels() const { return this->multi_channel() ? 2*8 : 2; }
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long sample_rate_;
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blargg_long msec_to_samples( blargg_long msec ) const;
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// track-specific
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int current_track_;
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blargg_long out_time; // number of samples played since start of track
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blargg_long emu_time; // number of samples emulator has generated since start of track
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bool emu_track_ended_; // emulator has reached end of track
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bool emu_autoload_playback_limit_; // whether to load and obey track length by default
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volatile bool track_ended_;
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void clear_track_vars();
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void end_track_if_error( blargg_err_t );
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// fading
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blargg_long fade_start;
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int fade_step;
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void handle_fade( long count, sample_t* out );
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// silence detection
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int silence_lookahead; // speed to run emulator when looking ahead for silence
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bool ignore_silence_;
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long silence_time; // number of samples where most recent silence began
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long silence_count; // number of samples of silence to play before using buf
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long buf_remain; // number of samples left in silence buffer
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enum { buf_size = 2048 };
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blargg_vector<sample_t> buf;
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void fill_buf();
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void emu_play( long count, sample_t* out );
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Multi_Buffer* effects_buffer;
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friend Music_Emu* gme_internal_new_emu_( gme_type_t, int, bool );
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friend void gme_set_stereo_depth( Music_Emu*, double );
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};
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// base class for info-only derivations
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struct Gme_Info_ : Music_Emu
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{
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virtual blargg_err_t set_sample_rate_( long sample_rate );
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virtual void set_equalizer_( equalizer_t const& );
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virtual void enable_accuracy_( bool );
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virtual void mute_voices_( int mask );
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virtual void set_tempo_( double );
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virtual blargg_err_t start_track_( int );
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virtual blargg_err_t play_( long count, sample_t* out );
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virtual void pre_load();
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virtual void post_load_();
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};
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inline blargg_err_t Music_Emu::track_info( track_info_t* out ) const
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{
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return track_info( out, current_track_ );
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}
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inline long Music_Emu::sample_rate() const { return sample_rate_; }
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inline const char** Music_Emu::voice_names() const { return voice_names_; }
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inline int Music_Emu::voice_count() const { return voice_count_; }
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inline int Music_Emu::current_track() const { return current_track_; }
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inline bool Music_Emu::track_ended() const { return track_ended_; }
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inline const Music_Emu::equalizer_t& Music_Emu::equalizer() const { return equalizer_; }
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inline void Music_Emu::enable_accuracy( bool b ) { enable_accuracy_( b ); }
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inline void Music_Emu::set_tempo_( double t ) { tempo_ = t; }
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inline void Music_Emu::remute_voices() { mute_voices( mute_mask_ ); }
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inline void Music_Emu::ignore_silence( bool b ) { ignore_silence_ = b; }
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inline blargg_err_t Music_Emu::start_track_( int ) { return 0; }
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inline void Music_Emu::set_voice_names( const char* const* names )
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{
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// Intentional removal of const, so users don't have to remember obscure const in middle
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voice_names_ = const_cast<const char**> (names);
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}
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inline void Music_Emu::mute_voices_( int ) { }
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inline void Music_Emu::set_gain( double g )
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{
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assert( !sample_rate() ); // you must set gain before setting sample rate
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gain_ = g;
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}
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#endif
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