Magic_Game/core/base/Music.cpp

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// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#include "Music.h"
#include "../utils/Transcoder.h"
#include "../utils/File.h"
#include "../utils/string.h"
#include "modules.h"
#include "audio.h"
#include "logs.h"
namespace easy2d
{
Music::Music()
: opened_(false)
, playing_(false)
, wave_data_(nullptr)
, size_(0)
, voice_(nullptr)
{
}
Music::Music(std::wstring const& file_path)
: opened_(false)
, playing_(false)
, wave_data_(nullptr)
, size_(0)
, voice_(nullptr)
{
Load(file_path);
}
Music::Music(Resource const& res)
: opened_(false)
, playing_(false)
, wave_data_(nullptr)
, size_(0)
, voice_(nullptr)
{
Load(res);
}
Music::~Music()
{
Close();
}
bool Music::Load(std::wstring const& file_path)
{
if (opened_)
{
Close();
}
File music_file;
if (!music_file.Open(file_path))
{
logs::Warningln("Media file '%s' not found", StringWideCharToMultiByte(file_path).c_str());
return false;
}
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// Ĭ<><C4AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>·<EFBFBD><C2B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫͨ<D2AA><CDA8> File::GetPath <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>·<EFBFBD><C2B7>
std::wstring music_file_path = music_file.GetPath();
Transcoder transcoder;
HRESULT hr = transcoder.LoadMediaFile(music_file_path.c_str(), &wave_data_, &size_);
if (FAILED(hr))
{
logs::Errorln(hr, "Load media from file failed");
return false;
}
hr = Audio::Instance()->CreateVoice(voice_, transcoder.GetWaveFormatEx());
if (FAILED(hr))
{
if (wave_data_)
{
delete[] wave_data_;
wave_data_ = nullptr;
}
logs::Errorln(hr, "Create source voice failed");
return false;
}
opened_ = true;
return true;
}
bool Music::Load(Resource const& res)
{
if (opened_)
{
Close();
}
Transcoder transcoder;
HRESULT hr = transcoder.LoadMediaResource(res, &wave_data_, &size_);
if (FAILED(hr))
{
logs::Errorln(hr, "Load media from resource failed");
return false;
}
hr = Audio::Instance()->CreateVoice(voice_, transcoder.GetWaveFormatEx());
if (FAILED(hr))
{
if (wave_data_)
{
delete[] wave_data_;
wave_data_ = nullptr;
}
logs::Errorln(hr, "Create source voice error");
return false;
}
opened_ = true;
return true;
}
bool Music::Play(int loop_count)
{
if (!opened_)
{
logs::Errorln("Music must be opened first!");
return false;
}
UINT32 buffers_queued = 0;
voice_.GetBuffersQueued(&buffers_queued);
if (buffers_queued)
Stop();
if (loop_count < 0)
loop_count = XAUDIO2_LOOP_INFINITE;
else
loop_count = std::min(loop_count, XAUDIO2_LOOP_INFINITE - 1);
HRESULT hr = voice_.Play(wave_data_, size_, static_cast<UINT32>(loop_count));
if (FAILED(hr))
{
logs::Errorln(hr, "Submitting source buffer error");
}
playing_ = SUCCEEDED(hr);
return playing_;
}
void Music::Pause()
{
if (SUCCEEDED(voice_.Pause()))
playing_ = false;
}
void Music::Resume()
{
if (SUCCEEDED(voice_.Resume()))
playing_ = true;
}
void Music::Stop()
{
if (SUCCEEDED(voice_.Stop()))
playing_ = false;
}
void Music::Close()
{
voice_.Destroy();
if (wave_data_)
{
delete[] wave_data_;
wave_data_ = nullptr;
}
opened_ = false;
playing_ = false;
}
bool Music::IsPlaying() const
{
if (opened_)
{
UINT32 buffers_queued = 0;
voice_.GetBuffersQueued(&buffers_queued);
if (buffers_queued && playing_)
return true;
}
return false;
}
float Music::GetVolume() const
{
float volume = 0.f;
voice_.GetVolume(&volume);
return volume;
}
bool Music::SetVolume(float volume)
{
return SUCCEEDED(voice_.SetVolume(volume));
}
}