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WiiAudioMp3.cpp
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WiiAudioMp3.cpp
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// WiiAudioMp3.cpp
// Provide a concrete implementation of IAudio supporting mp3 files in Wii homebrew
// Author(s): Eagan Rackley
#include "SFSHeaders.h"
#ifdef PLATFORM_IS_WII
#include "asndlib.h"
#include "mp3player.h"
#include "SimpleWiiHeap.h"
#include "WiiAudioMp3.h"
///<summary>
/// Handles initialization
///</summary>
WiiAudioMp3::WiiAudioMp3()
{
myFilePointer = NULL;
myAudioBuffer = NULL;
MP3Player_Init();
MP3Player_Volume(127);
}
///<summary>
/// Handles shutdown ...
///</summary>
WiiAudioMp3::~WiiAudioMp3()
{
if(myAudioBuffer != NULL)
{
MP3Player_Stop();
if(myAudioBuffer != NULL)
{
delete myAudioBuffer;
//free(myAudioBuffer);
myAudioBuffer = NULL;
}
//delete myAudioBuffer;
}
}
///<summary>
/// Loads data into memory from a file ...
///</summary>
void WiiAudioMp3::loadFromFile(const char *fileName)
{
if(myFilePointer == NULL)
{
ASSERT(myAudioBuffer == NULL);
myFilePointer = fopen(fileName, "rb");
ASSERT(myFilePointer != NULL);
fseek (myFilePointer, 0, SEEK_END);
myBufferSize = ftell(myFilePointer);
//myAudioBuffer = simpleWiiHeapAllocatePersistentMemory(myBufferSize);
myAudioBuffer = new char[myBufferSize];
ASSERT(myAudioBuffer != NULL);
//myAudioBuffer = memalign(32, myBufferSize);
rewind(myFilePointer);
fread(myAudioBuffer, 1, myBufferSize, myFilePointer);
fclose(myFilePointer);
}
}
///<summary>
/// Plays the audio once then stops.
///</summary>
void WiiAudioMp3::playOnce()
{
ASSERT(myAudioBuffer != NULL);
if(myAudioBuffer != NULL)
{
if(MP3Player_IsPlaying() == false)
{
MP3Player_PlayBuffer(myAudioBuffer, myBufferSize, NULL);
}
}
}
///<summary>
/// Plays the audio over and over again ad infinitium.
///</summary>
void WiiAudioMp3::playLooped()
{
ASSERT(myAudioBuffer != NULL);
if(myAudioBuffer != NULL)
{
if(MP3Player_IsPlaying() == false)
{
MP3Player_PlayBuffer(myAudioBuffer, myBufferSize, NULL);
}
}
}
///<summary>
/// Stops playing the audio and resets all counters.
///</summary>
void WiiAudioMp3::stop()
{
ASSERT(myAudioBuffer != NULL);
MP3Player_Stop();
}
///<summary>
/// Pauses the audio where it is so that playing can resume from the same point.
///</summary>
void WiiAudioMp3::pause()
{
ASSERT(myAudioBuffer != NULL);
}
///<summary>
/// Returns true if the audio is currently being played, otherwise false...
///</summary>
bool WiiAudioMp3::isPlaying()
{
return MP3Player_IsPlaying();
}
#endif