void songs_uninit() { songs_stop_all(); #ifdef USE_SDLMIXER jukebox_unload(); #endif if (BIMSongs != NULL) d_free(BIMSongs); Songs_initialized = 0; }
/* Loads music file names from a given directory or M3U playlist */ void jukebox_load() { jukebox_unload(); // Check if it's an M3U file auto &cfgpath = CGameCfg.CMLevelMusicPath; size_t musiclen = strlen(cfgpath.data()); if (musiclen > 4 && !d_stricmp(&cfgpath[musiclen - 4], ".m3u")) read_m3u(); else // a directory { class PHYSFS_path_deleter { public: void operator()(const char *const p) const noexcept { PHYSFS_removeFromSearchPath(p); } }; std::unique_ptr<const char, PHYSFS_path_deleter> new_path; const char *sep = PHYSFS_getDirSeparator(); size_t seplen = strlen(sep); // stick a separator on the end if necessary. if (musiclen >= seplen) { auto p = &cfgpath[musiclen - seplen]; if (strcmp(p, sep)) cfgpath.copy_if(musiclen, sep, seplen); } const auto p = cfgpath.data(); // Read directory using PhysicsFS if (PHYSFS_isDirectory(p)) // find files in relative directory JukeboxSongs.list.reset(PHYSFSX_findFiles(p, jukebox_exts)); else { if (PHYSFSX_isNewPath(p)) new_path.reset(p); PHYSFS_addToSearchPath(p, 0); // as mountpoints are no option (yet), make sure only files originating from GameCfg.CMLevelMusicPath are aded to the list. JukeboxSongs.list.reset(PHYSFSX_findabsoluteFiles("", p, jukebox_exts)); } if (!JukeboxSongs.list) { return; } JukeboxSongs.num_songs = std::distance(JukeboxSongs.list.begin(), JukeboxSongs.list.end()); } if (JukeboxSongs.num_songs) { con_printf(CON_DEBUG,"Jukebox: %d music file(s) found in %s", JukeboxSongs.num_songs, cfgpath.data()); if (CGameCfg.CMLevelMusicTrack[1] != JukeboxSongs.num_songs) { CGameCfg.CMLevelMusicTrack[1] = JukeboxSongs.num_songs; CGameCfg.CMLevelMusicTrack[0] = 0; // number of songs changed so start from beginning. } } else { CGameCfg.CMLevelMusicTrack[0] = -1; CGameCfg.CMLevelMusicTrack[1] = -1; con_puts(CON_DEBUG,"Jukebox music could not be found!"); } }