ref: 61afb65d1e3cf0733b9fc1e1d185c269cc07ebc9
dir: /Game/src/midi/sdl_midi.c/
// // sdl_midi.c // Duke3D // // Created by fabien sanglard on 12-12-15. // Copyright (c) 2012 fabien sanglard. All rights reserved. // #include <SDL2/SDL.h> #include <SDL2/SDL_mixer.h> #include <stdio.h> #include "../audiolib/music.h" #include "engine.h" /* Because the music is stored in a GRP file that is never fully loaded in RAM (the full version of Duke Nukem 3D is a 43MB GRP) we need to extract the music from it and store it in RAM. */ #define KILOBYTE (1024*1024) uint8_t musicDataBuffer[100 * KILOBYTE]; char *MUSIC_ErrorString(int ErrorNumber) { return ""; } int MUSIC_Init(int SoundCard, int Address) { if (Mix_Init(MIX_INIT_MID) != MIX_INIT_MID) { printf("Mix_Init: %s\n", Mix_GetError()); //return MUSIC_Error; // Do not fatal on missing MIDI subsystem. } if(Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)==-1) { printf("Mix_OpenAudio: %s\n", Mix_GetError()); } return MUSIC_Ok; } int MUSIC_Shutdown(void) { MUSIC_StopSong(); return(MUSIC_Ok); } void MUSIC_SetMaxFMMidiChannel(int channel) { } void MUSIC_SetVolume(int volume) { Mix_VolumeMusic((int)(volume / 2)); } void MUSIC_SetMidiChannelVolume(int channel, int volume) { } void MUSIC_ResetMidiChannelVolumes(void) { } int MUSIC_GetVolume(void) { return 0; } void MUSIC_SetLoopFlag(int loopflag) { } int MUSIC_SongPlaying(void) { return Mix_PlayingMusic(); } void MUSIC_Continue(void) { if (Mix_PausedMusic()) Mix_ResumeMusic(); } void MUSIC_Pause(void) { Mix_PauseMusic(); } int MUSIC_StopSong(void) { if ( (Mix_PlayingMusic()) || (Mix_PausedMusic()) ) Mix_HaltMusic(); return(MUSIC_Ok); } int MUSIC_PlaySong(char *songFilename, int loopflag) { int32_t fd = 0; int fileSize; SDL_RWops *rw; Mix_Music* sdlMusic; fd = kopen4load(songFilename,0); if(fd == -1){ printf("The music '%s' cannot be found in the GRP or the filesystem.\n",songFilename); return 0; } fileSize = kfilelength( fd ); if(fileSize >= sizeof(musicDataBuffer)) { printf("The music '%s' was found but is too big (%dKB)to fit in the buffer (%lluKB).\n",songFilename,fileSize/1024,sizeof(musicDataBuffer)/1024); kclose(fd); return 0; } kread( fd, musicDataBuffer, fileSize); kclose( fd ); //Ok, the file is in memory if ((rw = SDL_RWFromMem((void *) musicDataBuffer, fileSize)) == NULL) { printf("SDL_RWFromMem: %s\n", SDL_GetError()); return 0; } if ((sdlMusic = Mix_LoadMUS_RW(rw, SDL_TRUE)) == NULL) { printf("Mix_LoadMUS_RW: %s\n", Mix_GetError()); return 0; } if (Mix_PlayMusic(sdlMusic, (loopflag == MUSIC_PlayOnce) ? 0 : -1) == -1) { printf("Mix_PlayMusic: %s\n", Mix_GetError()); return 0; } return 1; } void MUSIC_SetContext(int context) { } int MUSIC_GetContext(void) { return 0; } void MUSIC_SetSongTick(uint32_t PositionInTicks) { } void MUSIC_SetSongTime(uint32_t milliseconds) { } void MUSIC_SetSongPosition(int measure, int beat, int tick) { } void MUSIC_GetSongPosition(songposition *pos) { } void MUSIC_GetSongLength(songposition *pos) { } int MUSIC_FadeVolume(int tovolume, int milliseconds) { return(MUSIC_Ok); } int MUSIC_FadeActive(void) { return 0; } void MUSIC_StopFade(void) { } void MUSIC_RerouteMidiChannel(int channel, int cdecl (*function)( int event, int c1, int c2 )) { } void MUSIC_RegisterTimbreBank(uint8_t *timbres) { } // This is the method called from the Game Module. void PlayMusic(char *fileName){ MUSIC_PlaySong(fileName,1); }