ciderpress/util/SoundFile.h
Andy McFadden 51b5f00f5c Large set of changes to restore CiderPress build.
CiderPress and MDC now compile, and execute far enough to open
their respective "about" boxes, but I doubt they'll do much
more than that.

* Switch from MBCS to UNICODE APIs

Microsoft switched to UTF-16 (by way of UCS-2) a long time ago,
and the support for MBCS seems to be getting phased out.  So it's
time to switch to wide strings.

This is a bit awkward for CiderPress because it works with disk
and file archives with 8-bit filenames, and I want NufxLib and
DiskImgLib to continue to work on Linux (which has largely taken
the UTF-8 approach to Unicode).  The libraries will continue to
work with 8-bit filenames, with CiderPress/MDC doing the
conversion at the appropriate point.

There were a couple of places where strings from a structure
handed back by one of the libraries were used directly in the UI,
or vice-versa, which is a problem because we have nowhere to
store the result of the conversion.  These currently have fixed
place-holder "xyzzy" strings.

All UI strings are now wide.

Various format strings now use "%ls" and "%hs" to explicitly
specify wide and narrow.  This doesn't play well with gcc, so
only the Windows-specific parts use those.

* Various updates to vcxproj files

The project-file conversion had some cruft that is now largely
gone.  The build now has a common output directory for the EXEs
and libraries, avoiding the old post-build copy steps.

* Added zlib 1.2.8 and nufxlib 2.2.2 source snapshots

The old "prebuilts" directory is now gone.  The libraries are now
built as part of building the apps.

I added a minimal set of files for zlib, and a full set for nufxlib.
The Linux-specific nufxlib goodies are included for the benefit of
the Linux utilities, which are currently broken (don't build).

* Replace symbols used for include guards

Symbols with a leading "__" are reserved.
2014-11-16 21:01:53 -08:00

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3.4 KiB
C++

/*
* CiderPress
* Copyright (C) 2007 by faddenSoft, LLC. All Rights Reserved.
* See the file LICENSE for distribution terms.
*/
/*
* Class that encapsulates a sound file. Includes loading of sounds from WAV
* files and other formats. Does not create or write sound files.
*
* [ Copied from libfadden. ]
*/
#ifndef UTIL_SOUNDFILE_H
#define UTIL_SOUNDFILE_H
#include <mmsystem.h>
/*
* Class providing read-only access to uncompressed sound samples and
* associated meta-data. The sound is assumed to fit in main memory.
*
* Because game sound effects are generally loaded into "secondary sound
* buffers" allocated by DirectX, this class doesn't load the sound data
* into local storage unless necessary.
*
* WAV data is little-endian. 8-bit data is unsigned, 16-bit data is
* signed.
*/
class SoundFile {
public:
SoundFile(void) :
mFP(nil),
mDoClose(false),
mFileStart(0),
mSampleStart(-1),
mSampleLen(-1)
{
memset(&mFormat, 0, sizeof(mFormat));
}
virtual ~SoundFile(void) {
if (mDoClose && mFP != nil)
fclose(mFP);
}
/* create the object from a file on disk; returns 0 on success */
int Create(const WCHAR* fileName, CString* pErrMsg);
/* create from FILE*; if doClose==true, file will be closed on error */
int Create(FILE* fp, long len, bool doClose, CString* pErrMsg);
/* create object from a buffer of memory */
//int Create(const void* buf, long len);
/* read a block of audio samples from the specified offset */
int ReadData(void* buf, long sampleOffset, long len) const;
/* seek to an absolute offset within the WAV file */
int SeekAbs(long offset) { return fseek(mFP, offset, SEEK_SET); }
long GetDataOffset(void) const { return mSampleStart; }
unsigned long GetDataLen(void) const { return mSampleLen; }
const WAVEFORMATEX* GetWaveFormat(void) { return &mFormat; }
/* returns the #of bytes per sample (all channels) */
int GetBPS(void) const {
ASSERT(mFP != nil);
return ((mFormat.wBitsPerSample+7)/8) * mFormat.nChannels;
}
private:
int SkipToHeader(unsigned long hdrID, unsigned long* pChunkLen);
enum { kWAVMinSize = 40 };
//void* mBuffer; // pointer to memory we need to delete
FILE* mFP; // currently open sound file
bool mDoClose; // do we own mFP?
long mFileStart; // so we can rewind the sound file
long mSampleStart; // offset in mem or file to sound samples
unsigned long mSampleLen; // length in bytes of audio sample section
WAVEFORMATEX mFormat; // WAV parameters (from mmsystem.h/mmreg.h)
};
#if 0 // contents of the WAVEFORMATEX struct; "cbSize" is not in WAV file
typedef struct tWAVEFORMATEX
{
WORD wFormatTag; /* format type */
WORD nChannels; /* number of channels (i.e. mono, stereo...) */
DWORD nSamplesPerSec; /* sample rate */
DWORD nAvgBytesPerSec; /* for buffer estimation */
WORD nBlockAlign; /* block size of data */
WORD wBitsPerSample; /* Number of bits per sample of mono data */
WORD cbSize; /* The count in bytes of the size of
extra information (after cbSize) */
} WAVEFORMATEX;
#endif
#endif /*UTIL_SOUNDFILE_H*/