Consolidate SoundSystem into Music.

It's just some small wrappers, and SoundSystem can be inlined trivially.
This commit is contained in:
Ethan Lee
2021-12-26 08:38:16 -05:00
parent f723e03871
commit c87f0e1a0c
6 changed files with 80 additions and 85 deletions

View File

@@ -5,6 +5,7 @@
#include <physfsrwops.h>
#include "BinaryBlob.h"
#include "FileSystemUtils.h"
#include "Game.h"
#include "Graphics.h"
#include "Map.h"
@@ -12,6 +13,59 @@
#include "UtilityClass.h"
#include "Vlogging.h"
/* Begin SDL_mixer wrapper */
MusicTrack::MusicTrack(SDL_RWops *rw)
{
m_music = Mix_LoadMUS_RW(rw, 1);
m_isValid = true;
if(m_music == NULL)
{
vlog_error("Unable to load Magic Binary Music file: %s", Mix_GetError());
m_isValid = false;
}
}
SoundTrack::SoundTrack(const char* fileName)
{
unsigned char *mem;
size_t length;
sound = NULL;
FILESYSTEM_loadAssetToMemory(fileName, &mem, &length, false);
if (mem == NULL)
{
vlog_error("Unable to load WAV file %s", fileName);
SDL_assert(0 && "WAV file missing!");
return;
}
SDL_RWops *fileIn = SDL_RWFromConstMem(mem, length);
sound = Mix_LoadWAV_RW(fileIn, 1);
FILESYSTEM_freeMemory(&mem);
if (sound == NULL)
{
vlog_error("Unable to load WAV file: %s", Mix_GetError());
}
}
SoundSystem::SoundSystem(void)
{
int audio_rate = 44100;
Uint16 audio_format = AUDIO_S16SYS;
int audio_channels = 2;
int audio_buffers = 1024;
if (Mix_OpenAudio(audio_rate, audio_format, audio_channels, audio_buffers) != 0)
{
vlog_error("Unable to initialize audio: %s", Mix_GetError());
SDL_assert(0 && "Unable to initialize audio!");
}
}
/* End SDL_mixer wrapper */
musicclass::musicclass(void)
{
safeToProcessMusic= false;