Removed MusicMod, it's hacky, it's not maintained and it seems it didn't compile for a while now.

Also with the advance of LLE sound we won't really need it.
If someone disagree feel free to make it compile and recommit :-)


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3176 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
nakeee
2009-05-08 09:53:57 +00:00
parent 1e07b26356
commit 2760dbd034
110 changed files with 0 additions and 26289 deletions

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@ -1,417 +0,0 @@
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View File

@ -1,466 +0,0 @@
// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
//////////////////////////////////////////////////////////////////////////////////////////
// Include
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
#include <iostream> // System
#include "Core.h" // Core
#include "IniFile.h" // Common
#include "Log.h"
#include "../../../../Source/Core/DolphinWX/Src/Globals.h" // DolphinWX
#include "../../../../Source/Core/DolphinWX/Src/Frame.h"
#include "../../../../Source/Core/DolphinWX/resources/toolbar_plugin_dsp.c" // Icons
#include "../../../../Source/Core/DolphinWX/resources/Boomy.h"
#include "../../../../Source/Core/DolphinWX/resources/Vista.h"
#include "../../../../Source/Core/DolphinWX/resources/KDE.h"
#include "../../../../Source/Core/DolphinWX/resources/X-Plastik.h"
#include "../../Player/Src/PlayerExport.h" // Player
//////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// Declarations and definitions
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
namespace MusicMod
{
bool GlobalMute = false;
bool GlobalPause = false;
bool bShowConsole = false;
int GlobalVolume = 125;
extern bool dllloaded;
void ShowConsole();
void Init();
}
//////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// Change the brightness of a wxBitmap
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
wxBitmap SetBrightness(wxBitmap _Bitmap, int _Brightness, bool Gray)
{
wxImage _Image = _Bitmap.ConvertToImage();
wxImage _Image2 = _Bitmap.ConvertToImage();
wxString Tmp;
if(_Brightness < 0) _Brightness = 0; // Limits
if(_Brightness > 255) _Brightness = 255;
_Brightness = 255 - _Brightness; // Make big values brighter
// Remove the alpha layer first
for(int y = 0; y < _Bitmap.GetWidth(); y++)
{
for(int x = 0; x < _Bitmap.GetHeight(); x++)
_Image.SetAlpha(x, y, 255);
}
for(int y = 0; y < _Bitmap.GetWidth(); y++)
{
//Tmp += wxString::Format("\n %i: ", y);
for(int x = 0; x < _Bitmap.GetHeight(); x++)
{
u8 R = _Image.GetRed(x, y); // Get colors
u8 G = _Image.GetGreen(x, y);
u8 B = _Image.GetBlue(x, y);
//if((x == 5 | x == 6) && y == 15) Tmp += wxString::Format("%03i %03i %03i", R, G, B);
if(_Brightness > 128)
{
int Bright = _Brightness - 128;
R = R - Bright * (R - 0) / 128;
G = G - Bright * (G - 0) / 128;
B = B - Bright * (B - 0) / 128;
// 118 - 72 * 118 / 128 = 118 - 66.3 = 52
// 119 - = 119 - 66.9 = 52
}
else
{
int Bright = 128 - _Brightness;
R = R - Bright * (R - 255) / 128;
G = G - Bright * (G - 255) / 128;
B = B - Bright * (B - 255) / 128;
}
//if((x == 5 | x == 6) && y == 15) Tmp += wxString::Format(" %03i %03i %03i | ", R, G, B);
_Image.SetRGB(x, y, R, G, B);
}
}
// Return the alpha
_Image.SetAlpha(_Image2.GetAlpha(), true);
// Update the bitmap
if(Gray)
return wxBitmap(_Image.ConvertToGreyscale());
else
return wxBitmap(_Image);
//wxMessageBox(Tmp);
}
//////////////////////////////////
#ifdef MUSICMOD
void
CFrame::MM_InitBitmaps(int Theme)
{
// Define the log bitmaps
switch (Theme)
{
case BOOMY:
m_Bitmaps[Toolbar_Log] = wxGetBitmapFromMemory(Toolbar_Log_png);
break;
case VISTA:
m_Bitmaps[Toolbar_Log] = wxGetBitmapFromMemory(Toolbar_Log1_png);
break;
case XPLASTIK:
m_Bitmaps[Toolbar_Log] = wxGetBitmapFromMemory(Toolbar_Log2_png);
break;
case KDE:
m_Bitmaps[Toolbar_Log] = wxGetBitmapFromMemory(Toolbar_Log3_png);
break;
default: PanicAlert("Theme selection went wrong");
}
// Create a gray version
m_Bitmaps[Toolbar_PluginDSP_Dis] = wxBitmap(SetBrightness(m_Bitmaps[Toolbar_PluginDSP], 165, true));
m_Bitmaps[Toolbar_Log_Dis] = wxBitmap(SetBrightness(m_Bitmaps[Toolbar_Log], 165, true));
// Update in case the bitmap has been updated
//if (GetToolBar() != NULL) TheToolBar->FindById(Toolbar_Log)->SetNormalBitmap(m_Bitmaps[Toolbar_Log]);
}
void
CFrame::MM_PopulateGUI()
{
wxToolBar* toolBar = TheToolBar; // Shortcut
toolBar->AddSeparator();
MusicMod::Init();
// ---------------------------------------
// Draw a rotated music label
// ---------------------
wxBitmap m_RotatedText(30, 15);
wxMemoryDC dc;
dc.SelectObject(m_RotatedText);
wxBrush BackgroundGrayBrush(_T("#ece9d8")); // The right color in windows
// Set outline and fill colors
dc.SetBackground(BackgroundGrayBrush);
dc.Clear();
wxFont m_font(8, wxFONTFAMILY_DEFAULT, wxFONTSTYLE_NORMAL, wxFONTWEIGHT_BOLD);
dc.SetFont(m_font);
dc.SetTextForeground(wxColour(*wxLIGHT_GREY));
dc.DrawText(wxT("Music"), 0, 0);
m_RotatedText = wxBitmap(m_RotatedText.ConvertToImage().Rotate90(false));
wxStaticBitmap * m_StaticBitmap = new wxStaticBitmap(toolBar, wxID_ANY, m_RotatedText);
toolBar->AddControl(m_StaticBitmap);
// ---------------------------
mm_ToolMute = toolBar->AddTool(IDM_MUTE, _T("Mute"), m_Bitmaps[Toolbar_PluginDSP], _T("Mute music"));
mm_ToolPlay = toolBar->AddTool(IDM_MUSIC_PLAY, _T("Play"), m_Bitmaps[Toolbar_Play], _T("Play or pause music without pausing the game"));
// This cause the disabled tool bitmap to become some kind of monochrome version
/*
mm_ToolMute = new wxToolBarToolBase(toolBar, IDM_MUTE, _T("Mute"), m_Bitmaps[Toolbar_PluginDSP],
m_Bitmaps[Toolbar_PluginDSP], wxITEM_CHECK, 0, _T("Mute music"));
toolBar->AddTool(mm_ToolMute);
mm_ToolPlay = new wxToolBarToolBase(toolBar, IDM_MUSIC_PLAY, _T("Play"), m_Bitmaps[Toolbar_Play],
m_Bitmaps[Toolbar_Play], wxITEM_NORMAL, 0, _T("Play or pause music without pausing the game"));
toolBar->AddTool(mm_ToolPlay);
*/
// ---------------------
/* Lots of code to get a label for the slider, in 2.9.0 AddControl accepts a label so then
this code can be simplified a lot */
// ---------
wxPanel * mm_SliderPanel = new wxPanel(toolBar, IDS_VOLUME_PANEL, wxDefaultPosition, wxDefaultSize);
mm_Slider = new wxSlider(mm_SliderPanel, IDS_VOLUME, 125, 0, 255, wxDefaultPosition, wxDefaultSize);
//mm_Slider->SetToolTip("Change the music volume");
mm_Slider->SetValue(MusicMod::GlobalVolume);
wxStaticText * mm_SliderText = new wxStaticText(mm_SliderPanel, IDS_VOLUME_LABEL, _T("Volume"), wxDefaultPosition, wxDefaultSize);
wxBoxSizer * mm_VolSizer = new wxBoxSizer(wxVERTICAL);
mm_VolSizer->Add(mm_Slider, 0, wxEXPAND | wxALL, 0);
mm_VolSizer->Add(mm_SliderText, 0, wxCENTER | wxALL, 0);
mm_SliderPanel->SetSizer(mm_VolSizer);
mm_SliderPanel->SetSize(mm_VolSizer->GetMinSize().GetWidth(), mm_VolSizer->GetMinSize().GetHeight());
toolBar->AddControl((wxControl*)mm_SliderPanel);
// ---------
mm_ToolLog = toolBar->AddTool(IDT_LOG, _T("Log"), m_Bitmaps[Toolbar_Log],
wxT("Show or hide log. Enable the log window and restart Dolphin to show the DLL status."));
}
//////////////////////////////////////////////////////////////////////////////////////////
// Update GUI
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void
CFrame::MM_UpdateGUI()
{
if(MusicMod::GlobalMute)
{
mm_ToolMute->SetLabel("Unmute");
mm_ToolMute->SetNormalBitmap(m_Bitmaps[Toolbar_PluginDSP_Dis]);
}
else
{
mm_ToolMute->SetLabel("Mute");
mm_ToolMute->SetNormalBitmap(m_Bitmaps[Toolbar_PluginDSP]);
}
if(MusicMod::GlobalPause)
{
mm_ToolPlay->SetLabel("Play");
mm_ToolPlay->SetNormalBitmap(m_Bitmaps[Toolbar_Play]);
}
else
{
mm_ToolPlay->SetLabel("Pause");
mm_ToolPlay->SetNormalBitmap(m_Bitmaps[Toolbar_Pause]);
}
if(MusicMod::bShowConsole)
{
mm_ToolLog->SetNormalBitmap(m_Bitmaps[Toolbar_Log]);
}
else
{
mm_ToolLog->SetNormalBitmap(m_Bitmaps[Toolbar_Log_Dis]);
}
}
//////////////////////////////////
// =======================================================================================
// Play and stop music
// ---------------------------------------------------------------------------------------
void
CFrame::MM_OnPlay()
{
//INFO_LOG(AUDIO,"\nCFrame::OnPlayMusicMod > Begin\n");
// Save the volume
MusicMod::GlobalVolume = mm_Slider->GetValue();
IniFile file;
file.Load("Plainamp.ini");
file.Set("Plainamp", "Volume", MusicMod::GlobalVolume);
file.Save("Plainamp.ini");
if (Core::GetState() != Core::CORE_UNINITIALIZED)
{
if (Core::GetState() == Core::CORE_RUN)
{
//INFO_LOG(AUDIO,"CFrame::OnPlayMusicMod > Pause\n");
if(!MusicMod::GlobalPause) // we may has set this elsewhere
{
MusicMod::GlobalPause = true;
if (MusicMod::dllloaded)
{
Player_Pause();
}
}
}
else
{
//INFO_LOG(AUDIO,"CFrame::OnPlayMusicMod > Play\n");
if(MusicMod::GlobalPause) // we may has set this elsewhere
{
MusicMod::GlobalPause = false;
if (MusicMod::dllloaded)
{
Player_Unpause();
}
}
}
}
}
void
CFrame::MM_OnStop()
{
Player_Stop();
MusicMod::GlobalPause = false;
}
// =======================================================================================
// =======================================================================================
// Mute music
// ---------------------------------------------------------------------------------------
void
CFrame::MM_OnMute(wxCommandEvent& WXUNUSED (event))
{
//INFO_LOG(AUDIO,"CFrame::OnMute > Begin\n");
//MessageBox(0, "", "", 0);
if(!MusicMod::GlobalMute)
{
if(MusicMod::dllloaded) // avoid crash
{
Player_Mute(MusicMod::GlobalVolume);
}
MusicMod::GlobalMute = true;
UpdateGUI();
}
else
{
if(MusicMod::dllloaded) // avoid crash
{
Player_Mute(MusicMod::GlobalVolume);
}
MusicMod::GlobalMute = false;
UpdateGUI();
}
}
// =======================================================================================
// =======================================================================================
// Pause music
// ---------------------------------------------------------------------------------------
void
CFrame::MM_OnPause(wxCommandEvent& WXUNUSED (event))
{
INFO_LOG(AUDIO,"CFrame::OnPause > Begin\n");
//MessageBox(0, "", "", 0);
if(!MusicMod::GlobalPause)
{
if(MusicMod::dllloaded) // avoid crash
{
Player_Pause();
}
MusicMod::GlobalPause = true;
UpdateGUI();
}
else
{
if(MusicMod::dllloaded) // avoid crash
{
Player_Pause();
}
MusicMod::GlobalPause = false;
UpdateGUI();
}
}
// =======================================================================================
// Change volume
// ---------------------------------------------------------------------------------------
void CFrame::MM_OnVolume(wxScrollEvent& event)
{
//INFO_LOG(AUDIO,"CFrame::OnVolume > Begin <%i>\n", event.GetPosition());
//MessageBox(0, "", "", 0);
//if(event.GetEventType() == wxEVT_SCROLL_PAGEUP || event.GetEventType() == wxEVT_SCROLL_PAGEDOWN)
// return;
if(MusicMod::dllloaded) // avoid crash
{
Player_Volume(event.GetPosition());
MusicMod::GlobalVolume = event.GetPosition();
MusicMod::GlobalMute = false; // Unmute to
mm_ToolMute->Toggle(false);
if(event.GetEventType() == wxEVT_SCROLL_CHANGED)
{
// Only update this on release, to avoid major flickering when changing volume
UpdateGUI();
/* Use this to avoid that the focus get stuck on the slider when the main
window has been replaced */
this->SetFocus();}
}
}
//=======================================================================================
// =======================================================================================
// Show log
// ---------------------------------------------------------------------------------------
void CFrame::MM_OnLog(wxCommandEvent& event)
{
//INFO_LOG(AUDIO,"CFrame::OnLog > Begin\n");
//MessageBox(0, "", "", 0);
if(!MusicMod::dllloaded) return; // Avoid crash
MusicMod::bShowConsole = !MusicMod::bShowConsole;
if(MusicMod::bShowConsole)
/* What we do here is run StartConsoleWin() in Common directly after each
other first in the exe then in the DLL, sometimes this would give me a rampant memory
usage increase until the exe crashed at 700 MB memory usage or something like that.
For that reason I'm trying to sleep for a moment between them here. */
{ MusicMod::ShowConsole(); Sleep(100); Player_Console(true); }
else
{
#if defined (_WIN32)
Console::Close(); Player_Console(false);
#endif
}
IniFile file;
file.Load("Plainamp.ini");
file.Set("Interface", "ShowConsole", MusicMod::bShowConsole);
file.Save("Plainamp.ini");
UpdateGUI();
}
//=======================================================================================
#endif // MUSICMOD

View File

@ -1,342 +0,0 @@
// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
//////////////////////////////////////////////////////////////////////////////////////////
// Include
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
#include <iostream>
#include <vector>
#include <string>
#include <windows.h>
#include "Common.h" // Common
#include "IniFile.h"
#include "Log.h"
#include "PowerPC/PowerPc.h" // Core
#include "../../../../Source/Core/DiscIO/Src/FileSystemGCWii.h" // This file has #include "Filesystem.h"
#include "../../../../Source/Core/DiscIO/Src/VolumeCreator.h"
#include "../../Player/Src/PlayerExport.h" // Local player
//////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// Declarations and definitions
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
namespace MusicMod
{
struct MyFilesStructure
{
std::string path;
int offset; // Is int enough, how high does offset go?
};
std::vector <MyFilesStructure> MyFiles;
void StructSort (std::vector <MyFilesStructure> &MyFiles);
// Playback
std::string CurrentFile;
std::string CurrentPlayFile;
std::string CurrentPlayFilePath;
std::string unique_gameid;
std::string MusicPath;
DiscIO::CFileSystemGCWii* my_pFileSystem;
int WritingFile = false;
bool dllloaded = false;
extern bool bShowConsole; // Externally define
extern int GlobalVolume;
//////////////////////////////////
// =======================================================================================
// Supported music files
// ---------------------------------------------------------------------------------------
bool CheckFileEnding(std::string FileName)
{
if (
(FileName.find(".adp") != std::string::npos) // 1080 Avalanche, Crash Bandicoot etc
|| (FileName.find(".afc") != std::string::npos) // Zelda WW
|| (FileName.find(".ast") != std::string::npos) // Zelda TP, Mario Kart
|| (FileName.find(".dsp") != std::string::npos) // Metroid Prime
|| (FileName.find(".hps") != std::string::npos) // SSB Melee
)
return true;
return false;
}
// =======================================================================================
// =======================================================================================
// A function to sort the filelist table after offset
// ------------------------
void StructSort (std::vector <MyFilesStructure> &MyFiles)
{
MyFilesStructure temp;
//INFO_LOG(AUDIO,"StructSort > Begin\n");
for(int i = 0; i < MyFiles.size() - 1; i++)
{
for (int j = i + 1; j < MyFiles.size(); j++)
{
if (MyFiles[ i ].offset > MyFiles[ j ].offset) //comparing cost
{
temp = MyFiles[ i ]; // Swapping entire struct
MyFiles[ i ] = MyFiles[ j ];
MyFiles[ j ] = temp;
}
}
}
for (long i=1; i<(long)MyFiles.size(); ++i)
{
std::cout << i << " " << MyFiles[i].path.c_str() << "#" << MyFiles[i].offset << "\n";
}
//INFO_LOG(AUDIO,"StructSort > Done\n");
}
// ============================
// =======================================================================================
/* Run these things once */
// ------------------------
void ShowConsole()
{
// Console::Open(100, 2000, "MusicMod", true); // Give room for 2000 rows
}
void Init()
{
// These things below will not need to be updated after a new game is started
if (dllloaded) return;
// ---------------------------------------
// Load config
// ---------------------
IniFile file;
file.Load("Plainamp.ini");
file.Get("Interface", "ShowConsole", &MusicMod::bShowConsole, false);
file.Get("Plainamp", "Volume", &MusicMod::GlobalVolume, 125);
// -------
// ---------------------------------------
// Make a debugging window
// ---------------------
if(MusicMod::bShowConsole) ShowConsole();
// Write version
#ifdef _M_X64
INFO_LOG(AUDIO,"64 bit version\n");
#else
INFO_LOG(AUDIO,"32 bit version\n");
#endif
// -----------
// Set volume
Player_Volume(MusicMod::GlobalVolume);
// Show DLL status
Player_Main(MusicMod::bShowConsole);
//play_file("c:\\demo36_02.ast");
//INFO_LOG(AUDIO,"DLL loaded\n");
dllloaded = true; // Do this once
}
// ============================
// =======================================================================================
/* This will read the GC file system. */
// ------------------------
void Main(std::string FileName)
{
//
DiscIO::IVolume* pVolume = DiscIO::CreateVolumeFromFilename(FileName.c_str());
//
my_pFileSystem = new DiscIO::CFileSystemGCWii(pVolume);
/* We have to sort the files according to offset so that out scan in Blob.cpp works.
Because StructSort() only works for MyFilesStructure I copy the offset and filenames
to a new vetor first. */
MyFiles.resize(my_pFileSystem->m_FileInfoVector.size()); // Set size
for (size_t i = 0; i < my_pFileSystem->m_FileInfoVector.size(); i++)
{
MyFiles.at(i).offset = my_pFileSystem->m_FileInfoVector.at(i).m_Offset;
MyFiles.at(i).path = my_pFileSystem->m_FileInfoVector.at(i).m_FullPath;
}
// Sort the files by offset
StructSort(MyFiles);
// ---------------------------------------------------------------------------------------
// Make Music directory
// -------------------------
LPSECURITY_ATTRIBUTES attr;
attr = NULL;
MusicPath = "Music\\";
INFO_LOG(AUDIO,"Created a Music directory\n");
CreateDirectory(MusicPath.c_str(), attr);
// ----------------------------------------------------------------------------------------
}
// =======================================================================================
// Check if we should play this file
// ---------------------------------------------------------------------------------------
void CheckFile(std::string File, int FileNumber)
{
// Do nothing if we found the same file again
if (CurrentFile == File) return;
//INFO_LOG(AUDIO,">>>> (%i)Current read %s <%u = %ux%i> <block %u>\n", i, CurrentFiles[i].path.c_str(), offset, CurrentFiles[i].offset, size);
// Check if it's a music file
if (CheckFileEnding(File.c_str()))
{
/* Don't restart the playback if we find the same music file again. If the game is playing
a streaming music file it may read from it once in a while, after it has read other
files in between, if did not do this check we would restart the playback in those cases */
if (CurrentPlayFile == File) return;
// Notify the user
INFO_LOG(AUDIO,"\n >>> (%i/%i) Match %s\n\n", FileNumber, MyFiles.size(), File.c_str());
// Save the matched file
CurrentPlayFile = File;
// ---------------------------------------------------------------------------------------
// We will now save the file to the PC hard drive
// ------------------
// Get the filename
std::size_t pointer = File.find_last_of("\\");
std::string fragment = File.substr (0, (pointer-0));
int compare = File.length() - fragment.length(); // Get the length of the filename
fragment = File.substr ((pointer+1), compare); // Now we have the filename
// Create the target file path
std::string FilePath = (MusicPath + fragment);
WritingFile = true; // Avoid detecting the file we are writing
INFO_LOG(AUDIO,"Writing <%s> to <%s>\n", File.c_str(), FilePath.c_str());
my_pFileSystem->ExportFile(File.c_str(), FilePath.c_str());
WritingFile = false;
// ---------------------------------------------------------------------------------------
// Play the file we found
// ------------------
if(dllloaded)
{
Player_Play((char*)FilePath.c_str()); // retype it from const char* to char*
} else {
INFO_LOG(AUDIO,"Warning > Music DLL is not loaded");
}
// ---------------------------------------------------------------------------------------
// Remove the last file, if any
// ------------------
if(CurrentPlayFilePath.length() > 0)
{
if(!remove(CurrentPlayFilePath.c_str()))
{
INFO_LOG(AUDIO,"The program failed to remove <%s>\n", CurrentPlayFilePath.c_str());
} else {
INFO_LOG(AUDIO,"The program removed <%s>\n", CurrentPlayFilePath.c_str());
}
}
// ---------------------------------------------------------------------------------------
// Save the current playing file
// ------------------
CurrentPlayFilePath = FilePath; // Save the filename so we can remove it later
}
// Tell the user about the files we ignored
INFO_LOG(AUDIO,"(%i/%i) Ignored %s\n", FileNumber, MyFiles.size(), File.c_str());
// Update the current file
CurrentFile = File;
}
//////////////////////////////////////////////////////////////////////////////////////////
// Find the current filename for a certain offset on the GC fileystem
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void FindFilename(u64 offset, u64 size)
{
// =======================================================================================
/* Only do this test:
1. After boot, not on ISO scan
2. Not if offset = 0.
3. Not when WritingFile. We will lead to calls back to here (Read) and it will mess
upp the scanning */
if(PowerPC::GetState() == PowerPC::CPUState::CPU_RUNNING && offset != 0 && !WritingFile)
{
//////////////////////////////////////////////////////////////////////////////////////////
/* Get the filename. Here we go through all files until we come to the file that has
the matching offset. Before MyFiles has data this loop will go nowhere. We have to
specify (MyFiles.size() - 1) because we will be reading MyFiles.at(i + 1).
MyFiles.size() is the amount of files on the disc, and the last file is
MyFiles.at(MyFiles.size() - 1) */
// ---------------------------------------------------------------------------------------
for (int i = 0; i < (int)(MyFiles.size() - 1); ++i)
{
// ---------------------------------------------------------------------------------------
/* If we assume that myoffset is the begginning of every file this works.
Suppose there are three files
1 is 0 to 149
2 is 150 to 170
3 is 171 to 200
If the offset is 160 the game is reading file number two, for example
myoffset = 150: (myoffset >= offset) == false
myoffset = 171: (myoffset >= offset) == true, break
However if the offset is 195 the game is reading the last file and we will get
myoffset = 171: (myoffset >= offset) == false
we therefore need to add the condition (offset > MyFiles[MyFiles.size() - 1].offset)
to. */
if (MyFiles[i + 1].offset >= offset || offset > MyFiles[MyFiles.size() - 1].offset)
{
// Now we know that the game is reading from MyFiles[i].path
CheckFile(MyFiles[i].path, i);
// Stop checking
break;
}
}
} // This ends the entire filescan
// =======================================================================================
}
/////////////////////////////////
} // end of namespace

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@ -1,31 +0,0 @@
// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <iostream> // System: For std
#include "Common.h" // Common: For u64
namespace MusicMod
{
void Main(std::string FileName);
void FindFilename(u64 offset, u64 size);
void CheckFile(std::string File, int FileNumber = 0);
}