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1995-02-27
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/***********************************************************/
/* */
/* Amiga C Encyclopedia (ACE) V3.0 Amiga C Club (ACC) */
/* ------------------------------- ------------------ */
/* */
/* Book: ACM Sound Amiga C Club */
/* Chapter: EasySound Tulevagen 22 */
/* File: EasySound.c 181 41 LIDINGO */
/* Author: Anders Bjerin SWEDEN */
/* Date: 92-05-10 */
/* Version: 2.15 */
/* */
/* Copyright 1992, Anders Bjerin - Amiga C Club (ACC) */
/* */
/* Registered members may use this program freely in their */
/* own commercial/noncommercial programs/articles. */
/* */
/***********************************************************/
/* Include some important header files: */
#include <exec/types.h>
#include <exec/memory.h>
#include <devices/audio.h>
#include <stdio.h>
#include "EasySound.h"
#define CLOCK_CONSTANT 3579545
/* An IOAudio pointer to each sound channel: */
struct IOAudio *IOA[ 4 ] = { NULL, NULL, NULL, NULL };
typedef LONG Fixed;
typedef struct
{
ULONG oneShotHiSamples; /* #samples in the high octave 1-shot part */
ULONG repeatHiSamples; /* #samples in the high octave repeat part */
ULONG samplesPerHiCycle; /* #samples/cycle in high octave, else 0 */
UWORD samplesPerSec; /* Data sampling rate */
UBYTE ctOctave; /* Number of octaves of waveforms */
UBYTE sCompression; /* Data compression technique used */
Fixed volume; /* Playback volume from 0 to 0x10000 */
} Voice8Header;
/* Declare the functions we are going to use: */
BOOL ESPlaySound(
struct SoundInfo *info,
UWORD volume,
UBYTE channel,
BYTE priority,
WORD delta_rate,
UWORD repeat,
ULONG start,
ULONG time,
BOOL wait
);
void ESStopSound( UBYTE channel );
BOOL ESPrepareIOA(
UWORD period,
UWORD volume,
UWORD cycles,
UBYTE channel,
BYTE priority,
struct SoundInfo *info,
ULONG start,
ULONG time
);
void ESRemoveSound( struct SoundInfo *info );
struct SoundInfo *ESPrepareSound( STRPTR file );
UWORD ESLoadSound( STRPTR filename, struct SoundInfo *info );
ULONG ESGetSize( STRPTR filename );
ULONG ESSizeIFF( STRPTR filename );
UWORD ESReadIFF( STRPTR filename, struct SoundInfo *info );
BOOL ESMoveTo( STRPTR check_string, FILE *file_ptr );
/* ESPlaySound() */
/* ESPlaySound() plays one already prepared sound effect. You can decide */
/* what volume, which channel, what rate, which priority, how many times */
/* the sound should be played and so on... */
/* */
/* Synopsis: ok = PlaySound( ptr, vol, cha, pri, drate, times, start, */
/* time, wait ); */
/* */
/* ok: (BOOL) If the sound was played successfully TRUE is */
/* returned, else FALSE. */
/* */
/* ptr: (struct SoundInfo *) Pointer to a SoundInfo structure. This */
/* pointer was returned by PrepareSound(). */
/* */
/* vol: (UWORD) Volume, 0 to 64. */
/* */
/* cha: (UBYTE) Which channel should be used. (LEFT0, RIGHT0, */
/* RIGHT1 or LEFT1) */
/* */
/* pri: (BYTE) What priority should be used. See header file for a */
/* complete list of recommended priorities. */
/* */
/* drate: (WORD) Delta rate. When the sound is prepared, the record */
/* rate is automatically stored in the SoundInfo structure, */
/* so if you do not want to change the rate, write NORMALRATE. */
/* */
/* times: (UWORD) How many times the sound should be played. If you */
/* want to play the sound forever, write NONSTOP. (To stop a */
/* sound call the function StopSound().) */
/* */
/* start: (ULONG) Where in the sound data we should start to play. (If */
/* you want to start at the beginning of the sound data set start */
/* to 0.) */
/* */
/* time: (ULONG) For how long time the sound should be played. If you */
/* want to play all of the sound data set time to 0. */
/* */
/* wait: (BOOL) Set this parameter to WAIT if you want to wait for the */
/* sound to be completed. If you set it to DO_NOT_WAIT, your */
/* program will continue to run while the sound is played. */
/* NOTE! Do not try to play a sound continiously (times set to */
/* NONSTOP) and at the same time set this field to TRUE! The */
/* request will then never be completed and your program will */
/* come to a dead lock!! */
BOOL ESPlaySound(
struct SoundInfo *info,
UWORD volume,
UBYTE channel,
BYTE priority,
WORD delta_rate,
UWORD times,
ULONG start,
ULONG time,
BOOL wait
)
{
/* Before we may play the sound, we must make sure that the sound is */
/* not already being played. We will therefore call the function */
/* ISStopSound(), in order to stop the sound if it is playing: */
ESStopSound( channel );
/* Call the PrepareIOA() function that will declare and initialize an */
/* IOAudio structure: */
if( ESPrepareIOA( CLOCK_CONSTANT / info->RecordRate + delta_rate, volume,
times, channel, priority, info, start, time ) )
{
/* We will now start playing the sound: */
BeginIO( IOA[ channel ] );
/* Should we wait for the sound to be completed? */
if( wait )
WaitIO( IOA[ channel ] );
return( TRUE ); /* OK! */
}
else
return( FALSE ); /* ERROR! */
}
/* ESStopSound() */
/* ESStopSound() will stop the specified audio channel from continuing */
/* to play the sound. It will also close all devices and ports that */
/* have been opened, and deallocate some memory that have been */
/* allocated. */
/* */
/* Synopsis: ISStopSound( channel ); */
/* channel: (UBYTE) The audio channel that should be stopped. (LEFT0, */
/* LEFT1, RIGHT0 or RIGHT1.) */
void ESStopSound( UBYTE channel )
{
/* Check if the IOAudio structure exist: */
if( IOA[ channel ] )
{
/* 1. Stop the sound: */
AbortIO( IOA[ channel ] );
/* 2. If there exist a Sound Device, close it: */
if( IOA[ channel ]->ioa_Request.io_Device )
CloseDevice( IOA[ channel ] );
/* 3. If there exist a Message Port, delete it: */
if( IOA[ channel ]->ioa_Request.io_Message.mn_ReplyPort )
DeletePort( IOA[ channel ]->ioa_Request.io_Message.mn_ReplyPort );
/* 4. Remove the request block: */
DeleteExtIO( IOA[ channel ], sizeof( struct IOAudio ) );
/* 5. Set the pointer to NULL so we know that this */
/* request has now been deleted: */
IOA[ channel ] = NULL;
}
}
/* ESPrepareIOA() */
/* ESPrepareIOA() allocates and initializes an IOAudio structure. */
/* */
/* Synopsis: ok = ISPrepareIOA( per, vol, cyc, cha, ptr, start, time ); */
/* */
/* ok: (BOOL) If the IOAudio structure was allocated and */
/* initialized successfully, TRUE is returned, else FALSE. */
/* per: (UWORD) Period time. */
/* vol: (UWORD) Volume, 0 to 64. */
/* cyc: (UWORD) How many times the sound should be played. */
/* (0 : forever) */
/* cha: (UBYTE) Which channel should be used. (LEFT0, RIGHT0, */
/* RIGHT1 or LEFT1) */
/* ptr: (struct SoundInfo *) Pointer to a SoundInfo structure. */
/* start: (ULONG) Where in the sound data we should start to play. */
/* time: (ULONG) For how long time the sound should be played. */
BOOL ESPrepareIOA(
UWORD period,
UWORD volume,
UWORD cycles,
UBYTE channel,
BYTE priority,
struct SoundInfo *info,
ULONG start,
ULONG time
)
{
/* Store error numbers here: */
BYTE error;
/* Declare a pointer to a MsgPort structure: */
struct MsgPort *port;
/* Get a reply port: (No name, normal priority) */
port = (struct MsgPort *)
CreatePort( NULL, 0 );
/* Did we get a reply port? */
if( !port )
{
/* Bad news! We did not get a reply port. */
/* Return with an error value: */
return( FALSE );
}
/* Create an IOAudio request: */
IOA[ channel ] = (struct IOAudio *)
CreateExtIO( port, sizeof( struct IOAudio ) );
/* Could we allocate enough memory? */
if( !IOA[ channel ] )
{
/* Tough luck! We did not get a request block. */
/* Close the reply port: */
DeletePort( port );
/* Return with an error value: */
return( FALSE );
}
/* Initialize the IOAudion structure: */
/* Set priority: */
IOA[ channel ]->ioa_Request.io_Message.mn_Node.ln_Pri = priority;
/* Set channel: (This program tries to reserve one specific */
/* audio channel. It does not support an allocation array */
/* with several options.) */
info->channel_bit = 1<<channel;
/* Give the request block a pointer to our simple allocation array: */
IOA[ channel ]->ioa_Data = &(info->channel_bit);
/* Set the length of our allocation array: */
IOA[ channel ]->ioa_Length = sizeof( UBYTE );
/* Open Audio Device: */
error = OpenDevice( AUDIONAME, 0, IOA[ channel ], 0);
/* Have wee successfully opened it? */
if( error )
{
/* Hard times! Could not open the device! */
/* Delete the request block: */
DeleteExtIO( IOA[ channel ], sizeof(struct IOAudio) );
/* Close the reply port: */
DeletePort( port );
/* Set audio pointer to NULL so we know that */
/* we do not have any request block here: */
IOA[ channel ] = NULL;
/* Return with an error value: */
return( FALSE ); /* ERROR! */
}
/* We now have a reply port, a request block, one */
/* audio channel reserved and the audio device has */
/* been opened. Prepare to play: */
/* Initialize the request block with the users requirements: */
IOA[ channel ]->ioa_Request.io_Flags = ADIOF_PERVOL;
/* We want to play sound (write data to the audio device): */
IOA[ channel ]->ioa_Request.io_Command = CMD_WRITE;
/* Set period value: */
IOA[ channel ]->ioa_Period = period;
/* Set volume: */
IOA[ channel ]->ioa_Volume = volume;
/* Number of times the sound wave should be played: */
IOA[ channel ]->ioa_Cycles = cycles;
/* If the user has specified a play time we use */
/* it, else we play the complete sound: */
if( time )
IOA[ channel ]->ioa_Length = time;
else
IOA[ channel ]->ioa_Length = info->FileLength;
/* Set start position in the waveform: */
IOA[ channel ]->ioa_Data = info->SoundBuffer + start;
/* Everything has been prepared, return with OK: */
return( TRUE );
}
/* ESRemoveSound() */
/* ESRemoveSound() will stop playing the sound, and deallocate all memory */
/* that was allocated by the PrepareSound() function. Before your program */
/* terminates, all soundeffects that have been prepared, MUST be removed. */
/* */
/* IMPORTANT! Each channel that is currently playing the sound must be */
/* stopped before you may remove the sound!!!! (Use the ESStopSound() */
/* function.) */
/* */
/* Synopsis: ESRemoveSound( pointer ); */
/* */
/* pointer: (struct SoundInfo *) Pointer to a SoundInfo structure. */
void ESRemoveSound( struct SoundInfo *info )
{
/* IMPORTANT! The sound must have been */
/* stopped before you may remove it!!! */
/* Have we allocated a SoundInfo structure? */
if( info )
{
/* Deallocate the sound buffer: */
FreeMem( info->SoundBuffer, info->FileLength );
/* Deallocate the SoundInfo structure: */
FreeMem( info, sizeof( struct SoundInfo ) );
info = NULL;
}
}
/* ESPrepareSound() */
/* ESPrepareSound() loads a sampled sound file (IFF or FutureSound) into */
/* a buffer that is automatically allocated. All information about the */
/* sound (record rate, length, buffersize etc) is put into an SoundInfo */
/* structure. If ESPrepareSound() has successfully prepared the sound it */
/* returns a pointer to a SoundInfo structure, otherwise it returns */
/* NULL. */
/* */
/* Synopsis: pointer = ESPrepareSound( filename ); */
/* */
/* pointer: (struct SoundInfo *) Pointer to a SoundInfo structure. */
/* */
/* filename: (STRPTR) Pointer to a string containing the name of the */
/* sound file. For example "df0:Explosion.snd". */
struct SoundInfo *ESPrepareSound( STRPTR file )
{
/* Declare a pointer to a SoundInfo structure: */
struct SoundInfo *info;
/* Allocate memory for a SoundInfo structure: (The memory */
/* can be of any type, and should be cleared.) */
info = (struct SoundInfo *)
AllocMem( sizeof( struct SoundInfo ), MEMF_CLEAR );
/* Have we successfully allocated the memory? */
if( !info )
{
/* A black day! Not enough memory. */
/* Return error value (NULL): */
return( NULL );
}
/* Get the size of the sound file, and store */
/* it in the SoundInfo structure: */
info->FileLength = ESGetSize( file );
/* Does the file contain any data? */
if( info->FileLength == 0 )
{
/* Not your day! File is empty or we */
/* have not been able to open it. */
/* Deallocate the SoundInfo structure: */
FreeMem( info, sizeof( struct SoundInfo ) );
/* Return error value (NULL): */
return( NULL );
}
/* Allocate enough memory for the sampled sound, and store a */
/* pointer to the buffer in the SoundInfo structure: (Remeber */
/* that sound data must be in chip memory.) */
info->SoundBuffer = (BYTE *)
AllocMem( info->FileLength, MEMF_CHIP|MEMF_CLEAR );
/* Have we successfully allocated the memory? */
if( !info->SoundBuffer )
{
/* This really &%*£$"! Not enough memory. */
/* Deallocate the SoundInfo structure: */
FreeMem( info, sizeof( struct SoundInfo ) );
/* Return error value (NULL): */
return( NULL );
}
/* Load the sound, and store the record rate in the SoundInfo */
/* structure. If the sound could not be loaded, 0 is returned: */
info->RecordRate = ESLoadSound( file, info );
if( info->RecordRate == 0 )
{
/* Horrible times! Could not load the sound. */
/* Deallocate the sound data buffer: */
FreeMem( info->SoundBuffer, info->FileLength );
/* Deallocate the SoundInfo structure: */
FreeMem( info, sizeof( struct SoundInfo ) );
/* Return error value (NULL): */
return( NULL );
}
/* The sound has now successfully been loaded! */
/* Old FutureSound files were saved in kHz. If the record rate */
/* is less than one hundered, we know it is an old FutureSound */
/* file, and simply multiply the rate with one thousand: */
if( info->RecordRate < 100 )
info->RecordRate *= 1000;
/* Return a pointer to the SoundInfo structure: */
return( info );
}
/* ESLoadSound() */
/* ESLoadSound() will load sampled sound that was either saved in IFF */
/* or FutureSound format. */
/* */
/* Synopsis: rate = ESLoadSound( filename, pointer ); */
/* */
/* rate: (UWORD) The record rate is returned if the sound was */
/* successfully loaded, else 0. */
/* */
/* filename: (STRPTR) Pointer to a string containing the name of the */
/* sound file. For example "df0:Explosion.snd". */
/* */
/* pointer: (struct SoundInfo *) Pointer to a SoundInfo structure. */
UWORD ESLoadSound( STRPTR filename, struct SoundInfo *info )
{
FILE *file_ptr; /* Pointer to a file. */
ULONG length; /* Data Length. */
UWORD record_rate; /* Record rate. */
/* Check if it is an IFF File: */
if( ESSizeIFF( filename ) )
{
/* Yes, it is an IFF file. Read it: */
return( ESReadIFF( filename, info ) );
}
else
{
/* No, then it is probably a FutureSound file. */
/* Open the file so we can read it: */
if( (file_ptr = fopen( filename, "r" )) == 0 )
return( 0 ); /* ERROR! Could not open the file! */
/* Read the data length: */
if( fread( (char *) &length, sizeof( ULONG ), 1, file_ptr ) == 0 )
{
/* ERROR! Could not read the data length! */
/* Close the file, and return zero: */
fclose( file_ptr );
return( 0 );
}
/* Read the record rate: */
if( fread( (char *) &record_rate, sizeof( UWORD ), 1, file_ptr ) == 0 )
{
/* ERROR! Could not read the record rate! */
/* Close the file, and return zero: */
fclose( file_ptr );
return( 0 );
}
/* Read the sampled sound data into the buffer: */
if( fread( (char *) info->SoundBuffer, length, 1, file_ptr ) == 0 )
{
/* ERROR! Could not read the data! */
/* Close the file, and return zero: */
fclose( file_ptr );
return( 0 );
}
/* Close the file: */
fclose( file_ptr );
/* Return the record rate: */
return( record_rate );
}
}
/* ESGetSize() */
/* ESGetSize() returns the size of the file which was saved in either */
/* IFF or FutureSound format. */
/* */
/* Synopsis: length = ESGetSize( filename ); */
/* */
/* length: (ULONG) Data length. */
/* */
/* filename: (STRPTR) Pointer to a string containing the name of the */
/* sound file. For example "df0:Explosion.snd". */
ULONG ESGetSize( STRPTR filename )
{
FILE *file_ptr; /* Pointer to a file. */
ULONG length; /* Data length. */
/* Check if it is an IFF File: */
if( ( length = ESSizeIFF( filename ) ) == 0 )
{
/* No, then it is probably a FutureSound file. */
/* Open the file so we can read it: */
if( ( file_ptr = fopen( filename, "r" ) ) == 0 )
return( 0 ); /* ERROR! Could not open the file! */
/* Read the data length: */
if( fread( (char *) &length, sizeof( ULONG ), 1, file_ptr ) == 0)
{
/* ERROR! Could not read the data length! */
/* Close the file, and return zero: */
fclose( file_ptr );
return( 0 );
}
/* Close the file: */
fclose( file_ptr );
}
return( length );
}
/* ESSizeIFF() */
/* ESSizeIFF() returns the size of an IFF file, or zero if something */
/* went wrong (for example, It was not an IFF file). */
/* */
/* Synopsis: length = ESSizeIFF( filename ); */
/* */
/* length: (ULONG) Data length. */
/* */
/* filename: (STRPTR) Pointer to a string containing the name of the */
/* IFF file. For example "df0:Explosion.snd". */
ULONG ESSizeIFF( STRPTR filename )
{
FILE *file_ptr; /* Pointer to a file. */
STRPTR empty_string = " "; /* Four spaces. */
LONG dummy; /* A dummy variable. */
Voice8Header Header; /* Voice8Header structure. */
/* Try to open the file: */
if( file_ptr = fopen( filename, "r" ) )
{
fread( (char *) empty_string, 4, 1, file_ptr );
if( strcmp( empty_string, "FORM" ) == 0)
{
/* Read twice: */
fread( (char *) empty_string, 4, 1, file_ptr );
fread( (char *) empty_string, 4, 1, file_ptr );
/* Check if it is a "8SVX" file, or not: */
if( strcmp( empty_string, "8SVX" ) == 0 )
{
ESMoveTo( "VHDR", file_ptr );
fread( (char *) &dummy, sizeof( LONG ), 1, file_ptr );
fread( (char *) &Header, sizeof( Header ), 1, file_ptr );
/* Close the file, and return the length: */
fclose( file_ptr );
return( Header.oneShotHiSamples + Header.repeatHiSamples );
}
}
/* Close the file: */
fclose( file_ptr );
}
/* Return zero: (ERROR) */
return( 0 );
}
/* ESReadIFF() */
/* ESReadIFF() reads an IFF file into the buffer, and returns the record */
/* rate. */
/* */
/* Synopsis: rate = ESReadIFF( filename, pointer ); */
/* */
/* rate: (UWORD) The record rate is returned if the sound was */
/* successfully loaded, else 0. */
/* */
/* filename: (STRPTR) Pointer to a string containing the name of the */
/* sound file. For example "df0:Explosion.snd". */
/* */
/* pointer: (struct SoundInfo *) Pointer to a SoundInfo structure. */
UWORD ESReadIFF( STRPTR filename, struct SoundInfo *info )
{
FILE *file_ptr; /* Pointer to a file. */
STRPTR empty_string = " "; /* Four spaces. */
LONG dummy; /* A dummy variable. */
Voice8Header Header; /* Voice8Header structure. */
/* Try to open the file: */
if( file_ptr = fopen( filename, "r" ) )
{
fread( (char *) empty_string, 4, 1, file_ptr );
if( strcmp( empty_string, "FORM" ) == 0 )
{
/* Read twice: */
fread( (char *) empty_string, 4, 1, file_ptr );
fread( (char *) empty_string, 4, 1, file_ptr );
/* Check if it is a "8SVX" file, or not: */
if( strcmp( empty_string, "8SVX" ) == 0 )
{
ESMoveTo( "VHDR", file_ptr );
fread( (char *) &dummy, sizeof( LONG ), 1, file_ptr );
fread( (char *) &Header, sizeof( Header ), 1, file_ptr );
ESMoveTo( "BODY", file_ptr );
fread( (char *) &dummy, sizeof( LONG ), 1, file_ptr );
fread( (char *) info->SoundBuffer, Header.oneShotHiSamples +
Header.repeatHiSamples, 1, file_ptr );
/* Close the file, and return the record rate: */
fclose( file_ptr );
return( Header.samplesPerSec );
}
}
/* Close the file: */
fclose( file_ptr );
}
/* Return zero: (ERROR) */
return( 0 );
}
/* ESMoveTo() */
/* ESMoveTo() walks through an IFF file, and looks for chunks. */
/* */
/* Synopsis: ESMoveTo( chunk, file_ptr ); */
/* */
/* chunk: (STRPTR) The chunk we want to get to. */
/* */
/* file_ptr: (FILE *) Pointer to an already opened file. */
BOOL ESMoveTo( STRPTR check_string, FILE *file_ptr )
{
STRPTR empty_string = " "; /* Four spaces. */
int skip, loop; /* How much data should be skiped. */
LONG dummy; /* A dummy variable. */
/* As long as we have not reached the EOF, continue: */
while( !feof( file_ptr ) )
{
fread( (char *) empty_string, 4, 1, file_ptr);
/* Have we found the right chunk? */
if( strcmp( check_string, empty_string ) ==0 )
return( 0 ); /* YES! Return nothing. */
/* Move foreward: */
fread( (char *) &skip, sizeof( LONG ), 1, file_ptr );
for( loop = 0; loop < skip; loop++ )
fread( (char *) &dummy, 1, 1, file_ptr);
}
}