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unit UMusic;
interface
{$I switches.inc}
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
uses Classes // UCommon
;
type
TMuzyka = record
Path: string;
Start: integer; // start of song in ms
IlNut: integer;
DlugoscNut: integer;
end;
PLine = ^TLine;
TLine = record
Start: integer;
StartNote: integer;
Lyric: string;
LyricWidth: real;
Koniec: integer;
BaseNote: integer;
HighNut: integer;
IlNut: integer;
TotalNotes: integer;
Nuta: array of record
Color: integer;
Start: integer;
Dlugosc: integer;
Ton: integer;
TonGamy: integer;
Tekst: string;
FreeStyle: boolean;
Wartosc: integer; // zwykla nuta x1, zlota nuta x2
end;
end;
ALine = array of TLine;
TCzesci = record
Akt: integer; // aktualna czesc utworu do rysowania
High: integer;
Ilosc: integer;
Resolution: integer;
NotesGAP: integer;
Wartosc: integer;
Czesc: ALine;
end;
TCzas = record // wszystko, co dotyczy aktualnej klatki
OldBeat: integer; // poprzednio wykryty beat w utworze
AktBeat: integer; // aktualny beat w utworze
MidBeat: real; // dokladny AktBeat
// now we use this for super synchronization!
// only used when analyzing voice
OldBeatD: integer; // poprzednio wykryty beat w utworze
AktBeatD: integer; // aktualny beat w utworze
MidBeatD: real; // dokladny AktBeatD
FracBeatD: real; // fractional part of MidBeatD
// we use this for audiable clicks
OldBeatC: integer; // poprzednio wykryty beat w utworze
AktBeatC: integer; // aktualny beat w utworze
MidBeatC: real; // dokladny AktBeatC
FracBeatC: real; // fractional part of MidBeatC
OldCzesc: integer; // poprzednio wyswietlana czesc
// akt jest w czesci.akt
Teraz: real; // aktualny czas w utworze
Razem: real; // caly czas utworu
end;
TSoundCard = record
Name: string;
Source: array of string;
end;
TFFTData = array [0..256] of Single;
hStream = Cardinal;
TCustomSoundEntry = record
Filename : String;
Handle : hStream;
end;
type
IAudioPlayback = Interface
procedure InitializePlayback;
procedure SetVolume(Volume: integer);
procedure SetMusicVolume(Volume: integer);
procedure SetLoop(Enabled: boolean);
function Open(Name: string): boolean; // true if succeed
procedure Rewind;
procedure MoveTo(Time: real);
procedure Play;
procedure Pause; //Pause Mod
procedure Stop;
procedure Close;
function Finished: boolean;
function Length: real;
function Position: real;
procedure PlayStart;
procedure PlayBack;
procedure PlaySwoosh;
procedure PlayChange;
procedure PlayOption;
procedure PlayClick;
procedure PlayDrum;
procedure PlayHihat;
procedure PlayClap;
procedure PlayShuffle;
procedure StopShuffle;
function LoadSoundFromFile(var hStream: hStream; Name: string): boolean;
//Custom Sounds
function LoadCustomSound(const Filename: String): Cardinal;
procedure PlayCustomSound(const Index: Cardinal );
end;
IAudioInput = Interface
procedure InitializeRecord;
procedure CaptureStart;
procedure CaptureStop;
procedure CaptureCard(RecordI, PlayerLeft, PlayerRight: byte);
procedure StopCard(Card: byte);
//Equalizer
function GetFFTData: TFFTData;
end;
var // TODO : JB --- THESE SHOULD NOT BE GLOBAL
// muzyka
Muzyka: TMuzyka;
// czesci z nutami;
Czesci: array of TCzesci;
// czas
Czas: TCzas;
procedure InitializeSound;
function AudioPlayback(): IAudioPlayback;
function AudioInput(): IAudioInput;
implementation
uses
uLog,
UMusic_BASS;
var
singleton_AudioPlayback : IAudioPlayback;
singleton_AudioInput : IAudioInput;
function AudioPlayback(): IAudioPlayback;
begin
if singleton_AudioPlayback = nil then
begin
writeln( 'Created AudioPlayback' );
singleton_AudioPlayback := TMusic_bass.create(); // Yes we could do this with one instance of TMusic_Bass... but I cant be bothered at this point:P
end;
result := singleton_AudioPlayback;
end;
function AudioInput(): IAudioInput;
begin
if singleton_AudioInput = nil then
begin
writeln( 'Created AudioInput' );
singleton_AudioInput := TMusic_bass.create(); // Yes we could do this with one instance of TMusic_Bass... but I cant be bothered at this point:P
end;
result := singleton_AudioInput;
end;
procedure InitializeSound;
begin
Log.LogStatus('Initializing Playback', 'InitializeSound');
AudioPlayback.InitializePlayback;
Log.LogStatus('Initializing Record', 'InitializeSound');
AudioInput.InitializeRecord;
end;
end.
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