BFileGameSound: allow initializing from a BDataIO
There is no reason to not allow this, and it makes it possible to load data from eg. a BResource instead of a file, which is very useful. Remove some unused members in the class and dead code, and fix style issues. Change-Id: I94cbd0c13c469ea80f55028cf33dfde2de4365ef Reviewed-on: https://review.haiku-os.org/c/haiku/+/2001 Reviewed-by: Stephan Aßmus <superstippi@gmx.de>
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@ -11,6 +11,8 @@
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#include <StreamingGameSound.h>
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#include <DataIO.h>
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struct entry_ref;
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struct _gs_media_tracker;
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@ -25,6 +27,9 @@ public:
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BFileGameSound(const char* file,
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bool looping = true,
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BGameSoundDevice* device = NULL);
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BFileGameSound(BDataIO* data,
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bool looping = true,
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BGameSoundDevice* device = NULL);
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virtual ~BFileGameSound();
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@ -52,7 +57,7 @@ private:
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BFileGameSound& operator=(const BFileGameSound& other);
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// not implemented
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status_t Init(const entry_ref* file);
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status_t Init(BDataIO* data);
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bool Load();
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bool Read(void* buffer, size_t bytes);
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@ -95,14 +100,17 @@ private:
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size_t fBufferSize;
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size_t fPlayPosition;
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thread_id fReadThread;
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port_id fPort;
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_gs_ramp* fPausing;
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bool fPaused;
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float fPauseGain;
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BDataIO* fDataSource;
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#ifdef B_HAIKU_64_BIT
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uint32 _reserved[9];
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#else
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uint32 _reserved[10];
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#endif
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};
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@ -13,6 +13,7 @@
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#include <string.h>
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#include <Entry.h>
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#include <File.h>
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#include <FileGameSound.h>
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#include <MediaFile.h>
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#include <MediaTrack.h>
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@ -130,7 +131,7 @@ BFileGameSound::BFileGameSound(const entry_ref* file, bool looping,
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fPauseGain(1.0)
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{
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if (InitCheck() == B_OK)
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SetInitError(Init(file));
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SetInitError(Init(new(std::nothrow) BFile(file, B_READ_ONLY)));
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}
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@ -152,24 +153,36 @@ BFileGameSound::BFileGameSound(const char* file, bool looping,
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if (get_ref_for_path(file, &node) != B_OK)
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SetInitError(B_ENTRY_NOT_FOUND);
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else
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SetInitError(Init(&node));
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else {
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BFile* file = new(std::nothrow) BFile(&node, B_READ_ONLY);
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SetInitError(Init(file));
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}
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}
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}
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BFileGameSound::BFileGameSound(BDataIO* data, bool looping,
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BGameSoundDevice* device)
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:
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BStreamingGameSound(device),
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fAudioStream(NULL),
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fStopping(false),
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fLooping(looping),
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fBuffer(NULL),
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fPlayPosition(0),
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fPausing(NULL),
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fPaused(false),
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fPauseGain(1.0)
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{
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if (InitCheck() == B_OK)
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SetInitError(Init(data));
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}
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BFileGameSound::~BFileGameSound()
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{
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if (fReadThread >= 0) {
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// TODO: kill_thread() is very bad, since it will leak any resources
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// that the thread had allocated. It will also keep locks locked that
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// the thread holds! Set a flag to make the thread quit and use
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// wait_for_thread() here!
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kill_thread(fReadThread);
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}
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if (fAudioStream) {
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if (fAudioStream->stream)
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if (fAudioStream != NULL) {
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if (fAudioStream->stream != NULL)
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fAudioStream->file->ReleaseTrack(fAudioStream->stream);
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delete fAudioStream->file;
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@ -177,6 +190,7 @@ BFileGameSound::~BFileGameSound()
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delete [] fBuffer;
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delete fAudioStream;
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delete fDataSource;
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}
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@ -204,7 +218,7 @@ BFileGameSound::StopPlaying()
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{
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status_t error = BStreamingGameSound::StopPlaying();
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if (!fAudioStream || !fAudioStream->stream)
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if ((fAudioStream == NULL) || (fAudioStream->stream == NULL))
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return B_OK;
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// start reading next time from the start of the file
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@ -367,15 +381,19 @@ BFileGameSound::IsPaused()
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status_t
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BFileGameSound::Init(const entry_ref* file)
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BFileGameSound::Init(BDataIO* data)
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{
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fDataSource = data;
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if (fDataSource == NULL)
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return B_NO_MEMORY;
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fAudioStream = new(std::nothrow) _gs_media_tracker;
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if (!fAudioStream)
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if (fAudioStream == NULL)
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return B_NO_MEMORY;
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memset(fAudioStream, 0, sizeof(_gs_media_tracker));
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fAudioStream->file = new(std::nothrow) BMediaFile(file);
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if (!fAudioStream->file) {
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fAudioStream->file = new(std::nothrow) BMediaFile(data);
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if (fAudioStream->file == NULL) {
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delete fAudioStream;
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fAudioStream = NULL;
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return B_NO_MEMORY;
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@ -443,7 +461,7 @@ BFileGameSound::Init(const entry_ref* file)
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bool
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BFileGameSound::Load()
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{
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if (!fAudioStream || !fAudioStream->stream)
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if ((fAudioStream == NULL) || (fAudioStream->stream == NULL))
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return false;
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// read a new buffer
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