Added a TODO explaining why BGameSoundDevice::Buffer() is broken. Small style changes
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@27720 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@ -39,33 +39,39 @@
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#include "StreamingGameSound.h"
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#include "GSUtility.h"
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// Sound Buffer Utility functions ----------------------------------------
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inline void ApplyMod(uint8 * data, uint8 * buffer, int64 index, float gain, float * pan)
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inline void
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ApplyMod(uint8 * data, uint8 * buffer, int64 index, float gain, float * pan)
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{
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data[index*2] += uint8(float(buffer[index*2]) * gain * pan[0]);
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data[index*2+1] += uint8(float(buffer[index*2+1]) * gain * pan[1]);
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}
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inline void ApplyMod(int16 * data, int16 * buffer, int32 index, float gain, float * pan)
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inline void
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ApplyMod(int16 * data, int16 * buffer, int32 index, float gain, float * pan)
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{
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data[index*2] = int16(float(buffer[index*2]) * gain * pan[0]);
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data[index*2+1] = int16(float(buffer[index*2+1]) * gain * pan[1]);
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}
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inline void ApplyMod(int32 * data, int32 * buffer, int32 index, float gain, float * pan)
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inline void
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ApplyMod(int32 * data, int32 * buffer, int32 index, float gain, float * pan)
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{
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data[index*2] += int32(float(buffer[index*2]) * gain * pan[0]);
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data[index*2+1] += int32(float(buffer[index*2+1]) * gain * pan[1]);
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}
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inline void ApplyMod(float * data, float * buffer, int32 index, float gain, float * pan)
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inline void
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ApplyMod(float * data, float * buffer, int32 index, float gain, float * pan)
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{
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data[index*2] += buffer[index*2] * gain * pan[0];
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data[index*2+1] += buffer[index*2+1] * gain * pan[1];
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}
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// GameSoundBuffer -------------------------------------------------------
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GameSoundBuffer::GameSoundBuffer(const gs_audio_format * format)
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@ -352,6 +358,7 @@ GameSoundBuffer::Reset()
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fPan = 0.0;
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fPanLeft = 1.0;
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fPanRight = 1.0;
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delete fPanRamp;
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fPanRamp = NULL;
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@ -430,13 +437,14 @@ GameSoundBuffer::StartPlaying()
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// make sure we give the producer enough time to run buffers through
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// the node chain, otherwise it'll start up already late
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bigtime_t latency = 0;
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roster->GetLatencyFor(fConnection->producer, &latency);
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roster->StartNode(fConnection->producer, source->Now() + latency);
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status_t status = roster->GetLatencyFor(fConnection->producer, &latency);
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if (status == B_OK)
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status = roster->StartNode(fConnection->producer, source->Now() + latency);
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source->Release();
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fIsPlaying = true;
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return B_OK;
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return status;
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}
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@ -219,7 +219,11 @@ BGameSoundDevice::Buffer(gs_id sound,
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return B_BAD_VALUE;
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memcpy(format, &fSounds[sound-1]->Format(), sizeof(gs_audio_format));
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// TODO: This is broken!!!
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// here we leak the memory allocated by malloc, since data
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// is not a reference nor a pointer to a pointer.
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// The caller will never have the chance to access the allocated memory.
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if (fSounds[sound-1]->Data()) {
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data = malloc(format->buffer_size);
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memcpy(data, fSounds[sound-1]->Data(), format->buffer_size);
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@ -31,8 +31,7 @@ BSimpleGameSound::BSimpleGameSound(const entry_ref *inFile, BGameSoundDevice *de
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BSimpleGameSound::BSimpleGameSound(const char *inFile, BGameSoundDevice *device)
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: BGameSound(device)
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{
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if (InitCheck() == B_OK)
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{
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if (InitCheck() == B_OK) {
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entry_ref file;
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if (get_ref_for_path(inFile, &file) != B_OK)
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@ -126,6 +125,7 @@ BSimpleGameSound::IsLooping() const
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return bool(attribute.value);
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}
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status_t
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BSimpleGameSound::Init(const entry_ref* inFile)
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{
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@ -148,7 +148,8 @@ BSimpleGameSound::Init(const entry_ref* inFile)
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mformat.type = B_MEDIA_RAW_AUDIO;
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// mformat.u.raw_audio.byte_order = (B_HOST_IS_BENDIAN) ? B_MEDIA_BIG_ENDIAN : B_MEDIA_LITTLE_ENDIAN;
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status_t error = audioStream->DecodedFormat(&mformat);
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if (error != B_OK) return error;
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if (error != B_OK)
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return error;
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memset(&gsformat, 0, sizeof(gs_audio_format));
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media_to_gs_format(&gsformat, &mformat.u.raw_audio);
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