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
This commit is contained in:
Stefano Ceccherini 2008-09-24 12:55:25 +00:00
parent 619780e1be
commit 727834785d
3 changed files with 24 additions and 11 deletions

View File

@ -39,33 +39,39 @@
#include "StreamingGameSound.h"
#include "GSUtility.h"
// Sound Buffer Utility functions ----------------------------------------
inline void ApplyMod(uint8 * data, uint8 * buffer, int64 index, float gain, float * pan)
inline void
ApplyMod(uint8 * data, uint8 * buffer, int64 index, float gain, float * pan)
{
data[index*2] += uint8(float(buffer[index*2]) * gain * pan[0]);
data[index*2+1] += uint8(float(buffer[index*2+1]) * gain * pan[1]);
}
inline void ApplyMod(int16 * data, int16 * buffer, int32 index, float gain, float * pan)
inline void
ApplyMod(int16 * data, int16 * buffer, int32 index, float gain, float * pan)
{
data[index*2] = int16(float(buffer[index*2]) * gain * pan[0]);
data[index*2+1] = int16(float(buffer[index*2+1]) * gain * pan[1]);
}
inline void ApplyMod(int32 * data, int32 * buffer, int32 index, float gain, float * pan)
inline void
ApplyMod(int32 * data, int32 * buffer, int32 index, float gain, float * pan)
{
data[index*2] += int32(float(buffer[index*2]) * gain * pan[0]);
data[index*2+1] += int32(float(buffer[index*2+1]) * gain * pan[1]);
}
inline void ApplyMod(float * data, float * buffer, int32 index, float gain, float * pan)
inline void
ApplyMod(float * data, float * buffer, int32 index, float gain, float * pan)
{
data[index*2] += buffer[index*2] * gain * pan[0];
data[index*2+1] += buffer[index*2+1] * gain * pan[1];
}
// GameSoundBuffer -------------------------------------------------------
GameSoundBuffer::GameSoundBuffer(const gs_audio_format * format)
@ -352,6 +358,7 @@ GameSoundBuffer::Reset()
fPan = 0.0;
fPanLeft = 1.0;
fPanRight = 1.0;
delete fPanRamp;
fPanRamp = NULL;
@ -430,13 +437,14 @@ GameSoundBuffer::StartPlaying()
// make sure we give the producer enough time to run buffers through
// the node chain, otherwise it'll start up already late
bigtime_t latency = 0;
roster->GetLatencyFor(fConnection->producer, &latency);
roster->StartNode(fConnection->producer, source->Now() + latency);
status_t status = roster->GetLatencyFor(fConnection->producer, &latency);
if (status == B_OK)
status = roster->StartNode(fConnection->producer, source->Now() + latency);
source->Release();
fIsPlaying = true;
return B_OK;
return status;
}

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@ -219,7 +219,11 @@ BGameSoundDevice::Buffer(gs_id sound,
return B_BAD_VALUE;
memcpy(format, &fSounds[sound-1]->Format(), sizeof(gs_audio_format));
// TODO: This is broken!!!
// here we leak the memory allocated by malloc, since data
// is not a reference nor a pointer to a pointer.
// The caller will never have the chance to access the allocated memory.
if (fSounds[sound-1]->Data()) {
data = malloc(format->buffer_size);
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
BSimpleGameSound::BSimpleGameSound(const char *inFile, BGameSoundDevice *device)
: BGameSound(device)
{
if (InitCheck() == B_OK)
{
if (InitCheck() == B_OK) {
entry_ref file;
if (get_ref_for_path(inFile, &file) != B_OK)
@ -126,6 +125,7 @@ BSimpleGameSound::IsLooping() const
return bool(attribute.value);
}
status_t
BSimpleGameSound::Init(const entry_ref* inFile)
{
@ -148,7 +148,8 @@ BSimpleGameSound::Init(const entry_ref* inFile)
mformat.type = B_MEDIA_RAW_AUDIO;
// mformat.u.raw_audio.byte_order = (B_HOST_IS_BENDIAN) ? B_MEDIA_BIG_ENDIAN : B_MEDIA_LITTLE_ENDIAN;
status_t error = audioStream->DecodedFormat(&mformat);
if (error != B_OK) return error;
if (error != B_OK)
return error;
memset(&gsformat, 0, sizeof(gs_audio_format));
media_to_gs_format(&gsformat, &mformat.u.raw_audio);