* Added a couple TODOs after reading a bit in the source.

* Introduced a lock in GetDefaultDevice() and ReleaseDevice() as a quick
  solution to the race condition in those functions. It could also use
  proper atomic ref counting. Untested.
* Automatic white space cleanup.


git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@31060 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Stephan Aßmus 2009-06-15 15:15:32 +00:00
parent fa00207c50
commit 914fb50397
3 changed files with 122 additions and 101 deletions

View File

@ -151,8 +151,13 @@ BFileGameSound::BFileGameSound(const char *file,
BFileGameSound::~BFileGameSound()
{
if (fReadThread >= 0)
if (fReadThread >= 0) {
// TODO: kill_thread() is very bad, since it will leak any resources
// that the thread had allocated. It will also keep locks locked that
// the thread holds! Set a flag to make the thread quit and use
// wait_for_thread() here!
kill_thread(fReadThread);
}
if (fAudioStream) {
if (fAudioStream->stream)
@ -223,7 +228,7 @@ BFileGameSound::FillBuffer(void *inBuffer,
// fPlayPosition is where we got up to in the input buffer after last call
size_t out_offset = 0;
while (inByteCount > 0 && !fPaused) {
if (!fPaused || fPausing) {
printf("mixout %ld, inByteCount %ld, decin %ld, BufferSize %ld\n",out_offset, inByteCount, fPlayPosition, fBufferSize);
@ -233,14 +238,14 @@ BFileGameSound::FillBuffer(void *inBuffer,
if (fPausing) {
Lock();
bool rampDone = false;
size_t bytes = fBufferSize - fPlayPosition;
if (bytes > inByteCount) {
bytes = inByteCount;
}
// Fill the requested buffer, stopping if the paused flag is set
char * buffer = (char*)inBuffer;
@ -248,24 +253,24 @@ BFileGameSound::FillBuffer(void *inBuffer,
case gs_audio_format::B_GS_U8:
rampDone = ::FillBuffer(fPausing, (uint8*)&buffer[out_offset], (uint8*)&fBuffer[fPlayPosition], &bytes);
break;
case gs_audio_format::B_GS_S16:
rampDone = ::FillBuffer(fPausing, (int16*)&buffer[out_offset], (int16*)&fBuffer[fPlayPosition], &bytes);
break;
case gs_audio_format::B_GS_S32:
rampDone = ::FillBuffer(fPausing, (int32*)&buffer[out_offset], (int32*)&fBuffer[fPlayPosition], &bytes);
break;
case gs_audio_format::B_GS_F:
rampDone = ::FillBuffer(fPausing, (float*)&buffer[out_offset], (float*)&fBuffer[fPlayPosition], &bytes);
break;
}
inByteCount -= bytes;
out_offset += bytes;
fPlayPosition += bytes;
// We finished ramping
if (rampDone) {
@ -274,14 +279,14 @@ BFileGameSound::FillBuffer(void *inBuffer,
buffer[out_offset++] = fBuffer[fPlayPosition++];
inByteCount--;
}
delete fPausing;
fPausing = NULL;
}
Unlock();
} else {
char * buffer = (char*)inBuffer;
// We need to be able to stop asap when the pause flag is flipped.
@ -410,7 +415,7 @@ BFileGameSound::Load()
fAudioStream->stream->ReadFrames(fBuffer, &frames);
fBufferSize = frames * fFrameSize;
fPlayPosition = 0;
if (fBufferSize <= 0) {
// EOF
if (fLooping) {
@ -421,7 +426,7 @@ BFileGameSound::Load()
StopPlaying();
}
}
return true;
}

View File

@ -1,8 +1,8 @@
/*
/*
* Copyright 2001-2002, Haiku Inc.
* Authors:
* Christopher ML Zumwalt May (zummy@users.sf.net)
*
*
* Distributed under the terms of the MIT License.
*/
@ -23,6 +23,9 @@ using std::nothrow;
BGameSound::BGameSound(BGameSoundDevice *device)
: fSound(-1)
{
// TODO: device is ignored!
// NOTE: BeBook documents that BGameSoundDevice must currently always
// be NULL...
fDevice = GetDefaultDevice();
fInitError = fDevice->InitCheck();
}
@ -32,9 +35,10 @@ BGameSound::BGameSound(const BGameSound &other)
: fSound(-1)
{
memcpy(&fFormat, &other.fFormat, sizeof(gs_audio_format));
// TODO: device from other is ignored!
fDevice = GetDefaultDevice();
fInitError = fDevice->InitCheck();
fInitError = fDevice->InitCheck();
}
@ -42,7 +46,7 @@ BGameSound::~BGameSound()
{
if (fSound >= 0)
fDevice->ReleaseBuffer(fSound);
ReleaseDevice();
}
@ -57,6 +61,7 @@ BGameSound::InitCheck() const
BGameSoundDevice *
BGameSound::Device() const
{
// TODO: Must return NULL if default device is being used!
return fDevice;
}
@ -64,6 +69,8 @@ BGameSound::Device() const
gs_id
BGameSound::ID() const
{
// TODO: Should be 0 if no sound has been selected! But fSound
// is initialized with -1 in the constructors.
return fSound;
}
@ -103,13 +110,13 @@ BGameSound::SetGain(float gain,
bigtime_t duration)
{
gs_attribute attribute;
attribute.attribute = B_GS_GAIN;
attribute.value = gain;
attribute.duration = duration;
attribute.flags = 0;
return fDevice->SetAttributes(fSound, &attribute, 1);
return fDevice->SetAttributes(fSound, &attribute, 1);
}
@ -118,12 +125,12 @@ BGameSound::SetPan(float pan,
bigtime_t duration)
{
gs_attribute attribute;
attribute.attribute = B_GS_PAN;
attribute.value = pan;
attribute.duration = duration;
attribute.flags = 0;
return fDevice->SetAttributes(fSound, &attribute, 1);
}
@ -132,13 +139,13 @@ float
BGameSound::Gain()
{
gs_attribute attribute;
attribute.attribute = B_GS_GAIN;
attribute.flags = 0;
if (fDevice->GetAttributes(fSound, &attribute, 1) != B_OK)
return 0.0;
return attribute.value;
}
@ -147,13 +154,13 @@ float
BGameSound::Pan()
{
gs_attribute attribute;
attribute.attribute = B_GS_PAN;
attribute.flags = 0;
if (fDevice->GetAttributes(fSound, &attribute, 1) != B_OK)
return 0.0;
return attribute.value;
}
@ -247,7 +254,7 @@ BGameSound::Init(gs_id handle)
{
if (fSound < 0)
fSound = handle;
return B_OK;
}
@ -257,10 +264,12 @@ BGameSound::operator=(const BGameSound &other)
{
if (fSound)
fDevice->ReleaseBuffer(fSound);
fSound = other.fSound;
fInitError = other.fInitError;
// TODO: This would need to acquire the sound another time!
return this;
}
*/
@ -269,7 +278,7 @@ BGameSound::operator=(const BGameSound &other)
*
* BGameSound::BGameSound()
*/
status_t
BGameSound::_Reserved_BGameSound_0(int32 arg, ...)

View File

@ -22,7 +22,7 @@
// File Name: BGameSoundDevice.cpp
// Author: Christopher ML Zumwalt May (zummy@users.sf.net)
// Description: Manages the game producer. The class may change with out
// notice and was only inteneded for use by the GameKit at
// notice and was only inteneded for use by the GameKit at
// this time. Use at your own risk.
//------------------------------------------------------------------------------
@ -30,7 +30,9 @@
#include <stdio.h>
#include <string.h>
#include <Autolock.h>
#include <List.h>
#include <Locker.h>
#include <MediaRoster.h>
#include <MediaAddOn.h>
#include <TimeSource.h>
@ -47,14 +49,17 @@ const int32 kGrowth = 16;
static int32 sDeviceCount = 0;
static BGameSoundDevice* sDevice = NULL;
static BLocker sDeviceRefCountLock = BLocker("GameSound device lock");
BGameSoundDevice *
GetDefaultDevice()
{
BAutolock _(sDeviceRefCountLock);
if (!sDevice)
sDevice = new BGameSoundDevice();
sDeviceCount++;
return sDevice;
}
@ -63,8 +68,10 @@ GetDefaultDevice()
void
ReleaseDevice()
{
BAutolock _(sDeviceRefCountLock);
sDeviceCount--;
if (sDeviceCount <= 0) {
delete sDevice;
sDevice = NULL;
@ -79,12 +86,12 @@ BGameSoundDevice::BGameSoundDevice()
{
fConnection = new Connection;
memset(&fFormat, 0, sizeof(gs_audio_format));
fInitError = Connect();
fSounds = new GameSoundBuffer*[kInitSoundCount];
for (int32 i = 0; i < kInitSoundCount; i++)
fSounds[i] = NULL;
fSounds[i] = NULL;
}
@ -98,23 +105,23 @@ BGameSoundDevice::~BGameSoundDevice()
fSounds[i]->StopPlaying();
delete fSounds[i];
}
if (fIsConnected) {
// stop the nodes if they are running
roster->StopNode(fConnection->producer, 0, true);
// synchronous stop
// Ordinarily we'd stop *all* of the nodes in the chain at this point. However,
// one of the nodes is the System Mixer, and stopping the Mixer is a Bad Idea (tm).
// So, we just disconnect from it, and release our references to the nodes that
// we're using. We *are* supposed to do that even for global nodes like the Mixer.
roster->Disconnect(fConnection->producer.node, fConnection->source,
fConnection->consumer.node, fConnection->destination);
roster->ReleaseNode(fConnection->producer);
roster->ReleaseNode(fConnection->consumer);
}
delete[] fSounds;
delete fConnection;
}
@ -154,20 +161,20 @@ BGameSoundDevice::CreateBuffer(gs_id * sound,
const void * data,
int64 frames)
{
if (frames <= 0 || !sound)
if (frames <= 0 || !sound)
return B_BAD_VALUE;
status_t err = B_MEDIA_TOO_MANY_BUFFERS;
status_t err = B_MEDIA_TOO_MANY_BUFFERS;
int32 position = AllocateSound();
if (position >= 0) {
fSounds[position] = new SimpleSoundBuffer(format, data, frames);
err = fSounds[position]->Connect(&fConnection->producer);
}
}
if (err == B_OK)
if (err == B_OK)
*sound = gs_id(position + 1);
return err;
return err;
}
@ -176,20 +183,20 @@ BGameSoundDevice::CreateBuffer(gs_id * sound,
const void * object,
const gs_audio_format * format)
{
if (!object || !sound)
if (!object || !sound)
return B_BAD_VALUE;
status_t err = B_MEDIA_TOO_MANY_BUFFERS;
status_t err = B_MEDIA_TOO_MANY_BUFFERS;
int32 position = AllocateSound();
if (position >= 0) {
fSounds[position] = new StreamingSoundBuffer(format, object);
err = fSounds[position]->Connect(&fConnection->producer);
}
}
if (err == B_OK)
if (err == B_OK)
*sound = gs_id(position+1);
return err;
return err;
}
@ -203,12 +210,12 @@ BGameSoundDevice::ReleaseBuffer(gs_id sound)
// We must stop playback befor destroying the sound or else
// we may recieve fatel errors.
fSounds[sound - 1]->StopPlaying();
delete fSounds[sound - 1];
fSounds[sound - 1] = NULL;
}
}
}
status_t
BGameSoundDevice::Buffer(gs_id sound, gs_audio_format* format, void *& data)
@ -222,8 +229,8 @@ BGameSoundDevice::Buffer(gs_id sound, gs_audio_format* format, void *& data)
memcpy(data, fSounds[sound-1]->Data(), format->buffer_size);
} else
data = NULL;
return B_OK;
return B_OK;
}
@ -232,12 +239,12 @@ BGameSoundDevice::StartPlaying(gs_id sound)
{
if (sound <= 0)
return B_BAD_VALUE;
if (!fSounds[sound - 1]->IsPlaying()) {
// tell the producer to start playing the sound
return fSounds[sound - 1]->StartPlaying();
}
fSounds[sound - 1]->Reset();
return EALREADY;
}
@ -248,13 +255,13 @@ BGameSoundDevice::StopPlaying(gs_id sound)
{
if (sound <= 0)
return B_BAD_VALUE;
if (fSounds[sound - 1]->IsPlaying()) {
// Tell the producer to stop play this sound
fSounds[sound - 1]->Reset();
fSounds[sound - 1]->Reset();
return fSounds[sound - 1]->StopPlaying();
}
return EALREADY;
}
@ -265,7 +272,7 @@ BGameSoundDevice::IsPlaying(gs_id sound)
if (sound <= 0)
return false;
return fSounds[sound - 1]->IsPlaying();
}
}
status_t
@ -273,76 +280,76 @@ BGameSoundDevice::GetAttributes(gs_id sound,
gs_attribute * attributes,
size_t attributeCount)
{
if (!fSounds[sound - 1])
if (!fSounds[sound - 1])
return B_ERROR;
return fSounds[sound - 1]->GetAttributes(attributes, attributeCount);
return fSounds[sound - 1]->GetAttributes(attributes, attributeCount);
}
status_t
BGameSoundDevice::SetAttributes(gs_id sound,
gs_attribute * attributes,
size_t attributeCount)
{
if (!fSounds[sound - 1])
if (!fSounds[sound - 1])
return B_ERROR;
return fSounds[sound - 1]->SetAttributes(attributes, attributeCount);
}
}
status_t
BGameSoundDevice::Connect()
{
BMediaRoster* roster = BMediaRoster::Roster();
// create your own audio mixer
// TODO: Don't do this!!! See bug #575
dormant_node_info mixer_dormant_info;
int32 mixer_count = 1; // for now, we only care about the first we find.
status_t err = roster->GetDormantNodes(&mixer_dormant_info,
&mixer_count, 0, 0, 0, B_SYSTEM_MIXER, 0);
if (err != B_OK)
if (err != B_OK)
return err;
//fMixer = new media_node;
err = roster->InstantiateDormantNode(mixer_dormant_info, &fConnection->producer);
if (err != B_OK)
if (err != B_OK)
return err;
// retieve the system's audio mixer
err = roster->GetAudioMixer(&fConnection->consumer);
if (err != B_OK)
if (err != B_OK)
return err;
int32 count = 1;
media_input mixerInput;
err = roster->GetFreeInputsFor(fConnection->consumer, &mixerInput, 1, &count);
if (err != B_OK)
if (err != B_OK)
return err;
count = 1;
media_output mixerOutput;
err = roster->GetFreeOutputsFor(fConnection->producer, &mixerOutput, 1, &count);
if (err != B_OK)
if (err != B_OK)
return err;
media_format format(mixerOutput.format);
err = roster->Connect(mixerOutput.source, mixerInput.destination,
&format, &mixerOutput, &mixerInput);
if (err != B_OK)
return err;
if (err != B_OK)
return err;
// set the producer's time source to be the "default" time source, which
// the Mixer uses too.
roster->GetTimeSource(&fConnection->timeSource);
roster->SetTimeSourceFor(fConnection->producer.node, fConnection->timeSource.node);
// Start our mixer's time source if need be. Chances are, it won't need to be,
// Start our mixer's time source if need be. Chances are, it won't need to be,
// but if we forget to do this, our mixer might not do anything at all.
BTimeSource* mixerTimeSource = roster->MakeTimeSourceFor(fConnection->producer);
if (!mixerTimeSource)
if (!mixerTimeSource)
return B_ERROR;
if (!mixerTimeSource->IsRunning()) {
@ -357,9 +364,9 @@ BGameSoundDevice::Connect()
bigtime_t tpNow = mixerTimeSource->Now();
err = roster->StartNode(fConnection->producer, tpNow + 10000);
mixerTimeSource->Release();
if (err != B_OK)
if (err != B_OK)
return err;
// the inputs and outputs might have been reassigned during the
// nodes' negotiation of the Connect(). That's why we wait until
// after Connect() finishes to save their contents.
@ -382,20 +389,20 @@ BGameSoundDevice::AllocateSound()
for (int32 i = 0; i < fSoundCount; i++)
if (!fSounds[i])
return i;
// we need to allocate new space for the sound
GameSoundBuffer ** sounds = new GameSoundBuffer*[fSoundCount + kGrowth];
for (int32 i = 0; i < fSoundCount; i++)
sounds[i] = fSounds[i];
for (int32 i = fSoundCount; i < fSoundCount + kGrowth; i++)
sounds[i] = NULL;
// replace the old list
// replace the old list
delete [] fSounds;
fSounds = sounds;
fSoundCount += kGrowth;
return fSoundCount - kGrowth;
}