Add a simpler test for BPushGameSound and attempt to fix the most striking mistakes in there.
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@ -60,10 +60,10 @@ BPushGameSound::lock_status
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BPushGameSound::LockNextPage(void **out_pagePtr, size_t *out_pageSize)
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{
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// the user can not lock every page
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if (fPageLocked->CountItems() > fPageCount - 3)
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if (fPageLocked->CountItems() > fPageCount - 1)
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return lock_failed;
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// the user cann't lock a page being played
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// the user can't lock a page being played
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if (fLockPos < fPlayPos
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&& fLockPos + fPageSize > fPlayPos)
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return lock_failed;
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@ -74,7 +74,7 @@ BPushGameSound::LockNextPage(void **out_pagePtr, size_t *out_pageSize)
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// move the locker to the next page
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fLockPos += fPageSize;
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if (fLockPos > fBufferSize)
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if (fLockPos >= fBufferSize)
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fLockPos = 0;
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*out_pagePtr = lockPage;
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@ -4,3 +4,8 @@ SimpleTest push_game_sound_test
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: push_game_sound_test.cpp
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: game media be $(TARGET_LIBSUPC++)
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;
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SimpleTest push_game_sound_sine
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: push_game_sound_sine.cpp
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: game be $(TARGET_LIBSUPC++)
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;
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@ -0,0 +1,104 @@
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/*
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* Copyright 2012, Adrien Destugues <pulkomandy@gmail.com>
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* Distributed under the terms of the MIT License.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <Entry.h>
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#include <InterfaceDefs.h>
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#include <MediaFile.h>
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#include <MediaTrack.h>
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#include <PushGameSound.h>
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int
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main(int argc, char *argv[])
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{
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// 256 frames * 4 buffer parts * 2 channels * 2 bytes per sample
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// will give us internal buffer of 4096 bytes
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size_t framesPerBufferPart = 256;
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size_t bufferPartCount = 4;
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if (argc != 1 && argc != 3) {
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printf("Usage: %s [<frames per part> <parts>]\n",
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argv[0]);
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return 0;
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}
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if (argc == 3) {
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size_t size = strtoul(argv[1], NULL, 10);
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if (size > 0)
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framesPerBufferPart = size;
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size = strtoul(argv[2], NULL, 10);
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if (size > 0)
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bufferPartCount = size;
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}
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printf("frames per buffer part: %ld\n", framesPerBufferPart);
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printf("buffer part count: %ld\n", bufferPartCount);
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gs_audio_format gsFormat;
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memset(&gsFormat, 0, sizeof(gsFormat));
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gsFormat.frame_rate = 48000;
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gsFormat.channel_count = 1;
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gsFormat.format = gs_audio_format::B_GS_S16;
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gsFormat.byte_order = B_MEDIA_LITTLE_ENDIAN;
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gsFormat.buffer_size = framesPerBufferPart;
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BPushGameSound pushGameSound(framesPerBufferPart, &gsFormat,
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bufferPartCount);
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if (pushGameSound.InitCheck() != B_OK) {
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printf("trouble initializing push game sound: %s\n",
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strerror(pushGameSound.InitCheck()));
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return 1;
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}
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uint8 *buffer;
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size_t bufferSize;
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if (pushGameSound.LockForCyclic((void **)&buffer, &bufferSize)
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!= BPushGameSound::lock_ok) {
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printf("cannot lock buffer\n");
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return 1;
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}
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memset(buffer, 0, bufferSize);
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if (pushGameSound.StartPlaying() != B_OK) {
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printf("cannot start playback\n");
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return 1;
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}
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printf("playing, press [esc] to exit...\n");
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key_info keyInfo;
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size_t sampleCount = framesPerBufferPart * bufferPartCount;
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for(size_t pos = 0; pos < sampleCount; pos++)
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{
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*(int16_t*)(buffer + pos * sizeof(int16_t))
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= (int16_t)(2000 * sin(pos * gsFormat.frame_rate
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/ ((float)sampleCount * 440)));
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}
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while (true) {
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usleep(1000000 * framesPerBufferPart / gsFormat.frame_rate);
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// check escape key state
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if (get_key_info(&keyInfo) != B_OK) {
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printf("\nkeyboard state read error\n");
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break;
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}
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if ((keyInfo.key_states[0] & 0x40) != 0)
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break;
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}
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pushGameSound.StopPlaying();
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printf("\nfinished.\n");
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return 0;
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}
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