Use the system mixer instead of trying to instanciate another one in the game kit. This allows to use the game kit class in an hybrid way, and closes #7351.

git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@43127 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Adrien Destugues 2011-11-02 19:44:46 +00:00
parent 4a586de04d
commit d3fdcc312a
3 changed files with 30 additions and 141 deletions

View File

@ -101,12 +101,13 @@ GameSoundBuffer::~GameSoundBuffer()
BMediaRoster* roster = BMediaRoster::Roster();
if (fIsConnected) {
// 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.
// 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);
fConnection->consumer.node, fConnection->destination);
roster->ReleaseNode(fConnection->producer);
roster->ReleaseNode(fConnection->consumer);
@ -390,9 +391,10 @@ GameSoundBuffer::Connect(media_node * consumer)
if (err != B_OK)
return err;
err = roster->SetTimeSourceFor(fConnection->producer.node, fConnection->timeSource.node);
if (err != B_OK)
return err;
err = roster->SetTimeSourceFor(fConnection->producer.node,
fConnection->timeSource.node);
if (err != B_OK)
return err;
// got the nodes; now we find the endpoints of the connection
media_input mixerInput;
media_output soundOutput;

View File

@ -85,10 +85,9 @@ BGameSoundDevice::BGameSoundDevice()
fIsConnected(false),
fSoundCount(kInitSoundCount)
{
fConnection = new Connection;
memset(&fFormat, 0, sizeof(gs_audio_format));
fInitError = Connect();
fInitError = B_OK;
fSounds = new GameSoundBuffer*[kInitSoundCount];
for (int32 i = 0; i < kInitSoundCount; i++)
@ -98,8 +97,6 @@ BGameSoundDevice::BGameSoundDevice()
BGameSoundDevice::~BGameSoundDevice()
{
BMediaRoster* roster = BMediaRoster::Roster();
// We need to stop all the sounds before we stop the mixer
for (int32 i = 0; i < fSoundCount; i++) {
if (fSounds[i])
@ -107,25 +104,7 @@ BGameSoundDevice::~BGameSoundDevice()
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;
}
@ -168,8 +147,10 @@ BGameSoundDevice::CreateBuffer(gs_id* sound, const gs_audio_format* format,
int32 position = AllocateSound();
if (position >= 0) {
media_node systemMixer;
BMediaRoster::Roster()->GetAudioMixer(&systemMixer);
fSounds[position] = new SimpleSoundBuffer(format, data, frames);
err = fSounds[position]->Connect(&fConnection->producer);
err = fSounds[position]->Connect(&systemMixer);
}
if (err == B_OK)
@ -189,8 +170,10 @@ BGameSoundDevice::CreateBuffer(gs_id* sound, const void* object,
int32 position = AllocateSound();
if (position >= 0) {
media_node systemMixer;
BMediaRoster::Roster()->GetAudioMixer(&systemMixer);
fSounds[position] = new StreamingSoundBuffer(format, object);
err = fSounds[position]->Connect(&fConnection->producer);
err = fSounds[position]->Connect(&systemMixer);
}
if (err == B_OK)
@ -296,100 +279,6 @@ BGameSoundDevice::SetAttributes(gs_id sound, gs_attribute* attributes,
}
status_t
BGameSoundDevice::Connect()
{
BMediaRoster* roster = BMediaRoster::Roster();
// create your own audio mixer
// TODO: Don't do this!!! See bug #575
// from #575.
// marcusoverhagen : tries to instantiate a new audio mixer, which is bad.
// It should use the system mixer.
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)
return err;
//fMixer = new media_node;
err = roster->InstantiateDormantNode(mixer_dormant_info,
&fConnection->producer);
if (err != B_OK)
return err;
// retieve the system's audio mixer
err = roster->GetAudioMixer(&fConnection->consumer);
if (err != B_OK)
return err;
int32 count = 1;
media_input mixerInput;
err = roster->GetFreeInputsFor(fConnection->consumer, &mixerInput, 1,
&count);
if (err != B_OK)
return err;
count = 1;
media_output mixerOutput;
err = roster->GetFreeOutputsFor(fConnection->producer, &mixerOutput, 1,
&count);
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;
// 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, but if we forget to do this, our mixer might not do anything at all.
BTimeSource* mixerTimeSource = roster->MakeTimeSourceFor(
fConnection->producer);
if (!mixerTimeSource)
return B_ERROR;
if (!mixerTimeSource->IsRunning()) {
status_t err = roster->StartNode(mixerTimeSource->Node(),
BTimeSource::RealTime());
if (err != B_OK) {
mixerTimeSource->Release();
return err;
}
}
// Start up our mixer
bigtime_t tpNow = mixerTimeSource->Now();
err = roster->StartNode(fConnection->producer, tpNow + 10000);
mixerTimeSource->Release();
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.
fConnection->format = format;
fConnection->source = mixerOutput.source;
fConnection->destination = mixerInput.destination;
// Set an appropriate run mode for the producer
roster->SetRunModeNode(fConnection->producer,
BMediaNode::B_INCREASE_LATENCY);
media_to_gs_format(&fFormat, &format.u.raw_audio);
fIsConnected = true;
return B_OK;
}
int32
BGameSoundDevice::AllocateSound()
{

View File

@ -38,48 +38,46 @@ struct Connection;
class BGameSoundDevice {
public:
BGameSoundDevice();
BGameSoundDevice();
virtual ~BGameSoundDevice();
status_t InitCheck() const;
status_t InitCheck() const;
virtual const gs_audio_format & Format() const;
virtual const gs_audio_format & Format(gs_id sound) const;
virtual status_t CreateBuffer(gs_id * sound,
const gs_audio_format * format,
const void * data,
int64 frames);
const gs_audio_format * format,
const void * data,
int64 frames);
virtual status_t CreateBuffer(gs_id * sound,
const void * object,
const gs_audio_format * format);
const void * object,
const gs_audio_format * format);
virtual void ReleaseBuffer(gs_id sound);
virtual status_t Buffer(gs_id sound,
gs_audio_format * format,
void *& data);
gs_audio_format * format,
void *& data);
virtual bool IsPlaying(gs_id sound);
virtual status_t StartPlaying(gs_id sound);
virtual status_t StopPlaying(gs_id sound);
virtual status_t GetAttributes(gs_id sound,
gs_attribute * attributes,
size_t attributeCount);
gs_attribute * attributes,
size_t attributeCount);
virtual status_t SetAttributes(gs_id sound,
gs_attribute * attributes,
size_t attributeCount);
gs_attribute * attributes,
size_t attributeCount);
protected:
void SetInitError(status_t error);
gs_audio_format fFormat;
private:
status_t Connect();
int32 AllocateSound();
status_t fInitError;
Connection * fConnection;
bool fIsConnected;
int32 fSoundCount;