split or combine decoder buffers to match mixer buffer size.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@28414 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@ -7,6 +7,7 @@
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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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@ -28,7 +29,7 @@ struct _gs_media_tracker
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size_t position;
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};
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// Locale utility functions -----------------------------------------------
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// Local utility functions -----------------------------------------------
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bool FillBuffer(_gs_ramp * ramp, uint8 * data, uint8 * buffer, size_t * bytes)
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{
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int32 samples = *bytes / sizeof(uint8);
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@ -218,77 +219,79 @@ void
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BFileGameSound::FillBuffer(void *inBuffer,
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size_t inByteCount)
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{
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size_t bytes = inByteCount;
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// Split or combine decoder buffers into mixer buffers
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// fPlayPosition is where we got up to in the input buffer after last call
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if (!fPaused || fPausing) {
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if (fPlayPosition == 0 || fPlayPosition + inByteCount >= fBufferSize) {
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Load();
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}
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if (fPlayPosition + bytes > fBufferSize)
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bytes = fBufferSize - fPlayPosition;
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if (bytes == 0)
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return;
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if (fPausing) {
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Lock();
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bool rampDone = false;
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// Fill the requested buffer, stopping if the paused flag is set
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switch(Format().format) {
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case gs_audio_format::B_GS_U8:
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rampDone = ::FillBuffer(fPausing, (uint8*)inBuffer,
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(uint8*)&fBuffer[fPlayPosition], &bytes);
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break;
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case gs_audio_format::B_GS_S16:
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rampDone = ::FillBuffer(fPausing, (int16*)inBuffer,
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(int16*)&fBuffer[fPlayPosition], &bytes);
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break;
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case gs_audio_format::B_GS_S32:
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rampDone = ::FillBuffer(fPausing, (int32*)inBuffer,
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(int32*)&fBuffer[fPlayPosition], &bytes);
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break;
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case gs_audio_format::B_GS_F:
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rampDone = ::FillBuffer(fPausing, (float*)inBuffer,
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(float*)&fBuffer[fPlayPosition], &bytes);
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break;
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size_t out_offset = 0;
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while (inByteCount > 0 && !fPaused) {
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if (!fPaused || fPausing) {
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printf("mixout %ld, inByteCount %ld, decin %ld, BufferSize %ld\n",out_offset, inByteCount, fPlayPosition, fBufferSize);
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if (fPlayPosition == 0 || fPlayPosition >= fBufferSize) {
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Load();
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}
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// We finished ramping
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if (rampDone) {
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if (bytes < inByteCount && !fPausing) {
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// Since we are resuming play back,
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// we need to copy any remaining samples
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char * buffer = (char*)inBuffer;
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memcpy(&buffer[bytes], &fBuffer[fPlayPosition + bytes],
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inByteCount - bytes);
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if (fPausing) {
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Lock();
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bool rampDone = false;
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size_t bytes = fBufferSize - fPlayPosition;
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if (bytes > inByteCount) {
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bytes = inByteCount;
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}
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// Fill the requested buffer, stopping if the paused flag is set
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char * buffer = (char*)inBuffer;
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delete fPausing;
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fPausing = NULL;
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switch(Format().format) {
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case gs_audio_format::B_GS_U8:
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rampDone = ::FillBuffer(fPausing, (uint8*)&buffer[out_offset], (uint8*)&fBuffer[fPlayPosition], &bytes);
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break;
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case gs_audio_format::B_GS_S16:
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rampDone = ::FillBuffer(fPausing, (int16*)&buffer[out_offset], (int16*)&fBuffer[fPlayPosition], &bytes);
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break;
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case gs_audio_format::B_GS_S32:
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rampDone = ::FillBuffer(fPausing, (int32*)&buffer[out_offset], (int32*)&fBuffer[fPlayPosition], &bytes);
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break;
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case gs_audio_format::B_GS_F:
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rampDone = ::FillBuffer(fPausing, (float*)&buffer[out_offset], (float*)&fBuffer[fPlayPosition], &bytes);
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break;
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}
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inByteCount -= bytes;
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out_offset += bytes;
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fPlayPosition += bytes;
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// We finished ramping
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if (rampDone) {
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// We need to be able to stop asap when the pause flag is flipped.
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while(fPlayPosition < fBufferSize && (inByteCount > 0)) {
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buffer[out_offset++] = fBuffer[fPlayPosition++];
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inByteCount--;
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}
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delete fPausing;
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fPausing = NULL;
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}
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Unlock();
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} else {
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char * buffer = (char*)inBuffer;
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// We need to be able to stop asap when the pause flag is flipped.
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while(fPlayPosition < fBufferSize && (!fPaused || fPausing) && (inByteCount > 0)) {
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buffer[out_offset++] = fBuffer[fPlayPosition++];
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inByteCount--;
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}
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}
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Unlock();
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} else {
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size_t byte = 0;
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char * buffer = (char*)inBuffer;
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// We need to be able to stop asap when the pause flag is flipped.
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while(byte < bytes && (!fPaused || fPausing)) {
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buffer[byte] = fBuffer[fPlayPosition + byte];
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byte++;
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}
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bytes = byte;
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}
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}
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fPlayPosition += bytes;
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}
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@ -402,19 +405,14 @@ BFileGameSound::Init(const entry_ref* file)
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bool
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BFileGameSound::Load()
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{
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if (fPlayPosition != 0) {
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if (fBufferSize > fPlayPosition)
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memcpy(fBuffer, fBuffer + fPlayPosition, fBufferSize - fPlayPosition);
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fPlayPosition = fBufferSize - fPlayPosition;
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}
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// time to read a new buffer
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// read a new buffer
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int64 frames = 0;
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fAudioStream->stream->ReadFrames(fBuffer + fPlayPosition, &frames);
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fBufferSize = fPlayPosition + frames * fFrameSize;
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fAudioStream->stream->ReadFrames(fBuffer, &frames);
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fBufferSize = frames * fFrameSize;
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fPlayPosition = 0;
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if (fBufferSize == 0) {
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if (fBufferSize <= 0) {
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// EOF
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if (fLooping) {
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// start reading next time from the start of the file
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int64 frame = 0;
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@ -423,7 +421,7 @@ BFileGameSound::Load()
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StopPlaying();
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}
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}
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return true;
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}
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