Added Todo from #575 and fixed some code guidelines issues.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@32601 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@ -52,7 +52,7 @@ static BGameSoundDevice* sDevice = NULL;
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static BLocker sDeviceRefCountLock = BLocker("GameSound device lock");
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BGameSoundDevice *
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BGameSoundDevice*
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GetDefaultDevice()
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{
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BAutolock _(sDeviceRefCountLock);
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@ -81,8 +81,9 @@ ReleaseDevice()
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// BGameSoundDevice -------------------------------------------------------
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BGameSoundDevice::BGameSoundDevice()
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: fIsConnected(false),
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fSoundCount(kInitSoundCount)
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:
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fIsConnected(false),
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fSoundCount(kInitSoundCount)
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{
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fConnection = new Connection;
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memset(&fFormat, 0, sizeof(gs_audio_format));
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@ -111,12 +112,13 @@ BGameSoundDevice::~BGameSoundDevice()
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roster->StopNode(fConnection->producer, 0, true);
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// synchronous stop
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// Ordinarily we'd stop *all* of the nodes in the chain at this point. However,
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// one of the nodes is the System Mixer, and stopping the Mixer is a Bad Idea (tm).
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// So, we just disconnect from it, and release our references to the nodes that
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// we're using. We *are* supposed to do that even for global nodes like the Mixer.
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// Ordinarily we'd stop *all* of the nodes in the chain at this point.
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// However, one of the nodes is the System Mixer, and stopping the
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// Mixer is a Bad Idea (tm). So, we just disconnect from it, and
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// release our references to the nodes that we're using. We *are*
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// supposed to do that even for global nodes like the Mixer.
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roster->Disconnect(fConnection->producer.node, fConnection->source,
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fConnection->consumer.node, fConnection->destination);
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fConnection->consumer.node, fConnection->destination);
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roster->ReleaseNode(fConnection->producer);
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roster->ReleaseNode(fConnection->consumer);
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@ -134,14 +136,14 @@ BGameSoundDevice::InitCheck() const
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}
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const gs_audio_format &
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const gs_audio_format&
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BGameSoundDevice::Format() const
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{
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return fFormat;
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}
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const gs_audio_format &
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const gs_audio_format&
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BGameSoundDevice::Format(gs_id sound) const
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{
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return fSounds[sound - 1]->Format();
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@ -156,10 +158,8 @@ BGameSoundDevice::SetInitError(status_t error)
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status_t
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BGameSoundDevice::CreateBuffer(gs_id * sound,
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const gs_audio_format * format,
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const void * data,
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int64 frames)
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BGameSoundDevice::CreateBuffer(gs_id* sound, const gs_audio_format* format,
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const void* data, int64 frames)
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{
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if (frames <= 0 || !sound)
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return B_BAD_VALUE;
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@ -179,9 +179,8 @@ BGameSoundDevice::CreateBuffer(gs_id * sound,
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status_t
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BGameSoundDevice::CreateBuffer(gs_id * sound,
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const void * object,
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const gs_audio_format * format)
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BGameSoundDevice::CreateBuffer(gs_id* sound, const void* object,
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const gs_audio_format* format)
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{
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if (!object || !sound)
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return B_BAD_VALUE;
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@ -218,7 +217,7 @@ BGameSoundDevice::ReleaseBuffer(gs_id sound)
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status_t
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BGameSoundDevice::Buffer(gs_id sound, gs_audio_format* format, void *& data)
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BGameSoundDevice::Buffer(gs_id sound, gs_audio_format* format, void*& data)
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{
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if (!format || sound <= 0)
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return B_BAD_VALUE;
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@ -276,8 +275,7 @@ BGameSoundDevice::IsPlaying(gs_id sound)
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status_t
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BGameSoundDevice::GetAttributes(gs_id sound,
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gs_attribute * attributes,
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BGameSoundDevice::GetAttributes(gs_id sound, gs_attribute* attributes,
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size_t attributeCount)
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{
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if (!fSounds[sound - 1])
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@ -288,8 +286,7 @@ BGameSoundDevice::GetAttributes(gs_id sound,
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status_t
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BGameSoundDevice::SetAttributes(gs_id sound,
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gs_attribute * attributes,
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BGameSoundDevice::SetAttributes(gs_id sound, gs_attribute* attributes,
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size_t attributeCount)
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{
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if (!fSounds[sound - 1])
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@ -306,6 +303,9 @@ BGameSoundDevice::Connect()
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// create your own audio mixer
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// TODO: Don't do this!!! See bug #575
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// from #575.
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// marcusoverhagen : tries to instantiate a new audio mixer, which is bad.
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// It should use the system mixer.
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dormant_node_info mixer_dormant_info;
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int32 mixer_count = 1; // for now, we only care about the first we find.
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status_t err = roster->GetDormantNodes(&mixer_dormant_info,
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@ -314,7 +314,8 @@ BGameSoundDevice::Connect()
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return err;
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//fMixer = new media_node;
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err = roster->InstantiateDormantNode(mixer_dormant_info, &fConnection->producer);
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err = roster->InstantiateDormantNode(mixer_dormant_info,
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&fConnection->producer);
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if (err != B_OK)
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return err;
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@ -325,13 +326,15 @@ BGameSoundDevice::Connect()
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int32 count = 1;
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media_input mixerInput;
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err = roster->GetFreeInputsFor(fConnection->consumer, &mixerInput, 1, &count);
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err = roster->GetFreeInputsFor(fConnection->consumer, &mixerInput, 1,
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&count);
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if (err != B_OK)
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return err;
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count = 1;
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media_output mixerOutput;
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err = roster->GetFreeOutputsFor(fConnection->producer, &mixerOutput, 1, &count);
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err = roster->GetFreeOutputsFor(fConnection->producer, &mixerOutput, 1,
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&count);
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if (err != B_OK)
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return err;
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@ -344,16 +347,19 @@ BGameSoundDevice::Connect()
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// set the producer's time source to be the "default" time source, which
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// the Mixer uses too.
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roster->GetTimeSource(&fConnection->timeSource);
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roster->SetTimeSourceFor(fConnection->producer.node, fConnection->timeSource.node);
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roster->SetTimeSourceFor(fConnection->producer.node,
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fConnection->timeSource.node);
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// Start our mixer's time source if need be. Chances are, it won't need to be,
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// but if we forget to do this, our mixer might not do anything at all.
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BTimeSource* mixerTimeSource = roster->MakeTimeSourceFor(fConnection->producer);
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// Start our mixer's time source if need be. Chances are, it won't need to
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// be, but if we forget to do this, our mixer might not do anything at all.
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BTimeSource* mixerTimeSource = roster->MakeTimeSourceFor(
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fConnection->producer);
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if (!mixerTimeSource)
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return B_ERROR;
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if (!mixerTimeSource->IsRunning()) {
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status_t err = roster->StartNode(mixerTimeSource->Node(), BTimeSource::RealTime());
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status_t err = roster->StartNode(mixerTimeSource->Node(),
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BTimeSource::RealTime());
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if (err != B_OK) {
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mixerTimeSource->Release();
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return err;
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@ -375,7 +381,8 @@ BGameSoundDevice::Connect()
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fConnection->destination = mixerInput.destination;
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// Set an appropriate run mode for the producer
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roster->SetRunModeNode(fConnection->producer, BMediaNode::B_INCREASE_LATENCY);
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roster->SetRunModeNode(fConnection->producer,
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BMediaNode::B_INCREASE_LATENCY);
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media_to_gs_format(&fFormat, &format.u.raw_audio);
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fIsConnected = true;
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