/* * Copyright 2001-2007, Haiku Inc. * Authors: * Christopher ML Zumwalt May (zummy@users.sf.net) * Jérôme Duval * * Distributed under the terms of the MIT License. */ #include #include #include #include #include #include #include #include #include "GameSoundDevice.h" #include "GSUtility.h" const int32 kPages = 20; struct _gs_media_tracker { BMediaFile * file; BMediaTrack * stream; int64 frames; size_t position; }; // Local utility functions ----------------------------------------------- bool FillBuffer(_gs_ramp * ramp, uint8 * data, uint8 * buffer, size_t * bytes) { int32 samples = *bytes / sizeof(uint8); for (int32 byte = 0; byte < samples; byte++) { float gain = *ramp->value; data[byte] = uint8(float(buffer[byte]) * gain); if (ChangeRamp(ramp)) { *bytes = byte * sizeof(uint8); return true; } } return false; } bool FillBuffer(_gs_ramp * ramp, int16 * data, int16 * buffer, size_t * bytes) { int32 samples = *bytes / sizeof(int16); for (int32 byte = 0; byte < samples; byte++) { float gain = *ramp->value; data[byte] = int16(float(buffer[byte]) * gain); if (ChangeRamp(ramp)) { *bytes = byte * sizeof(int16); return true; } } return false; } bool FillBuffer(_gs_ramp * ramp, int32 * data, int32 * buffer, size_t * bytes) { size_t byte = 0; bool bytesAreReady = (*bytes > 0); while (bytesAreReady) { float gain = *ramp->value; data[byte] = int32(float(buffer[byte]) * gain); if (ChangeRamp(ramp)) { *bytes = byte; return true; } byte++; bytesAreReady = (byte >= *bytes); } return false; } bool FillBuffer(_gs_ramp * ramp, float * data, float * buffer, size_t * bytes) { size_t byte = 0; bool bytesAreReady = (*bytes > 0); while (bytesAreReady) { float gain = *ramp->value; data[byte] = buffer[byte] * gain; if (ChangeRamp(ramp)) { *bytes = byte; return true; } byte++; bytesAreReady = (byte >= *bytes); } return false; } // BFileGameSound ------------------------------------------------------- BFileGameSound::BFileGameSound(const entry_ref *file, bool looping, BGameSoundDevice *device) : BStreamingGameSound(device), fAudioStream(NULL), fStopping(false), fLooping(looping), fBuffer(NULL), fPlayPosition(0), fPausing(NULL), fPaused(false), fPauseGain(1.0) { if (InitCheck() == B_OK) SetInitError(Init(file)); } BFileGameSound::BFileGameSound(const char *file, bool looping, BGameSoundDevice *device) : BStreamingGameSound(device), fAudioStream(NULL), fStopping(false), fLooping(looping), fBuffer(NULL), fPlayPosition(0), fPausing(NULL), fPaused(false), fPauseGain(1.0) { if (InitCheck() == B_OK) { entry_ref node; if (get_ref_for_path(file, &node) != B_OK) SetInitError(B_ENTRY_NOT_FOUND); else SetInitError(Init(&node)); } } BFileGameSound::~BFileGameSound() { 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) fAudioStream->file->ReleaseTrack(fAudioStream->stream); delete fAudioStream->file; } delete [] fBuffer; delete fAudioStream; } BGameSound * BFileGameSound::Clone() const { return NULL; } status_t BFileGameSound::StartPlaying() { // restart playback if needed if (IsPlaying()) StopPlaying(); // start playing the file return BStreamingGameSound::StartPlaying(); } status_t BFileGameSound::StopPlaying() { status_t error = BStreamingGameSound::StopPlaying(); if (!fAudioStream || !fAudioStream->stream) return B_OK; // start reading next time from the start of the file int64 frame = 0; fAudioStream->stream->SeekToFrame(&frame); fStopping = false; fAudioStream->position = 0; fPlayPosition = 0; return error; } status_t BFileGameSound::Preload() { if (!IsPlaying()) Load(); return B_OK; } void BFileGameSound::FillBuffer(void *inBuffer, size_t inByteCount) { // Split or combine decoder buffers into mixer buffers // 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); if (fPlayPosition == 0 || fPlayPosition >= fBufferSize) { Load(); } 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; switch(Format().format) { 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) { // We need to be able to stop asap when the pause flag is flipped. while(fPlayPosition < fBufferSize && (inByteCount > 0)) { 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. while(fPlayPosition < fBufferSize && (!fPaused || fPausing) && (inByteCount > 0)) { buffer[out_offset++] = fBuffer[fPlayPosition++]; inByteCount--; } } } } } status_t BFileGameSound::Perform(int32 selector, void *data) { return B_ERROR; } status_t BFileGameSound::SetPaused(bool isPaused, bigtime_t rampTime) { if (fPaused != isPaused) { Lock(); // Clear any old ramping delete fPausing; fPausing = NULL; if (rampTime > 100000) { // Setup for ramping if (isPaused) fPausing = InitRamp(&fPauseGain, 0.0, Format().frame_rate, rampTime); else fPausing = InitRamp(&fPauseGain, 1.0, Format().frame_rate, rampTime); } fPaused = isPaused; Unlock(); } return B_OK; } int32 BFileGameSound::IsPaused() { if (fPausing) return B_PAUSE_IN_PROGRESS; if (fPaused) return B_PAUSED; return B_NOT_PAUSED; } status_t BFileGameSound::Init(const entry_ref* file) { fAudioStream = new(std::nothrow) _gs_media_tracker; if (!fAudioStream) return B_NO_MEMORY; memset(fAudioStream, 0, sizeof(_gs_media_tracker)); fAudioStream->file = new(std::nothrow) BMediaFile(file); if (!fAudioStream->file) { delete fAudioStream; fAudioStream = NULL; return B_NO_MEMORY; } status_t error = fAudioStream->file->InitCheck(); if (error != B_OK) return error; fAudioStream->stream = fAudioStream->file->TrackAt(0); // is this is an audio file? media_format playFormat; if ((error = fAudioStream->stream->EncodedFormat(&playFormat)) != B_OK) { fAudioStream->file->ReleaseTrack(fAudioStream->stream); fAudioStream->stream = NULL; return error; } if (!playFormat.IsAudio()) { fAudioStream->file->ReleaseTrack(fAudioStream->stream); fAudioStream->stream = NULL; return B_MEDIA_BAD_FORMAT; } gs_audio_format dformat = Device()->Format(); // request the format we want the sound memset(&playFormat, 0, sizeof(media_format)); playFormat.type = B_MEDIA_RAW_AUDIO; if (fAudioStream->stream->DecodedFormat(&playFormat) != B_OK) { fAudioStream->file->ReleaseTrack(fAudioStream->stream); fAudioStream->stream = NULL; return B_MEDIA_BAD_FORMAT; } // translate the format into a "GameKit" friendly one gs_audio_format gsformat; media_to_gs_format(&gsformat, &playFormat.u.raw_audio); // Since the buffer sized read from the file is most likely differnt // then the buffer used by the audio mixer, we must allocate a buffer // large enough to hold the largest request. fBufferSize = gsformat.buffer_size; if (fBufferSize < dformat.buffer_size) fBufferSize = dformat.buffer_size; // create the buffer fBuffer = new char[fBufferSize * 2]; memset(fBuffer, 0, fBufferSize * 2); fFrameSize = gsformat.channel_count * get_sample_size(gsformat.format); fAudioStream->frames = fAudioStream->stream->CountFrames(); // Ask the device to attach our sound to it gs_id sound; error = Device()->CreateBuffer(&sound, this, &gsformat); if (error != B_OK) return error; return BGameSound::Init(sound); } bool BFileGameSound::Load() { if (!fAudioStream || !fAudioStream->stream) return false; // read a new buffer int64 frames = 0; fAudioStream->stream->ReadFrames(fBuffer, &frames); fBufferSize = frames * fFrameSize; fPlayPosition = 0; if (fBufferSize <= 0) { // EOF if (fLooping) { // start reading next time from the start of the file int64 frame = 0; fAudioStream->stream->SeekToFrame(&frame); } else { StopPlaying(); } } return true; } bool BFileGameSound::Read(void * buffer, size_t bytes) { return false; } /* unimplemented for protection of the user: * * BFileGameSound::BFileGameSound() * BFileGameSound::BFileGameSound(const BFileGameSound &) * BFileGameSound &BFileGameSound::operator=(const BFileGameSound &) */ status_t BFileGameSound::_Reserved_BFileGameSound_0(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_1(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_2(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_3(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_4(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_5(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_6(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_7(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_8(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_9(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_10(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_11(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_12(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_13(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_14(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_15(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_16(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_17(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_18(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_19(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_20(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_21(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_22(int32 arg, ...) { return B_ERROR; } status_t BFileGameSound::_Reserved_BFileGameSound_23(int32 arg, ...) { return B_ERROR; }