567 lines
16 KiB
C++
567 lines
16 KiB
C++
/*
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* Copyright 2002-2014 Haiku, Inc. All rights reserved.
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* Distributed under the terms of the MIT License.
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*
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* Authors:
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* Christopher ML Zumwalt May (zummy@users.sf.net)
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*/
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/* A MediaKit producer node which mixes sound from the GameKit
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and sends them to the audio mixer
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*/
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#include "GameProducer.h"
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#include <string.h>
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#include <stdio.h>
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#include <Buffer.h>
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#include <BufferGroup.h>
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#include <ByteOrder.h>
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#include <List.h>
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#include <MediaDefs.h>
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#include <TimeSource.h>
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#include "GameSoundBuffer.h"
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#include "GameSoundDevice.h"
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#include "GSUtility.h"
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struct _gs_play {
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gs_id sound;
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bool* hook;
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_gs_play* next;
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_gs_play* previous;
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};
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GameProducer::GameProducer(GameSoundBuffer* object,
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const gs_audio_format* format)
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:
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BMediaNode("GameProducer.h"),
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BBufferProducer(B_MEDIA_RAW_AUDIO),
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BMediaEventLooper(),
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fBufferGroup(NULL),
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fLatency(0),
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fInternalLatency(0),
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fOutputEnabled(true)
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{
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// initialize our preferred format object
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fPreferredFormat.type = B_MEDIA_RAW_AUDIO;
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fPreferredFormat.u.raw_audio.format = format->format;
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fPreferredFormat.u.raw_audio.channel_count = format->channel_count;
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fPreferredFormat.u.raw_audio.frame_rate = format->frame_rate; // Hertz
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fPreferredFormat.u.raw_audio.byte_order = format->byte_order;
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// fPreferredFormat.u.raw_audio.channel_mask
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// = B_CHANNEL_LEFT | B_CHANNEL_RIGHT;
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// fPreferredFormat.u.raw_audio.valid_bits = 32;
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// fPreferredFormat.u.raw_audio.matrix_mask = B_MATRIX_AMBISONIC_WXYZ;
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// we'll use the consumer's preferred buffer size, if any
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fPreferredFormat.u.raw_audio.buffer_size
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= media_raw_audio_format::wildcard.buffer_size;
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// we're not connected yet
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fOutput.destination = media_destination::null;
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fOutput.format = fPreferredFormat;
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fFrameSize = get_sample_size(format->format) * format->channel_count;
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fObject = object;
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}
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GameProducer::~GameProducer()
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{
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// Stop the BMediaEventLooper thread
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Quit();
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}
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// BMediaNode methods
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BMediaAddOn*
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GameProducer::AddOn(int32* internal_id) const
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{
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return NULL;
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}
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// BBufferProducer methods
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status_t
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GameProducer::GetNextOutput(int32* cookie, media_output* _output)
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{
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// we currently support only one output
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if (0 != *cookie)
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return B_BAD_INDEX;
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*_output = fOutput;
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*cookie += 1;
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return B_OK;
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}
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status_t
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GameProducer::DisposeOutputCookie(int32 cookie)
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{
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// do nothing because our cookie is only an integer
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return B_OK;
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}
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void
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GameProducer::EnableOutput(const media_source& what, bool enabled,
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int32* _deprecated_)
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{
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// If I had more than one output, I'd have to walk my list of output records
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// to see which one matched the given source, and then enable/disable that
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// one. But this node only has one output, so I just make sure the given
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// source matches, then set the enable state accordingly.
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if (what == fOutput.source)
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{
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fOutputEnabled = enabled;
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}
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}
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status_t
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GameProducer::FormatSuggestionRequested(media_type type, int32 /*quality*/,
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media_format* format)
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{
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// insure that we received a format
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if (!format)
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return B_BAD_VALUE;
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// returning our preferred format
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*format = fPreferredFormat;
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// our format is supported
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if (type == B_MEDIA_UNKNOWN_TYPE)
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return B_OK;
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// we only support raw audo
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return (type != B_MEDIA_RAW_AUDIO) ? B_MEDIA_BAD_FORMAT : B_OK;
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}
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status_t
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GameProducer::FormatProposal(const media_source& output, media_format* format)
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{
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// doest the proposed output match our output?
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if (output != fOutput.source)
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return B_MEDIA_BAD_SOURCE;
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// return our preferred format
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*format = fPreferredFormat;
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// we will reject the proposal if the format is not audio
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media_type requestedType = format->type;
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if ((requestedType != B_MEDIA_UNKNOWN_TYPE)
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&& (requestedType != B_MEDIA_RAW_AUDIO)) {
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return B_MEDIA_BAD_FORMAT;
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}
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return B_OK; // raw audio or wildcard type, either is okay by us
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}
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status_t
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GameProducer::PrepareToConnect(const media_source& what,
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const media_destination& where, media_format* format,
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media_source* _source, char* out_name)
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{
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// The format has been processed by the consumer at this point. We need
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// to insure the format is still acceptable and any wild care are filled in.
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// trying to connect something that isn't our source?
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if (what != fOutput.source)
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return B_MEDIA_BAD_SOURCE;
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// are we already connected?
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if (fOutput.destination != media_destination::null)
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return B_MEDIA_ALREADY_CONNECTED;
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// the format may not yet be fully specialized (the consumer might have
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// passed back some wildcards). Finish specializing it now, and return an
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// error if we don't support the requested format.
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if (format->type != B_MEDIA_RAW_AUDIO)
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return B_MEDIA_BAD_FORMAT;
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if (format->u.raw_audio.format != fPreferredFormat.u.raw_audio.format)
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return B_MEDIA_BAD_FORMAT;
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// check the buffer size, which may still be wildcarded
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if (format->u.raw_audio.buffer_size
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== media_raw_audio_format::wildcard.buffer_size) {
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format->u.raw_audio.buffer_size = 4096;
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// pick something comfortable to suggest
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}
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// Now reserve the connection, and return information about it
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fOutput.destination = where;
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fOutput.format = *format;
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*_source = fOutput.source;
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strlcpy(out_name, fOutput.name, B_MEDIA_NAME_LENGTH);
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return B_OK;
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}
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void
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GameProducer::Connect(status_t error, const media_source& source,
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const media_destination& destination, const media_format& format,
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char* ioName)
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{
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// If something earlier failed, Connect() might still be called, but with a
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// non-zero error code. When that happens we simply unreserve the
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// connection and do nothing else.
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if (error) {
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fOutput.destination = media_destination::null;
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fOutput.format = fPreferredFormat;
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return;
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}
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// Okay, the connection has been confirmed. Record the destination and
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// format that we agreed on, and report our connection name again.
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fOutput.destination = destination;
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fOutput.format = format;
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strlcpy(ioName, fOutput.name, B_MEDIA_NAME_LENGTH);
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// Now that we're connected, we can determine our downstream latency.
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// Do so, then make sure we get our events early enough.
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media_node_id id;
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FindLatencyFor(fOutput.destination, &fLatency, &id);
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if (!fBufferGroup)
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fBufferSize = fOutput.format.u.raw_audio.buffer_size;
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// Have to set it before latency calculating
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// Use a dry run to see how long it takes me to fill a buffer of data
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// The first step to setup the buffer
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bigtime_t start, produceLatency;
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int32 frames = int32(fBufferSize / fFrameSize);
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float* data = new float[frames * 2];
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// Second, fill the buffer
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start = ::system_time();
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for (int32 i = 0; i < frames; i++) {
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data[i * 2] = 0.8 * float(i / frames);
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data[i * 2 + 1] = 0.8 * float(i / frames);
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}
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produceLatency = ::system_time();
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// Third, calculate the latency
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fInternalLatency = produceLatency - start;
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SetEventLatency(fLatency + fInternalLatency);
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// Finaily, clean up
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delete [] data;
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// reset our buffer duration, etc. to avoid later calculations
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bigtime_t duration = bigtime_t(1000000) * frames
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/ bigtime_t(fOutput.format.u.raw_audio.frame_rate);
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SetBufferDuration(duration);
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// Set up the buffer group for our connection, as long as nobody handed us a
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// buffer group (via SetBufferGroup()) prior to this.
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if (!fBufferGroup) {
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int32 count = int32(fLatency / BufferDuration() + 2);
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fBufferGroup = new BBufferGroup(fBufferSize, count);
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}
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}
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void
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GameProducer::Disconnect(const media_source& what,
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const media_destination& where)
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{
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// Make sure that our connection is the one being disconnected
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if ((where == fOutput.destination) && (what == fOutput.source)) {
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fOutput.destination = media_destination::null;
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fOutput.format = fPreferredFormat;
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delete fBufferGroup;
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fBufferGroup = NULL;
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}
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}
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status_t
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GameProducer::FormatChangeRequested(const media_source& source,
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const media_destination& destination, media_format* io_format,
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int32* _deprecated_)
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{
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// we don't support any other formats, so we just reject any format changes.
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return B_ERROR;
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}
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status_t
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GameProducer::SetBufferGroup(const media_source& forSource,
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BBufferGroup* newGroup)
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{
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// verify that we didn't get bogus arguments before we proceed
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if (forSource != fOutput.source)
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return B_MEDIA_BAD_SOURCE;
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// Are we being passed the buffer group we're already using?
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if (newGroup == fBufferGroup)
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return B_OK;
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// Ahh, someone wants us to use a different buffer group. At this point we
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// delete the one we are using and use the specified one instead. If the
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// specified group is NULL, we need to recreate one ourselves, and use
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// *that*. Note that if we're caching a BBuffer that we requested earlier,
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// we have to Recycle() that buffer *before* deleting the buffer group,
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// otherwise we'll deadlock waiting for that buffer to be recycled!
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delete fBufferGroup; // waits for all buffers to recycle
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if (newGroup != NULL) {
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// we were given a valid group; just use that one from now on
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fBufferGroup = newGroup;
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// get buffer length from the first buffer
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BBuffer* buffers[1];
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if (newGroup->GetBufferList(1, buffers) != B_OK)
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return B_BAD_VALUE;
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fBufferSize = buffers[0]->SizeAvailable();
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} else {
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// we were passed a NULL group pointer; that means we construct
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// our own buffer group to use from now on
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fBufferSize = fOutput.format.u.raw_audio.buffer_size;
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int32 count = int32(fLatency / BufferDuration() + 2);
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fBufferGroup = new BBufferGroup(fBufferSize, count);
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}
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return B_OK;
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}
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status_t
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GameProducer::GetLatency(bigtime_t* _latency)
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{
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// report our *total* latency: internal plus downstream plus scheduling
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*_latency = EventLatency() + SchedulingLatency();
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return B_OK;
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}
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void
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GameProducer::LateNoticeReceived(const media_source& what, bigtime_t howMuch,
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bigtime_t performanceDuration)
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{
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// If we're late, we need to catch up. Respond in a manner appropriate to
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// our current run mode.
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if (what == fOutput.source) {
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if (RunMode() == B_RECORDING) {
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// A hardware capture node can't adjust; it simply emits buffers at
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// appropriate points. We (partially) simulate this by not
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// adjusting our behavior upon receiving late notices -- after all,
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// the hardware can't choose to capture "sooner"...
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} else if (RunMode() == B_INCREASE_LATENCY) {
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// We're late, and our run mode dictates that we try to produce
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// buffers earlier in order to catch up. This argues that the
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// downstream nodes are not properly reporting their latency, but
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// there's not much we can do about that at the moment, so we try
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// to start producing buffers earlier to compensate.
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fInternalLatency += howMuch;
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SetEventLatency(fLatency + fInternalLatency);
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} else {
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// The other run modes dictate various strategies for sacrificing
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// data quality in the interests of timely data delivery. The way we
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// do this is to skip a buffer, which catches us up in time by one
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// buffer duration.
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size_t nSamples = fBufferSize / fFrameSize;
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fFramesSent += nSamples;
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}
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}
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}
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void
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GameProducer::LatencyChanged(const media_source& source,
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const media_destination& destination, bigtime_t new_latency, uint32 flags)
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{
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// something downstream changed latency, so we need to start producing
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// buffers earlier (or later) than we were previously. Make sure that the
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// connection that changed is ours, and adjust to the new downstream
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// latency if so.
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if ((source == fOutput.source) && (destination == fOutput.destination)) {
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fLatency = new_latency;
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SetEventLatency(fLatency + fInternalLatency);
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}
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}
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status_t
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GameProducer::SetPlayRate(int32 numerator, int32 denominator)
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{
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// Play rates are weird. We don't support them
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return B_ERROR;
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}
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status_t
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GameProducer::HandleMessage(int32 message, const void* data, size_t size)
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{
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// We currently do not handle private messages
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return B_ERROR;
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}
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void
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GameProducer::AdditionalBufferRequested(const media_source& source,
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media_buffer_id prev_buffer, bigtime_t prev_time,
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const media_seek_tag* prev_tag)
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{
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// we don't support offline mode (yet...)
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return;
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}
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// BMediaEventLooper methods
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void
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GameProducer::NodeRegistered()
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{
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// Start the BMediaEventLooper thread
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SetPriority(B_REAL_TIME_PRIORITY);
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Run();
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// set up as much information about our output as we can
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fOutput.source.port = ControlPort();
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fOutput.source.id = 0;
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fOutput.node = Node();
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strlcpy(fOutput.name, "GameProducer Output", B_MEDIA_NAME_LENGTH);
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}
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void
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GameProducer::SetRunMode(run_mode mode)
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{
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// We don't support offline run mode, so broadcast an error if we're set to
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// B_OFFLINE. Unfortunately, we can't actually reject the mode change...
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if (B_OFFLINE == mode) {
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ReportError(B_NODE_FAILED_SET_RUN_MODE);
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}
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}
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void
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GameProducer::HandleEvent(const media_timed_event* event, bigtime_t lateness,
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bool realTimeEvent)
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{
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// FPRINTF(stderr, "ToneProducer::HandleEvent\n");
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switch (event->type)
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{
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case BTimedEventQueue::B_START:
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// don't do anything if we're already running
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if (RunState() != B_STARTED) {
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// Going to start sending buffers so setup the needed bookkeeping
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fFramesSent = 0;
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fStartTime = event->event_time;
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media_timed_event firstBufferEvent(fStartTime,
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BTimedEventQueue::B_HANDLE_BUFFER);
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// Alternatively, we could call HandleEvent() directly with this
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// event, to avoid a trip through the event queue like this:
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// this->HandleEvent(&firstBufferEvent, 0, false);
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EventQueue()->AddEvent(firstBufferEvent);
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}
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break;
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case BTimedEventQueue::B_STOP:
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// When we handle a stop, we must ensure that downstream consumers don't
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// get any more buffers from us. This means we have to flush any
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// pending buffer-producing events from the queue.
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EventQueue()->FlushEvents(0, BTimedEventQueue::B_ALWAYS, true,
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BTimedEventQueue::B_HANDLE_BUFFER);
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break;
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case BTimedEventQueue::B_HANDLE_BUFFER:
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{
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// Ensure we're both started and connected before delivering buffer
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if ((RunState() == BMediaEventLooper::B_STARTED)
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&& (fOutput.destination != media_destination::null)) {
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// Get the next buffer of data
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BBuffer* buffer = FillNextBuffer(event->event_time);
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if (buffer) {
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// Send the buffer downstream if output is enabled
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status_t err = B_ERROR;
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if (fOutputEnabled) {
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err = SendBuffer(buffer, fOutput.source,
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fOutput.destination);
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}
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if (err) {
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// we need to recycle the buffer ourselves if output is
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// disabled or if the call to SendBuffer() fails
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buffer->Recycle();
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}
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}
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// track how much media we've delivered so far
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size_t nFrames = fBufferSize / fFrameSize;
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fFramesSent += nFrames;
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// The buffer is on its way; now schedule the next one to go
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bigtime_t nextEvent = fStartTime + bigtime_t(double(fFramesSent)
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/ double(fOutput.format.u.raw_audio.frame_rate)
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* 1000000.0);
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media_timed_event nextBufferEvent(nextEvent,
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BTimedEventQueue::B_HANDLE_BUFFER);
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EventQueue()->AddEvent(nextBufferEvent);
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}
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}
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break;
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default:
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break;
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}
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}
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BBuffer*
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GameProducer::FillNextBuffer(bigtime_t event_time)
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{
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// get a buffer from our buffer group
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BBuffer* buf = fBufferGroup->RequestBuffer(fBufferSize, BufferDuration());
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// if we fail to get a buffer (for example, if the request times out), we
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// skip this buffer and go on to the next, to avoid locking up the control
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// thread.
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if (!buf)
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return NULL;
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// we need to discribe the buffer
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int64 frames = int64(fBufferSize / fFrameSize);
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memset(buf->Data(), 0, fBufferSize);
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// now fill the buffer with data, continuing where the last buffer left off
|
|
fObject->Play(buf->Data(), frames);
|
|
|
|
// fill in the buffer header
|
|
media_header* hdr = buf->Header();
|
|
hdr->type = B_MEDIA_RAW_AUDIO;
|
|
hdr->size_used = fBufferSize;
|
|
hdr->time_source = TimeSource()->ID();
|
|
|
|
bigtime_t stamp;
|
|
if (RunMode() == B_RECORDING) {
|
|
// In B_RECORDING mode, we stamp with the capture time. We're not
|
|
// really a hardware capture node, but we simulate it by using the
|
|
// (precalculated) time at which this buffer "should" have been created.
|
|
stamp = event_time;
|
|
} else {
|
|
// okay, we're in one of the "live" performance run modes. in these
|
|
// modes, we stamp the buffer with the time at which the buffer should
|
|
// be rendered to the output, not with the capture time. fStartTime is
|
|
// the cached value of the first buffer's performance time; we calculate
|
|
// this buffer's performance time as an offset from that time, based on
|
|
// the amount of media we've created so far.
|
|
// Recalculating every buffer like this avoids accumulation of error.
|
|
stamp = fStartTime + bigtime_t(double(fFramesSent)
|
|
/ double(fOutput.format.u.raw_audio.frame_rate) * 1000000.0);
|
|
}
|
|
hdr->start_time = stamp;
|
|
|
|
return buf;
|
|
}
|