c80809a3ab
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@42453 a95241bf-73f2-0310-859d-f6bbb57e9c96
637 lines
12 KiB
C++
637 lines
12 KiB
C++
/*
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* Copyright 2001-2007, Haiku Inc.
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* Authors:
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* Christopher ML Zumwalt May (zummy@users.sf.net)
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* Jérôme Duval
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*
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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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#include <Entry.h>
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#include <FileGameSound.h>
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#include <MediaFile.h>
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#include <MediaTrack.h>
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#include <scheduler.h>
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#include "GameSoundDevice.h"
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#include "GSUtility.h"
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const int32 kPages = 20;
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struct _gs_media_tracker
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{
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BMediaFile * file;
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BMediaTrack * stream;
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int64 frames;
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size_t position;
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};
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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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for (int32 byte = 0; byte < samples; byte++) {
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float gain = *ramp->value;
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data[byte] = uint8(float(buffer[byte]) * gain);
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if (ChangeRamp(ramp)) {
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*bytes = byte * sizeof(uint8);
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return true;
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}
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}
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return false;
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}
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bool FillBuffer(_gs_ramp * ramp, int16 * data, int16 * buffer, size_t * bytes)
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{
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int32 samples = *bytes / sizeof(int16);
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for (int32 byte = 0; byte < samples; byte++) {
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float gain = *ramp->value;
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data[byte] = int16(float(buffer[byte]) * gain);
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if (ChangeRamp(ramp)) {
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*bytes = byte * sizeof(int16);
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return true;
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}
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}
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return false;
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}
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bool FillBuffer(_gs_ramp * ramp, int32 * data, int32 * buffer, size_t * bytes)
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{
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size_t byte = 0;
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bool bytesAreReady = (*bytes > 0);
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while (bytesAreReady) {
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float gain = *ramp->value;
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data[byte] = int32(float(buffer[byte]) * gain);
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if (ChangeRamp(ramp)) {
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*bytes = byte;
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return true;
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}
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byte++;
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bytesAreReady = (byte >= *bytes);
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}
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return false;
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}
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bool FillBuffer(_gs_ramp * ramp, float * data, float * buffer, size_t * bytes)
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{
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size_t byte = 0;
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bool bytesAreReady = (*bytes > 0);
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while (bytesAreReady) {
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float gain = *ramp->value;
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data[byte] = buffer[byte] * gain;
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if (ChangeRamp(ramp)) {
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*bytes = byte;
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return true;
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}
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byte++;
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bytesAreReady = (byte >= *bytes);
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}
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return false;
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}
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// BFileGameSound -------------------------------------------------------
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BFileGameSound::BFileGameSound(const entry_ref *file,
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bool looping,
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BGameSoundDevice *device)
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: BStreamingGameSound(device),
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fAudioStream(NULL),
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fStopping(false),
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fLooping(looping),
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fBuffer(NULL),
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fPlayPosition(0),
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fPausing(NULL),
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fPaused(false),
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fPauseGain(1.0)
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{
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if (InitCheck() == B_OK)
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SetInitError(Init(file));
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}
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BFileGameSound::BFileGameSound(const char *file,
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bool looping,
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BGameSoundDevice *device)
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: BStreamingGameSound(device),
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fAudioStream(NULL),
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fStopping(false),
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fLooping(looping),
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fBuffer(NULL),
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fPlayPosition(0),
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fPausing(NULL),
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fPaused(false),
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fPauseGain(1.0)
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{
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if (InitCheck() == B_OK) {
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entry_ref node;
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if (get_ref_for_path(file, &node) != B_OK)
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SetInitError(B_ENTRY_NOT_FOUND);
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else
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SetInitError(Init(&node));
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}
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}
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BFileGameSound::~BFileGameSound()
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{
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if (fReadThread >= 0) {
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// TODO: kill_thread() is very bad, since it will leak any resources
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// that the thread had allocated. It will also keep locks locked that
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// the thread holds! Set a flag to make the thread quit and use
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// wait_for_thread() here!
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kill_thread(fReadThread);
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}
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if (fAudioStream) {
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if (fAudioStream->stream)
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fAudioStream->file->ReleaseTrack(fAudioStream->stream);
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delete fAudioStream->file;
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}
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delete [] fBuffer;
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delete fAudioStream;
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}
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BGameSound *
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BFileGameSound::Clone() const
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{
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return NULL;
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}
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status_t
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BFileGameSound::StartPlaying()
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{
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// restart playback if needed
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if (IsPlaying())
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StopPlaying();
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// start playing the file
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return BStreamingGameSound::StartPlaying();
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}
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status_t
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BFileGameSound::StopPlaying()
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{
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status_t error = BStreamingGameSound::StopPlaying();
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if (!fAudioStream || !fAudioStream->stream)
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return B_OK;
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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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fAudioStream->stream->SeekToFrame(&frame);
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fStopping = false;
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fAudioStream->position = 0;
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fPlayPosition = 0;
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return error;
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}
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status_t
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BFileGameSound::Preload()
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{
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if (!IsPlaying())
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Load();
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return B_OK;
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}
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void
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BFileGameSound::FillBuffer(void *inBuffer,
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size_t inByteCount)
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{
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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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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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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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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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}
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}
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}
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status_t
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BFileGameSound::Perform(int32 selector,
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void *data)
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{
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return B_ERROR;
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}
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status_t
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BFileGameSound::SetPaused(bool isPaused,
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bigtime_t rampTime)
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{
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if (fPaused != isPaused) {
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Lock();
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// Clear any old ramping
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delete fPausing;
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fPausing = NULL;
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if (rampTime > 100000) {
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// Setup for ramping
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if (isPaused)
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fPausing = InitRamp(&fPauseGain, 0.0,
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Format().frame_rate, rampTime);
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else
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fPausing = InitRamp(&fPauseGain, 1.0,
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Format().frame_rate, rampTime);
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}
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fPaused = isPaused;
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Unlock();
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}
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return B_OK;
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}
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int32
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BFileGameSound::IsPaused()
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{
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if (fPausing)
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return B_PAUSE_IN_PROGRESS;
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if (fPaused)
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return B_PAUSED;
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return B_NOT_PAUSED;
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}
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status_t
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BFileGameSound::Init(const entry_ref* file)
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{
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fAudioStream = new(std::nothrow) _gs_media_tracker;
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if (!fAudioStream)
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return B_NO_MEMORY;
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memset(fAudioStream, 0, sizeof(_gs_media_tracker));
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fAudioStream->file = new(std::nothrow) BMediaFile(file);
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if (!fAudioStream->file) {
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delete fAudioStream;
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fAudioStream = NULL;
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return B_NO_MEMORY;
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}
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status_t error = fAudioStream->file->InitCheck();
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if (error != B_OK)
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return error;
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fAudioStream->stream = fAudioStream->file->TrackAt(0);
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// is this is an audio file?
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media_format playFormat;
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if ((error = fAudioStream->stream->EncodedFormat(&playFormat)) != B_OK) {
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fAudioStream->file->ReleaseTrack(fAudioStream->stream);
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fAudioStream->stream = NULL;
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return error;
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}
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if (!playFormat.IsAudio()) {
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fAudioStream->file->ReleaseTrack(fAudioStream->stream);
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fAudioStream->stream = NULL;
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return B_MEDIA_BAD_FORMAT;
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}
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gs_audio_format dformat = Device()->Format();
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// request the format we want the sound
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memset(&playFormat, 0, sizeof(media_format));
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playFormat.type = B_MEDIA_RAW_AUDIO;
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if (fAudioStream->stream->DecodedFormat(&playFormat) != B_OK) {
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fAudioStream->file->ReleaseTrack(fAudioStream->stream);
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fAudioStream->stream = NULL;
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return B_MEDIA_BAD_FORMAT;
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}
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// translate the format into a "GameKit" friendly one
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gs_audio_format gsformat;
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media_to_gs_format(&gsformat, &playFormat.u.raw_audio);
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// Since the buffer sized read from the file is most likely differnt
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// then the buffer used by the audio mixer, we must allocate a buffer
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// large enough to hold the largest request.
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fBufferSize = gsformat.buffer_size;
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if (fBufferSize < dformat.buffer_size)
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fBufferSize = dformat.buffer_size;
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// create the buffer
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fBuffer = new char[fBufferSize * 2];
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memset(fBuffer, 0, fBufferSize * 2);
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fFrameSize = gsformat.channel_count * get_sample_size(gsformat.format);
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fAudioStream->frames = fAudioStream->stream->CountFrames();
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// Ask the device to attach our sound to it
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gs_id sound;
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error = Device()->CreateBuffer(&sound, this, &gsformat);
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if (error != B_OK)
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return error;
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return BGameSound::Init(sound);
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}
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bool
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BFileGameSound::Load()
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{
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if (!fAudioStream || !fAudioStream->stream)
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return false;
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// read a new buffer
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int64 frames = 0;
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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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// 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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fAudioStream->stream->SeekToFrame(&frame);
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} else {
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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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bool
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BFileGameSound::Read(void * buffer, size_t bytes)
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{
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return false;
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}
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/* unimplemented for protection of the user:
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*
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* BFileGameSound::BFileGameSound()
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* BFileGameSound::BFileGameSound(const BFileGameSound &)
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* BFileGameSound &BFileGameSound::operator=(const BFileGameSound &)
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*/
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status_t
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BFileGameSound::_Reserved_BFileGameSound_0(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BFileGameSound::_Reserved_BFileGameSound_1(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BFileGameSound::_Reserved_BFileGameSound_2(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BFileGameSound::_Reserved_BFileGameSound_3(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BFileGameSound::_Reserved_BFileGameSound_4(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BFileGameSound::_Reserved_BFileGameSound_5(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BFileGameSound::_Reserved_BFileGameSound_6(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BFileGameSound::_Reserved_BFileGameSound_7(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BFileGameSound::_Reserved_BFileGameSound_8(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BFileGameSound::_Reserved_BFileGameSound_9(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BFileGameSound::_Reserved_BFileGameSound_10(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BFileGameSound::_Reserved_BFileGameSound_11(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BFileGameSound::_Reserved_BFileGameSound_12(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BFileGameSound::_Reserved_BFileGameSound_13(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BFileGameSound::_Reserved_BFileGameSound_14(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BFileGameSound::_Reserved_BFileGameSound_15(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BFileGameSound::_Reserved_BFileGameSound_16(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BFileGameSound::_Reserved_BFileGameSound_17(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BFileGameSound::_Reserved_BFileGameSound_18(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BFileGameSound::_Reserved_BFileGameSound_19(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BFileGameSound::_Reserved_BFileGameSound_20(int32 arg, ...)
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{
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|
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;
|
|
}
|
|
|
|
|