0cc215800b
Fixes crashes in the game sound code when using small buffers. Closes #5093, but there are other issues left. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@43128 a95241bf-73f2-0310-859d-f6bbb57e9c96
153 lines
5.0 KiB
C++
153 lines
5.0 KiB
C++
//------------------------------------------------------------------------------
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// Copyright (c) 2001-2002, OpenBeOS
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//
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// Permission is hereby granted, free of charge, to any person obtaining a
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// copy of this software and associated documentation files (the "Software"),
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// to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense,
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// and/or sell copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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// DEALINGS IN THE SOFTWARE.
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//
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// File Name: GameProducer.cpp
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// Author: Christopher ML Zumwalt May (zummy@users.sf.net)
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// Description: 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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#ifndef _GAMEPRODUCER_H
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#define _GAMEPRODUCER_H
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// Standard Includes -----------------------------------------------------------
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// System Includes -------------------------------------------------------------
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#include <media/BufferProducer.h>
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#include <media/MediaEventLooper.h>
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#include <GameSoundDefs.h>
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// Project Includes ------------------------------------------------------------
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// Local Includes --------------------------------------------------------------
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// Local Defines ---------------------------------------------------------------
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// Globals ---------------------------------------------------------------------
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class GameSoundBuffer;
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// GameProducer class -------------------------------------------------------------
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class GameProducer : public BBufferProducer, public BMediaEventLooper
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{
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public:
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GameProducer(GameSoundBuffer * object,
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const gs_audio_format * format);
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~GameProducer();
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// BMediaNode methods
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BMediaAddOn* AddOn(int32* internal_id) const;
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// BBufferProducer methods
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status_t FormatSuggestionRequested(media_type type,
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int32 quality,
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media_format* format);
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status_t FormatProposal(const media_source& output,
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media_format* format);
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status_t FormatChangeRequested(const media_source& source,
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const media_destination& destination,
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media_format* io_format,
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int32* _deprecated_);
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status_t GetNextOutput(int32* cookie,
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media_output* out_output);
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status_t DisposeOutputCookie(int32 cookie);
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status_t SetBufferGroup(const media_source& for_source,
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BBufferGroup* group);
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status_t GetLatency(bigtime_t* out_latency);
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status_t PrepareToConnect(const media_source& what,
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const media_destination& where,
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media_format* format,
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media_source* out_source,
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char* out_name);
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void Connect(status_t error,
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const media_source& source,
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const media_destination& destination,
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const media_format& format,
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char* io_name);
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void Disconnect(const media_source& what,
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const media_destination& where);
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void LateNoticeReceived(const media_source& what,
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bigtime_t how_much,
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bigtime_t performance_time);
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void EnableOutput(const media_source & what,
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bool enabled,
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int32* _deprecated_);
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status_t SetPlayRate(int32 numer,
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int32 denom);
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status_t HandleMessage(int32 message,
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const void* data,
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size_t size);
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void AdditionalBufferRequested(const media_source& source,
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media_buffer_id prev_buffer,
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bigtime_t prev_time,
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const media_seek_tag* prev_tag);
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void LatencyChanged(const media_source& source,
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const media_destination& destination,
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bigtime_t new_latency,
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uint32 flags);
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// BMediaEventLooper methods
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void NodeRegistered();
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void SetRunMode(run_mode mode);
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void HandleEvent(const media_timed_event* event,
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bigtime_t lateness,
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bool realTimeEvent = false);
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// GameProducer
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status_t StartPlaying(GameSoundBuffer* sound);
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status_t StopPlaying(GameSoundBuffer* sound);
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bool IsPlaying(GameSoundBuffer* sound) const;
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int32 SoundCount() const;
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private:
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BBuffer* FillNextBuffer(bigtime_t event_time);
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BBufferGroup * fBufferGroup;
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bigtime_t fLatency, fInternalLatency;
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media_output fOutput;
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bool fOutputEnabled;
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media_format fPreferredFormat;
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bigtime_t fStartTime;
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size_t fFrameSize;
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int64 fFramesSent;
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GameSoundBuffer * fObject;
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size_t fBufferSize;
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};
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#endif
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