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itgmania212121/src/RageSoundReader_Chain.cpp
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2011-03-17 01:47:30 -04:00
#include "global.h"
#include "RageSoundReader_Chain.h"
#include "RageSoundReader_FileReader.h"
#include "RageSoundReader_Resample_Good.h"
#include "RageSoundReader_Preload.h"
#include "RageSoundReader_Pan.h"
#include "RageLog.h"
#include "RageUtil.h"
#include "RageSoundMixBuffer.h"
#include "RageSoundUtil.h"
#include "Foreach.h"
/*
* Keyed sounds should pass this object to SoundReader_Preload, to preprocess it.
* Streaming more than two or three sounds is too expensive (keyed games can play
* two dozen), and reading from disk is too latent.
*
* This can also be used for chained background music, which should always stream,
* so we don't do the preloading in here.
*/
RageSoundReader_Chain::RageSoundReader_Chain()
{
m_iPreferredSampleRate = 44100;
m_iActualSampleRate = -1;
m_iChannels = 0;
m_iCurrentFrame = 0;
m_iNextSound = 0;
}
RageSoundReader_Chain::~RageSoundReader_Chain()
{
/* Clear m_apActiveSounds. */
while( !m_apActiveSounds.empty() )
ReleaseSound( m_apActiveSounds.front() );
FOREACH( RageSoundReader *, m_apLoadedSounds, it )
delete *it;
}
RageSoundReader_Chain *RageSoundReader_Chain::Copy() const
{
// XXX
FAIL_M("unimplemented");
}
/* The same sound may be used several times, and by several different chains. Avoid
* loading the same sound multiple times. We need to make a Copy() if we need to
* read it more than once at a time. */
void RageSoundReader_Chain::AddSound( int iIndex, float fOffsetSecs, float fPan )
{
if( iIndex == -1 )
return;
Sound s;
s.iIndex = iIndex;
s.iOffsetMS = lrintf( fOffsetSecs * 1000 );
s.fPan = fPan;
s.pSound = NULL;
m_aSounds.push_back( s );
}
int RageSoundReader_Chain::LoadSound( RString sPath )
{
sPath.MakeLower();
map<RString, RageSoundReader *>::const_iterator it = m_apNamedSounds.find( sPath );
if( it != m_apNamedSounds.end() )
{
const RageSoundReader *pReader = it->second;
for( int i = 0; i < (int) m_apLoadedSounds.size(); ++i )
if( m_apLoadedSounds[i] == pReader )
return i;
FAIL_M( sPath );
}
RString sError;
bool bPrebuffer;
RageSoundReader *pReader = RageSoundReader_FileReader::OpenFile( sPath, sError, &bPrebuffer );
if( pReader == NULL )
{
LOG->Warn( "RageSoundReader_Chain: error opening sound \"%s\": %s",
sPath.c_str(), sError.c_str() );
return -1;
}
m_apNamedSounds[sPath] = pReader;
m_apLoadedSounds.push_back( m_apNamedSounds[sPath] );
return m_apLoadedSounds.size()-1;
}
int RageSoundReader_Chain::LoadSound( RageSoundReader *pSound )
{
m_apLoadedSounds.push_back( pSound );
return m_apLoadedSounds.size()-1;
}
/* If every sound has the same sample rate, return it. Otherwise, return -1. */
int RageSoundReader_Chain::GetSampleRateInternal() const
{
if( m_apLoadedSounds.empty() )
return m_iPreferredSampleRate;
int iRate = -1;
FOREACH_CONST( RageSoundReader *, m_apLoadedSounds, it )
{
if( iRate == -1 )
iRate = (*it)->GetSampleRate();
else if( iRate != (*it)->GetSampleRate() )
return -1;
}
return iRate;
}
void RageSoundReader_Chain::Finish()
{
/* Figure out how many channels we have. All sounds must either have 1 or 2 channels,
* which will be converted as needed, or have the same number of channels. */
m_iChannels = 1;
FOREACH( RageSoundReader *, m_apLoadedSounds, it )
m_iChannels = max( m_iChannels, (*it)->GetNumChannels() );
if( m_iChannels > 2 )
{
FOREACH( RageSoundReader *, m_apLoadedSounds, it )
{
if( (*it)->GetNumChannels() != m_iChannels )
{
LOG->Warn( "Discarded sound with %i channels, not %i",
(*it)->GetNumChannels(), m_iChannels );
delete (*it);
(*it) = NULL;
}
}
}
/* Remove any sounds that don't have corresponding RageSoundReaders. */
for( unsigned i = 0; i < m_aSounds.size(); )
{
Sound &sound = m_aSounds[i];
if( m_apLoadedSounds[sound.iIndex] == NULL )
{
m_aSounds.erase( m_aSounds.begin()+i );
continue;
}
++i;
}
/*
* We might get different sample rates from our sources. If they're all the same
* sample rate, just leave it alone, so the whole sound can be resampled as a group.
* If not, resample eveything to the preferred rate. (Using the preferred rate
* should avoid redundant resampling later.)
*/
m_iActualSampleRate = GetSampleRateInternal();
if( m_iActualSampleRate == -1 )
{
FOREACH( RageSoundReader *, m_apLoadedSounds, it )
{
RageSoundReader *&pSound = (*it);
RageSoundReader_Resample_Good *pResample = new RageSoundReader_Resample_Good( pSound, m_iPreferredSampleRate );
pSound = pResample;
}
m_iActualSampleRate = m_iPreferredSampleRate;
}
/* Attempt to preload all sounds. */
FOREACH( RageSoundReader *, m_apLoadedSounds, it )
{
RageSoundReader *&pSound = (*it);
RageSoundReader_Preload::PreloadSound( pSound );
}
/* Sort the sounds by start time. */
sort( m_aSounds.begin(), m_aSounds.end() );
}
int RageSoundReader_Chain::SetPosition( int iFrame )
{
/* Clear m_apActiveSounds. */
while( !m_apActiveSounds.empty() )
ReleaseSound( m_apActiveSounds.front() );
m_iCurrentFrame = iFrame;
/* Run through all sounds in the chain, and activate all sounds which have data
* at iFrame. */
for( m_iNextSound = 0; m_iNextSound < m_aSounds.size(); ++m_iNextSound )
{
Sound *pSound = &m_aSounds[m_iNextSound];
int iOffsetFrame = pSound->GetOffsetFrame( GetSampleRate() );
/* If this sound is in the future, skip it. */
if( iOffsetFrame > iFrame )
break;
/* Find the RageSoundReader. */
ActivateSound( pSound );
RageSoundReader *pReader = pSound->pSound;
int iOffsetFrames = iFrame - iOffsetFrame;
if( pReader->SetPosition(iOffsetFrames) == 0 )
{
/* We're past the end of this sound. */
ReleaseSound( pSound );
continue;
}
}
/* If no sounds were started, and we have no sounds ahead of us, we've seeked
* past EOF. */
if( m_apActiveSounds.empty() && m_iNextSound == m_aSounds.size() )
return 0;
return 1;
}
void RageSoundReader_Chain::ActivateSound( Sound *s )
{
RageSoundReader *pSound = m_apLoadedSounds[s->iIndex];
s->pSound = pSound->Copy();
/* Add a balance filter. If this source has the same number of channels
* as this sound, and does not need to be panned, we can omit this. */
if( s->fPan != 0.0f || s->pSound->GetNumChannels() != this->GetNumChannels() )
{
s->pSound = new RageSoundReader_Pan( s->pSound );
s->pSound->SetProperty( "Pan", s->fPan );
}
m_apActiveSounds.push_back( s );
}
void RageSoundReader_Chain::ReleaseSound( Sound *s )
{
vector<Sound *>::iterator it = find( m_apActiveSounds.begin(), m_apActiveSounds.end(), s );
ASSERT( it != m_apActiveSounds.end() );
RageSoundReader *&pSound = s->pSound;
delete pSound;
pSound = NULL;
m_apActiveSounds.erase( it );
}
bool RageSoundReader_Chain::SetProperty( const RString &sProperty, float fValue )
{
bool bRet = false;
for( unsigned i = 0; i < m_apActiveSounds.size(); ++i )
{
if( m_apActiveSounds[i]->pSound->SetProperty(sProperty, fValue) )
bRet = true;
}
return bRet;
}
int RageSoundReader_Chain::GetNextSourceFrame() const
{
return m_iCurrentFrame;
/* if( m_apActiveSounds.empty() )
return m_iCurrentFrame;
int iPosition = m_apActiveSounds[0]->pSound->GetNextSourceFrame();
iPosition += m_apActiveSounds[0]->GetOffsetFrame( GetSampleRate() );
for( unsigned i = 1; i < m_apActiveSounds.size(); ++i )
{
int iThisPosition = m_apActiveSounds[i]->pSound->GetNextSourceFrame();
iThisPosition += m_apActiveSounds[i]->GetOffsetFrame( GetSampleRate() );
if( iThisPosition != iPosition )
LOG->Warn( "RageSoundReader_Chain: sound positions moving at different rates" );
}
return iPosition;
*/
}
float RageSoundReader_Chain::GetStreamToSourceRatio() const
{
if( m_apActiveSounds.empty() )
return 1.0f;
float iRate = m_apActiveSounds[0]->pSound->GetStreamToSourceRatio();
for( unsigned i = 1; i < m_apActiveSounds.size(); ++i )
{
if( m_apActiveSounds[i]->pSound->GetStreamToSourceRatio() != iRate )
LOG->Warn( "RageSoundReader_Chain: sound rates changing differently" );
}
return iRate;
}
/* As we iterate through the sound tree, we'll find that we need data from different
* sounds; a sound may be needed by more than one other sound. */
int RageSoundReader_Chain::Read( float *pBuffer, int iFrames )
{
while( m_iNextSound < m_aSounds.size() && m_iCurrentFrame == m_aSounds[m_iNextSound].GetOffsetFrame(m_iActualSampleRate) )
{
Sound *pSound = &m_aSounds[m_iNextSound];
ActivateSound( pSound );
++m_iNextSound;
}
if( m_iNextSound == m_aSounds.size() && m_apActiveSounds.empty() )
return END_OF_FILE;
/* Clamp iFrames to the beginning of the next sound we need to start. */
if( m_iNextSound < m_aSounds.size() )
{
int iOffsetFrame = m_aSounds[m_iNextSound].GetOffsetFrame( m_iActualSampleRate );
ASSERT_M( iOffsetFrame >= m_iCurrentFrame, ssprintf("%i %i", iOffsetFrame, m_iCurrentFrame) );
int iFramesToRead = iOffsetFrame - m_iCurrentFrame;
iFrames = min( iFramesToRead, iFrames );
}
if( m_apActiveSounds.size() == 1 &&
m_apActiveSounds.front()->pSound->GetNumChannels() == m_iChannels &&
m_apActiveSounds.front()->pSound->GetSampleRate() == m_iActualSampleRate )
{
/* We have only one source, and it matches our target. Don't mix; read
* directly from the source into the destination. This is to optimize
* the common case of having one BGM track and no autoplay sounds. */
iFrames = m_apActiveSounds.front()->pSound->Read( pBuffer, iFrames );
if( iFrames < 0 )
ReleaseSound( m_apActiveSounds.front() );
if( iFrames > 0 )
m_iCurrentFrame += iFrames;
return iFrames;
}
if( m_apActiveSounds.empty() )
{
/* If we have more sounds ahead of us, pretend we read the entire block, since
* there's silence in between. Otherwise, we're at EOF. */
memset( pBuffer, 0, iFrames * m_iChannels * sizeof(float) );
m_iCurrentFrame += iFrames;
return iFrames;
}
RageSoundMixBuffer mix;
/* Read iFrames from each sound. */
float Buffer[2048];
iFrames = min( iFrames, (int) (ARRAYLEN(Buffer) / m_iChannels) );
for( unsigned i = 0; i < m_apActiveSounds.size(); )
{
RageSoundReader *pSound = m_apActiveSounds[i]->pSound;
ASSERT( pSound->GetNumChannels() == m_iChannels ); // guaranteed by ActivateSound and Finish
/* If we receive less than we were asked for, keep asking for more data. Most
* filters would simply return what they have in this situation, but we want
* to deal transparently with separate sounds returning differently-sized partial
* blocks. */
int iFramesRead = 0;
while( iFramesRead < iFrames )
{
int iGotFrames = pSound->RetriedRead( Buffer, iFrames - iFramesRead );
if( iGotFrames < 0 )
{
iFramesRead = iGotFrames;
break;
}
mix.SetWriteOffset( iFramesRead * pSound->GetNumChannels() );
mix.write( Buffer, iGotFrames * pSound->GetNumChannels() );
iFramesRead += iGotFrames;
}
if( iFramesRead < 0 )
ReleaseSound( m_apActiveSounds[i] );
else
++i;
}
/* Read mixed frames into the output buffer. */
int iMaxFramesRead = mix.size() / m_iChannels;
mix.read( pBuffer );
m_iCurrentFrame += iMaxFramesRead;
return iMaxFramesRead;
}
int RageSoundReader_Chain::GetLength() const
{
int iLength = 0;
for( unsigned i = 0; i < m_aSounds.size(); ++i )
{
const Sound &sound = m_aSounds[i];
const RageSoundReader *pSound = m_apLoadedSounds[sound.iIndex];
int iThisLength = pSound->GetLength();
if( iThisLength )
iLength = max( iLength, iThisLength + sound.iOffsetMS );
}
return iLength;
}
int RageSoundReader_Chain::GetLength_Fast() const
{
int iLength = 0;
for( unsigned i = 0; i < m_aSounds.size(); ++i )
{
const Sound &sound = m_aSounds[i];
const RageSoundReader *pSound = m_apLoadedSounds[sound.iIndex];
int iThisLength = pSound->GetLength_Fast();
if( iThisLength )
iLength = max( iLength, iThisLength + sound.iOffsetMS );
}
return iLength;
}
/*
* Copyright (c) 2004-2006 Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/