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itgmania212121/stepmania/src/RageSound.h
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#ifndef RAGE_SOUND_H
#define RAGE_SOUND_H
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#include <deque>
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#include "RageThreads.h"
#include "RageTimer.h"
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#include "RageUtil_CircularBuffer.h"
#include "RageSoundPosMap.h"
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class SoundReader;
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/* Driver interface for sounds: this is what drivers see. */
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class RageSoundBase
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{
public:
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virtual ~RageSoundBase() { }
virtual void SoundIsFinishedPlaying() = 0;
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virtual bool GetDataToPlay( int16_t *buffer, int size, int &pos, int &got_bytes ) = 0;
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virtual int GetPCM( char *buffer, int size, int64_t frameno ) = 0;
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virtual int GetSampleRate() const = 0;
virtual RageTimer GetStartTime() const { return RageZeroTimer; }
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virtual float GetVolume() const = 0;
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virtual int GetID() const = 0;
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virtual CString GetLoadedFilePath() const = 0;
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virtual bool IsStreamingFromDisk() const = 0;
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};
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/* These are parameters to play a sound. These are normally changed before playing begins,
* and are constant from then on. */
struct RageSoundParams
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{
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RageSoundParams();
/* The amount of data to play (or loop): */
float m_StartSecond;
float m_LengthSeconds;
/* Number of seconds to spend fading out. */
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float m_FadeLength;
void SetNoFade() { m_FadeLength = 0; }
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float m_Volume;
/* Pan: -1, left; 1, right */
float m_Balance;
/* Number of samples input and output when changing speed. Currently,
* this is either 1/1, 5/4 or 4/5. */
int speed_input_samples, speed_output_samples;
void SetPlaybackRate( float fScale );
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bool AccurateSync;
/* Optional driver feature: time to actually start playing sounds. If zero, or if not
* supported, it'll start immediately. */
RageTimer StartTime;
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/* M_STOP (default) stops the sound at the end.
* M_LOOP restarts.
* M_CONTINUE feeds silence, which is useful to continue timing longer than the actual sound. */
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enum StopMode_t {
M_STOP, /* stop when finished */
M_LOOP, /* loop */
M_CONTINUE, /* keep playing silence */
M_AUTO /* obey filename hints */
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} StopMode;
};
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class RageSound: public RageSoundBase
{
public:
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RageSound();
~RageSound();
RageSound(const RageSound &cpy);
RageSound &operator=( const RageSound &cpy );
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/* If cache == true, we'll preload the entire file into memory if
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* it's small enough. If this is done, a large number of copies of the
* sound can be played without much performance penalty. This is useful
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* for BM (keyed sounds), and for rapidly-repeating sound effects, such
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* as the music wheel.
*
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* If cache == false, we'll never preload the file (always stream
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* it). This makes loads much faster.
*
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* If the file failed to load, false is returned, Error() is set
* and a null sample will be loaded. (This makes failed loads nonfatal;
* they can be ignored most of the time, so we continue to work if a file
* is broken or missing.) */
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bool Load( CString fn, bool bPrecache );
/*
* Using this version means the "don't care" about caching. Currently,
* this always will not cache the sound; this may become a preference.
*/
bool Load( CString fn );
/* Load a SoundReader that you've set up yourself. Sample rate conversion will
* be set up only if needed. Doesn't fail. */
void LoadSoundReader( SoundReader *pSound );
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void Unload();
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bool IsLoaded() const;
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void StartPlaying();
void StopPlaying();
CString GetError() const { return error; }
bool Error() const { return !error.empty(); }
RageSound *Play( const RageSoundParams *params=NULL );
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void Stop();
/* Cleanly pause or unpause the sound. If the sound wasn't already playing,
* return true and do nothing. */
bool Pause( bool bPause );
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float GetLengthSeconds();
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float GetPositionSeconds( bool *approximate=NULL, RageTimer *Timestamp=NULL ) const;
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int GetSampleRate() const;
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bool IsStreamingFromDisk() const;
bool SetPositionSeconds( float fSeconds );
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CString GetLoadedFilePath() const { return m_sFilePath; }
bool IsPlaying() const { return playing; }
/* Lock and unlock this sound. */
void LockSound();
void UnlockSound();
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float GetPlaybackRate() const;
RageTimer GetStartTime() const;
float GetVolume() const;
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int GetID() const { return ID; }
void SetParams( const RageSoundParams &p );
const RageSoundParams &GetParams() const { return m_Param; }
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private:
mutable RageMutex m_Mutex;
SoundReader *Sample;
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CircBuf<char> databuf;
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int FillBuf(int bytes);
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/* We keep track of sound blocks we've sent out recently through GetDataToPlay. */
pos_map_queue pos_map;
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CString m_sFilePath;
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RageSoundParams m_Param;
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/* Current position of the output sound, in frames. If < 0, nothing will play
* until it becomes positive. */
int decode_position;
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/* Hack: When we stop a playing sound, we can't ask the driver the position
* (we're not playing); and we can't seek back to the current playing position
* when we stop (too slow), but we want to be able to report the position we
* were at when we stopped without jumping to the last position we buffered.
* Keep track of the position after a seek or stop, so we can return a sane
* position when stopped, and when playing but pos_map hasn't yet been filled. */
int stopped_position;
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bool playing;
/* Keep track of the max SOUNDMAN->GetPosition result (see GetPositionSecondsInternal). */
mutable int64_t max_driver_frame;
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/* Unique ID number for this instance of RageSound. */
int ID;
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CString error;
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int64_t GetPositionSecondsInternal( bool *approximate=NULL ) const;
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bool SetPositionFrames( int frames = -1 );
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int GetData(char *buffer, int size);
void Fail(CString reason);
int Bytes_Available() const;
RageSoundParams::StopMode_t GetStopMode() const; /* resolves M_AUTO */
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void SoundIsFinishedPlaying(); // called by sound drivers
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static void RateChange(char *buf, int &cnt, int speed_input_samples, int speed_output_samples, int channels);
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public:
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/* Called only by the sound drivers: */
/* This function should return the number of bytes actually put into buffer.
* If less than size is returned, it signals the stream to stop; once it's
* flushed, SoundStopped will be called. Until then, SOUNDMAN->GetPosition
* can still be called (the sound is still playing). */
int GetPCM( char *buffer, int size, int64_t frameno );
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bool GetDataToPlay( int16_t *buffer, int size, int &pos, int &got_bytes );
void CommitPlayingPosition( int64_t frameno, int pos, int got_bytes );
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};
#endif
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/*
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* Copyright (c) 2002-2004 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.
*/