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itgmania212121/stepmania/src/RageSoundPosMap.cpp
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#include "global.h"
#include "RageSoundPosMap.h"
#include "RageLog.h"
#include "RageUtil.h"
/* The number of frames we should keep pos_map data for. This being too high
* is mostly harmless; the data is small. */
const int pos_map_backlog_frames = 100000;
pos_map_queue::pos_map_queue()
{
}
pos_map_queue::pos_map_queue( const pos_map_queue &cpy )
{
*this = cpy;
}
void pos_map_queue::Insert( int64_t frameno, int pos, int got_frames )
{
if( m_Queue.size() )
{
/* Optimization: If the last entry lines up with this new entry, just merge them. */
pos_map_t &last = m_Queue.back();
if( last.frameno+last.frames == frameno &&
last.position+last.frames == pos )
{
last.frames += got_frames;
return;
}
}
m_Queue.push_back( pos_map_t( frameno, pos, got_frames ) );
Cleanup();
}
void pos_map_queue::Cleanup()
{
/* Determine the number of frames of data we have. */
int64_t total_frames = 0;
for( unsigned i = 0; i < m_Queue.size(); ++i )
total_frames += m_Queue[i].frames;
/* Remove the oldest entry so long we'll stil have enough data. Don't delete every
* frame, so we'll always have some data to extrapolate from. */
while( m_Queue.size() > 1 && total_frames - m_Queue.front().frames > pos_map_backlog_frames )
{
total_frames -= m_Queue.front().frames;
m_Queue.pop_front();
}
}
int64_t pos_map_queue::Search( int64_t frame, bool *approximate ) const
{
if( IsEmpty() )
{
if( approximate )
*approximate = true;
return 0;
}
/* frame is probably in pos_map. Search to figure out what position
* it maps to. */
int64_t closest_position = 0, closest_position_dist = INT_MAX;
int closest_block = 0; /* print only */
for( unsigned i = 0; i < m_Queue.size(); ++i )
{
if( frame >= m_Queue[i].frameno &&
frame < m_Queue[i].frameno+m_Queue[i].frames )
{
/* frame lies in this block; it's an exact match. Figure
* out the exact position. */
int64_t diff = m_Queue[i].position - m_Queue[i].frameno;
return frame + diff;
}
/* See if the current position is close to the beginning of this block. */
int64_t dist = llabs( m_Queue[i].frameno - frame );
if( dist < closest_position_dist )
{
closest_position_dist = dist;
closest_block = i;
closest_position = m_Queue[i].position - dist;
}
/* See if the current position is close to the end of this block. */
dist = llabs( m_Queue[i].frameno + m_Queue[i].frames - frame );
if( dist < closest_position_dist )
{
closest_position_dist = dist;
closest_position = m_Queue[i].position + m_Queue[i].frames + dist;
}
}
/* The frame is out of the range of data we've actually sent.
* Return the closest position.
*
* There are three cases when this happens:
* 1. After the first GetPCM call, but before it actually gets heard.
* 2. After GetPCM returns EOF and the sound has flushed, but before
* SoundStopped has been called.
* 3. Underflow; we'll be given a larger frame number than we know about.
*/
/* XXX: %lli normally, %I64i in Windows */
2004-04-13 01:48:51 +00:00
LOG->Trace( "Approximate sound time: driver frame %lli, m_Queue frame %lli..%lli (dist %lli), closest position is %lli",
frame, m_Queue[closest_block].frameno, m_Queue[closest_block].frameno+m_Queue[closest_block].frames,
closest_position_dist, closest_position );
if( approximate )
*approximate = true;
return closest_position;
}
void pos_map_queue::Clear()
{
m_Queue.clear();
}
bool pos_map_queue::IsEmpty() const
{
return m_Queue.empty();
}