use RageSound_Generic_Software
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@@ -14,11 +14,11 @@
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#include <sys/time.h>
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#include <sys/resource.h>
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const int channels = 2;
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static const int channels = 2;
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int samplerate = 44100;
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const int samples_per_frame = channels;
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const int bytes_per_frame = sizeof(Sint16) * samples_per_frame;
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static const int samples_per_frame = channels;
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static const int bytes_per_frame = sizeof(Sint16) * samples_per_frame;
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/* Linux 2.6 has a fine-grained scheduler. We can almost always use a smaller buffer
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* size than in 2.4. XXX: Some cards can handle smaller buffer sizes than others. */
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@@ -39,7 +39,7 @@ void RageSound_ALSA9_Software::MixerThread()
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* assigns it; we might get here before that happens, though. */
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while(!SOUNDMAN && !shutdown) SDL_Delay(10);
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setpriority( PRIO_PROCESS, getpid(), -15 );
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setpriority( PRIO_PROCESS, 0, -15 );
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// RageTimer UnderrunTest;
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while(!shutdown)
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@@ -66,130 +66,30 @@ bool RageSound_ALSA9_Software::GetData()
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if( frames_to_fill <= 0 )
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return false;
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/* Sint16 represents a single sample
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* each frame contains one sample per channel
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*/
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static Sint16 *buf = NULL;
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static Sint16 *buf = NULL;
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if (!buf)
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buf = new Sint16[max_writeahead*samples_per_frame];
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static SoundMixBuffer mix;
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const int64_t play_pos = pcm->GetPlayPos();
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const int64_t cur_play_pos = pcm->GetPosition();
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LockMutex L(SOUNDMAN->lock);
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for(unsigned i = 0; i < sounds.size(); ++i)
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{
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if(sounds[i]->stopping)
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continue;
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int bytes_read = 0;
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int bytes_left = frames_to_fill*bytes_per_frame;
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/* Does the sound have a start time? */
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if( !sounds[i]->start_time.IsZero() )
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{
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/* If the sound is supposed to start at a time past this buffer, insert silence. */
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const int64_t iFramesUntilThisBuffer = play_pos - cur_play_pos;
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const float fSecondsBeforeStart = -sounds[i]->start_time.Ago();
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const int64_t iFramesBeforeStart = int64_t( fSecondsBeforeStart * samplerate );
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const int64_t iSilentFramesInThisBuffer = iFramesBeforeStart-iFramesUntilThisBuffer;
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const int iSilentBytesInThisBuffer = clamp( int(iSilentFramesInThisBuffer * bytes_per_frame), 0, bytes_left );
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memset( buf+bytes_read, 0, iSilentBytesInThisBuffer );
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bytes_read += iSilentBytesInThisBuffer;
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bytes_left -= iSilentBytesInThisBuffer;
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if( !iSilentBytesInThisBuffer )
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sounds[i]->start_time.SetZero();
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}
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/* Call the callback.
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* Get the units straight,
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* <bytes> = GetPCM(<bytes*>, <bytes>, <frames>)
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*/
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int got = sounds[i]->snd->GetPCM( (char *) buf+bytes_read, bytes_left, play_pos+bytes_read/bytes_per_frame );
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bytes_read += got;
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bytes_left -= got;
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mix.write( (Sint16 *) buf, bytes_read / sizeof(Sint16), sounds[i]->snd->GetVolume() );
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if( bytes_left > 0 )
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{
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/* This sound is finishing. */
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sounds[i]->stopping = true;
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sounds[i]->flush_pos = pcm->GetPlayPos() + (bytes_read / bytes_per_frame);
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}
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}
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L.Unlock();
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memset( buf, 0, frames_to_fill * bytes_per_frame );
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mix.read( buf );
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this->Mix( buf, frames_to_fill, play_pos, cur_play_pos );
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pcm->Write( buf, frames_to_fill );
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return true;
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}
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void RageSound_ALSA9_Software::StartMixing(RageSoundBase *snd)
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{
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sound *s = new sound;
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s->snd = snd;
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s->start_time = snd->GetStartTime();
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LockMutex L(SOUNDMAN->lock);
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sounds.push_back(s);
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}
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void RageSound_ALSA9_Software::Update(float delta)
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{
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LockMutex L(SOUNDMAN->lock);
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/* SoundStopped might erase sounds out from under us, so make a copy
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* of the sound list. */
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vector<sound *> snds = sounds;
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for(unsigned i = 0; i < snds.size(); ++i)
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{
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if(!snds[i]->stopping) continue;
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if(GetPosition(snds[i]->snd) < snds[i]->flush_pos)
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continue; /* stopping but still flushing */
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/* This sound is done. */
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snds[i]->snd->StopPlaying();
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}
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}
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void RageSound_ALSA9_Software::StopMixing(RageSoundBase *snd)
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{
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LockMutex L(SOUNDMAN->lock);
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/* Find the sound. */
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unsigned i;
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for(i = 0; i < sounds.size(); ++i)
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if(sounds[i]->snd == snd) break;
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if(i == sounds.size())
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{
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LOG->Trace("not stopping a sound because it's not playing");
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return;
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}
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delete sounds[i];
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sounds.erase(sounds.begin()+i, sounds.begin()+i+1);
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/* If nothing is playing, reset the sample count; this is just to
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* prevent eventual overflow. */
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if( sounds.empty() )
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pcm->Reset();
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}
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int64_t RageSound_ALSA9_Software::GetPosition(const RageSoundBase *snd) const
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{
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return pcm->GetPosition();
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}
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void RageSound_ALSA9_Software::SetupDecodingThread()
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{
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setpriority( PRIO_PROCESS, 0, -5 );
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}
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RageSound_ALSA9_Software::RageSound_ALSA9_Software()
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{
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