fixes, etc.

This commit is contained in:
Glenn Maynard
2002-12-18 06:44:56 +00:00
parent cb10e7ece2
commit 06853d3663
2 changed files with 110 additions and 81 deletions
+73 -57
View File
@@ -74,8 +74,11 @@ RageSound::RageSound()
position = 0;
playing = false;
Loop = false;
AutoStop = true;
speed = 1.0f;
stream.buf.reserve(internal_buffer_size);
m_StartSeconds = 0;
m_LengthSeconds = -1;
/* Register ourselves, so we receive Update()s. */
SOUNDMAN->all_sounds.insert(this);
@@ -100,6 +103,7 @@ RageSound::RageSound(const RageSound &cpy)
Loop = false;
speed = 1.0f;
stream.buf.reserve(internal_buffer_size);
AutoStop = cpy.AutoStop;
/* Copy some of it; don't copy the playing state. */
big = cpy.big;
@@ -205,22 +209,26 @@ void RageSound::Load(CString sSoundFilePath, bool cache)
position = 0;
}
void RageSound::Play( bool bLoop, float fStartSeconds, float fLengthSeconds )
void RageSound::SetStartSeconds( float secs )
{
m_StartSeconds = secs;
}
void RageSound::SetLengthSeconds(float secs)
{
m_LengthSeconds = secs;
}
/* Start playing from m_StartSeconds. TODO: a way to start playing
* from the current pos (unpause) */
void RageSound::Play()
{
LockMutex L(SOUNDMAN->lock);
if(playing) Stop();
playing = true;
Loop = bLoop;
if(fStartSeconds != -1000)
{
m_StartSeconds = fStartSeconds;
SetPositionSeconds(m_StartSeconds);
} else m_StartSeconds = 0;
m_LengthSeconds = fLengthSeconds;
// Tell the sound manager to start mixing us
SOUNDMAN->StartMixing(this);
@@ -325,50 +333,8 @@ int RageSound::GetPCM(char *buffer, int size, int sampleno)
memcpy(buffer, full_buf.data()+byte_pos, got);
}
if(got) {
/* Save this sampleno/position map. */
pos_map[3].push_back(pos_map_t(sampleno, position, got/samplesize));
int got_samples = got / samplesize; /* bytes -> samples */
/* This block goes from position to position+got_samples. */
const float FADE_TIME = 1.5f;
/* XXX: Loop shouldn't set fading; add a Fade_Time member?
*
* We want to fade when there's FADE_TIME seconds left, but if
* m_LengthSeconds is -1, we don't know the length we're playing.
* (m_LengthSeconds is the length to play, not the length of the
* source.) If we don't know the length, don't fade. */
if(Loop) {
Sint16 *p = (Sint16 *) buffer;
int this_position = position;
for(int samp = 0; samp < got_samples; ++samp)
if(!got)
{
float fSecsUntilSilent = (m_StartSeconds + m_LengthSeconds) - float(this_position)/samplerate;
float fVolPercent = fSecsUntilSilent / FADE_TIME;
fVolPercent = clamp(fVolPercent, 0.f, 1.f);
for(int i = 0; i < channels; ++i) {
*p = short(*p * fVolPercent);
p++;
}
this_position++;
}
}
bytes_stored += got;
position += got_samples;
size -= got;
buffer += got;
sampleno += got_samples;
}
/* If we've filled the buffer, we're done. */
if(!size) break;
/* We need more data. Find out if we've hit EOF. */
bool HitEOF = true;
if(big) {
@@ -392,11 +358,59 @@ int RageSound::GetPCM(char *buffer, int size, int sampleno)
continue;
/* We're at EOF. If we're not looping, just stop. */
if(!Loop)
break;
if(Loop)
{
/* Rewind and start over. */
SetPositionSeconds(m_StartSeconds);
continue;
}
if(AutoStop)
break;
/* We're out of data, but we're not going to stop, so fill in the
* rest with silence. */
memset(buffer, 0, size);
got = size;
}
/* Save this sampleno/position map. */
pos_map[3].push_back(pos_map_t(sampleno, position, got/samplesize));
int got_samples = got / samplesize; /* bytes -> samples */
/* This block goes from position to position+got_samples. */
const float FADE_TIME = 1.5f;
/* XXX: Loop shouldn't set fading; add a Fade_Time member?
*
* We want to fade when there's FADE_TIME seconds left, but if
* m_LengthSeconds is -1, we don't know the length we're playing.
* (m_LengthSeconds is the length to play, not the length of the
* source.) If we don't know the length, don't fade. */
if(Loop && m_LengthSeconds != -1) {
Sint16 *p = (Sint16 *) buffer;
int this_position = position;
for(int samp = 0; samp < got_samples; ++samp)
{
float fSecsUntilSilent = (m_StartSeconds + m_LengthSeconds) - float(this_position)/samplerate;
float fVolPercent = fSecsUntilSilent / FADE_TIME;
fVolPercent = clamp(fVolPercent, 0.f, 1.f);
for(int i = 0; i < channels; ++i) {
*p = short(*p * fVolPercent);
p++;
}
this_position++;
}
}
bytes_stored += got;
position += got_samples;
size -= got;
buffer += got;
sampleno += got_samples;
}
return bytes_stored;
@@ -460,7 +474,7 @@ float RageSound::GetLengthSeconds()
}
}
float RageSound::GetPositionSeconds()
float RageSound::GetPositionSeconds() const
{
LockMutex L(SOUNDMAN->lock);
@@ -556,6 +570,7 @@ void RageSound::SetPlaybackRate( float fScale )
speed = fScale;
}
/* This is used to start music. It probably belongs in RageSoundManager. */
void RageSound::LoadAndPlayIfNotAlready( CString sSoundFilePath )
{
SOUNDMAN->lock.Lock();
@@ -564,7 +579,8 @@ void RageSound::LoadAndPlayIfNotAlready( CString sSoundFilePath )
SOUNDMAN->lock.Unlock();
Load( sSoundFilePath );
Play( true );
SetLooping();
Play();
}
void CircBuf::reserve(unsigned n)
+17 -4
View File
@@ -57,7 +57,7 @@ class RageSound
CString m_sFilePath;
// float m_Rate;
/* If looping, the range to loop: */
/* The amount of data to play (or loop): */
float m_StartSeconds, m_LengthSeconds;
bool Loop;
@@ -68,6 +68,13 @@ class RageSound
float speed;
/* If true, the sound will stop when it reaches the end; otherwise it'll
* continue to move forward, feeding silence, which is useful to continue
* timing longer than the actual sound. (However, if this is false, the
* sound will never stop on its own unless destructed; it must be explitly
* stopped, and PlayCopy can't be used.) Default is true. Ignored when looping. */
bool AutoStop;
public:
RageSound();
~RageSound();
@@ -82,16 +89,22 @@ public:
void LoadAndPlayIfNotAlready( CString sSoundFilePath );
void Unload();
void Play( bool bLoop = false, float fStartSeconds = -1000, float fLengthSeconds = -1 );
void SetAutoStop(bool yes=true) { AutoStop=yes; }
bool GetAutoStop() const { return AutoStop; }
void SetStartSeconds(float secs = 0); /* default = beginning */
void SetLengthSeconds(float secs = -1); /* default = no length limit */
void Play();
void Pause();
void Stop();
float GetLengthSeconds();
float GetPositionSeconds();
float GetPositionSeconds() const;
void SetPositionSeconds( float fSeconds );
void SetPlaybackRate( float fScale );
float GetPlaybackRate() const { return speed; }
bool IsPlaying() const { return playing; }
CString GetLoadedFilePath() const { return m_sFilePath; };
CString GetLoadedFilePath() const { return m_sFilePath; }
void SetLooping(bool yes=true) { Loop=yes; }
bool GetLooping() const { return Loop; }
/* Called only by the sound drivers: */
/* This function should return the number of bytes actually put into buffer.