fix frame vs sample names
move sound params into a private struct
This commit is contained in:
+158
-92
@@ -11,9 +11,6 @@
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* in large chunks, we're forced to decode in larger chunks as well, which can
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* cause framerate problems.
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*
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* TODO:
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* Configurable buffer sizes (stored in SoundManager) and so on
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*
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* Error handling:
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* Decoding errors (eg. CRC failures) will be recovered from when possible.
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*
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@@ -21,14 +18,6 @@
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* and the error will be available in GetError().
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*
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* Seeking past the end of the file will throw a warning and rewind.
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*
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* We need (yet) another layer of abstraction: RageSoundSource. It'll just
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* implement the SDL_sound interface (in a class). Two implementations;
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* one, used normally, that just wraps SDL_sound; and another that is given
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* a list of sounds and time offsets and transparently mixes them together
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* at the given times, filling the gaps with silence. This should be an easy
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* way to handle autoplay tracks in keyed games. Normal background music can
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* be passed to it with an offset of 0 (or the gap, however it works out).
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*/
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#include "global.h"
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@@ -47,7 +36,7 @@
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#include "RageSoundReader_FileReader.h"
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const int channels = 2;
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const int samplesize = 2 * channels; /* 16-bit */
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const int framesize = 2 * channels; /* 16-bit */
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#define samplerate() Sample->GetSampleRate()
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/* The most data to buffer when streaming. This should generally be at least as large
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@@ -57,30 +46,66 @@ const int internal_buffer_size = 1024*16;
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/* The amount of data to read from SDL_sound at once. */
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const unsigned read_block_size = 1024;
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/* The number of samples we should keep pos_map data for. This being too high
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/* The number of frames we should keep pos_map data for. This being too high
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* is mostly harmless; the data is small. */
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const int pos_map_backlog_samples = 100000;
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const int pos_map_backlog_frames = 100000;
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RageSound::RageSound():
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/* These are parameters to play a sound. These are normally changed before playing begins,
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* and are constant from then on. */
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struct RageSoundParams
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{
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RageSoundParams();
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/* The amount of data to play (or loop): */
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int m_StartFrames, m_LengthFrames;
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/* Amount of time to fade out at the end. */
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float m_FadeLength;
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float m_Volume;
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/* Pan: -1, left; 1, right */
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float m_Balance;
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/* Number of samples input and output when changing speed. Currently,
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* this is either 1/1, 5/4 or 4/5. */
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int speed_input_samples, speed_output_samples;
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bool AccurateSync;
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/* Optional driver feature: time to actually start playing sounds. If zero, or if not
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* supported, it'll start immediately. */
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RageTimer StartTime;
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RageSound::StopMode_t StopMode;
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};
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RageSoundParams::RageSoundParams():
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StartTime( RageZeroTimer )
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{
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m_StartFrames = 0;
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m_LengthFrames = -1;
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m_FadeLength = 0;
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m_Volume = -1.0f; // use SOUNDMAN->GetMixVolume()
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m_Balance = 0; // center
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speed_input_samples = speed_output_samples = 1;
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AccurateSync = false;
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StopMode = RageSound::M_STOP;
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}
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RageSound::RageSound()
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{
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ASSERT(SOUNDMAN);
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LockMut(SOUNDMAN->lock);
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original = this;
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Sample = NULL;
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m_Param = new RageSoundParams;
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position = 0;
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stopped_position = -1;
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playing = false;
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StopMode = M_STOP;
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speed_input_samples = speed_output_samples = 1;
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databuf.reserve(internal_buffer_size);
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m_StartSample = 0;
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m_LengthSamples = -1;
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m_Volume = -1.0f; // use SOUNDMAN->GetMixVolume()
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m_Balance = 0; // center
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AccurateSync = false;
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fade_length = 0;
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/* Register ourselves, so we receive Update()s. */
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SOUNDMAN->all_sounds.insert(this);
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}
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@@ -98,6 +123,8 @@ RageSound::~RageSound()
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SOUNDMAN->lock.Lock();
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SOUNDMAN->all_sounds.erase(this);
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SOUNDMAN->lock.Unlock();
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delete m_Param;
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}
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RageSound::RageSound(const RageSound &cpy):
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@@ -109,17 +136,9 @@ RageSound::RageSound(const RageSound &cpy):
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Sample = NULL;
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original = cpy.original;
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m_StartSample = cpy.m_StartSample;
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m_LengthSamples = cpy.m_LengthSamples;
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m_Volume = cpy.m_Volume;
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StopMode = cpy.StopMode;
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m_Param = new RageSoundParams( *cpy.m_Param );
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position = cpy.position;
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playing = false;
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AccurateSync = cpy.AccurateSync;
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StartTime = cpy.StartTime;
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fade_length = cpy.fade_length;
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speed_input_samples = cpy.speed_input_samples;
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speed_output_samples = cpy.speed_output_samples;
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databuf.reserve(internal_buffer_size);
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Sample = cpy.Sample->Copy();
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@@ -209,7 +228,7 @@ bool RageSound::Load(CString sSoundFilePath, int precache)
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void RageSound::SetStartSeconds( float secs )
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{
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ASSERT(!playing);
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m_StartSample = int(secs*samplerate());
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m_Param->m_StartFrames = int( secs*samplerate() );
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}
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void RageSound::SetLengthSeconds(float secs)
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@@ -218,9 +237,9 @@ void RageSound::SetLengthSeconds(float secs)
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ASSERT(!playing);
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if(secs == -1)
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m_LengthSamples = -1;
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m_Param->m_LengthFrames = -1;
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else
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m_LengthSamples = int(secs*samplerate());
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m_Param->m_LengthFrames = int(secs*samplerate());
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}
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/* Read data at the rate we're playing it. We only do this to smooth out the rate
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@@ -235,7 +254,7 @@ void RageSound::Update(float delta)
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// LockMut(SOUNDMAN->lock);
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// if( playing && delta )
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// FillBuf(int(delta * GetSampleRate() * samplesize));
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// FillBuf(int(delta * GetSampleRate() * framesize));
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}
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/* Return the number of bytes available in the input buffer. */
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@@ -322,14 +341,14 @@ int RageSound::FillBuf(int bytes)
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unsigned read_size = read_block_size;
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int cnt = 0;
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if(speed_input_samples != speed_output_samples)
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if( m_Param->speed_input_samples != m_Param->speed_output_samples )
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{
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/* Read enough data to produce read_block_size. */
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read_size = read_size * speed_input_samples / speed_output_samples;
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read_size = read_size * m_Param->speed_input_samples / m_Param->speed_output_samples;
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/* Read in blocks that are a multiple of a sample, the number of
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* channels and the number of input samples. */
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int block_size = sizeof(Sint16) * channels * speed_input_samples;
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int block_size = sizeof(Sint16) * channels * m_Param->speed_input_samples;
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read_size = (read_size / block_size) * block_size;
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ASSERT(read_size < sizeof(inbuf));
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}
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@@ -348,7 +367,7 @@ int RageSound::FillBuf(int bytes)
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return 0;
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}
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RateChange(inbuf, cnt, speed_input_samples, speed_output_samples, channels);
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RateChange( inbuf, cnt, m_Param->speed_input_samples, m_Param->speed_output_samples, channels );
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/* Add the data to the buffer. */
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databuf.write((const char *) inbuf, cnt);
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@@ -363,22 +382,22 @@ int RageSound::FillBuf(int bytes)
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* that would be read. */
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int RageSound::GetData(char *buffer, int size)
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{
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if(m_LengthSamples != -1)
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if( m_Param->m_LengthFrames != -1 )
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{
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/* We have a length; only read up to the end. MaxPosition is the
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* sample position of the end. */
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int SamplesToRead = m_StartSample + m_LengthSamples - position;
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int FramesToRead = m_Param->m_StartFrames + m_Param->m_LengthFrames - position;
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/* If it's negative, we're past the end, so cap it at 0. Don't read
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* more than size. */
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size = clamp(SamplesToRead * samplesize, 0, size);
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size = clamp( FramesToRead * framesize, 0, size );
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}
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int got;
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if(position < 0) {
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/* We havn't *really* started playing yet, so just feed silence. How
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* many more bytes of silence do we need? */
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got = -position * samplesize;
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got = -position * framesize;
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got = min(got, size);
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if(buffer)
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memset(buffer, 0, got);
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@@ -407,11 +426,11 @@ int RageSound::GetPCM( char *buffer, int size, int64_t frameno )
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CleanPosMap( pos_map );
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/*
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* "sampleno" is the audio driver's conception of time. "position"
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* is ours. Keep track of sampleno->position mappings.
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* "frameno" is the audio driver's conception of time. "position"
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* is ours. Keep track of frameno->position mappings.
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*
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* This way, when we query the time later on, we can derive position
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* values from the sampleno values returned from GetPosition.
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* values from the frameno values returned from GetPosition.
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*/
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/* Now actually put data from the correct buffer into the output. */
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@@ -433,7 +452,7 @@ int RageSound::GetPCM( char *buffer, int size, int64_t frameno )
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continue; /* we have more */
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/* We're at the end of the data. If we're looping, rewind and restart. */
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if(StopMode == M_LOOP)
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if( m_Param->StopMode == M_LOOP )
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{
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NumRewindsThisCall++;
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if(NumRewindsThisCall > 3)
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@@ -444,13 +463,13 @@ int RageSound::GetPCM( char *buffer, int size, int64_t frameno )
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* over the remainder. If we keep doing this, we'll chew CPU rewinding,
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* so stop. */
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LOG->Warn("Sound %s is busy looping. Sound stopped (start = %i, length = %i)",
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GetLoadedFilePath().c_str(), m_StartSample, m_LengthSamples);
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GetLoadedFilePath().c_str(), m_Param->m_StartFrames, m_Param->m_LengthFrames);
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return 0;
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}
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/* Rewind and start over. */
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SetPositionSamples(m_StartSample);
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SetPositionFrames( m_Param->m_StartFrames );
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/* Make sure we can get some data. If we can't, then we'll have
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* nothing to send and we'll just end up coming back here. */
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@@ -458,7 +477,7 @@ int RageSound::GetPCM( char *buffer, int size, int64_t frameno )
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if(GetData(NULL, size) == 0)
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{
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LOG->Warn("Can't loop data in %s; no data available at start point %i",
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GetLoadedFilePath().c_str(), m_StartSample);
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GetLoadedFilePath().c_str(), m_Param->m_StartFrames);
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/* Stop here. */
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return bytes_stored;
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@@ -468,7 +487,7 @@ int RageSound::GetPCM( char *buffer, int size, int64_t frameno )
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}
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/* Not looping. Normally, we'll just stop here. */
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if(StopMode == M_STOP)
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if( m_Param->StopMode == M_STOP )
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break;
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/* We're out of data, but we're not going to stop, so fill in the
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@@ -478,23 +497,24 @@ int RageSound::GetPCM( char *buffer, int size, int64_t frameno )
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}
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/* This block goes from position to position+got_frames. */
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int got_frames = got / samplesize; /* bytes -> frames */
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int got_frames = got / framesize; /* bytes -> frames */
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/* Save this sampleno/position map. */
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/* Save this frameno/position map. */
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pos_map.push_back( pos_map_t(frameno, position, got_frames) );
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/* We want to fade when there's FADE_TIME seconds left, but if
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* m_LengthSamples is -1, we don't know the length we're playing.
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* (m_LengthSamples is the length to play, not the length of the
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* m_LengthFrames is -1, we don't know the length we're playing.
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* (m_LengthFrames is the length to play, not the length of the
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* source.) If we don't know the length, don't fade. */
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if(fade_length != 0 && m_LengthSamples != -1) {
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if( m_Param->m_FadeLength != 0 && m_Param->m_LengthFrames != -1 )
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{
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Sint16 *p = (Sint16 *) buffer;
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int this_position = position;
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for(int samp = 0; samp < got_frames; ++samp)
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{
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float fSecsUntilSilent = float(m_StartSample + m_LengthSamples - this_position) / samplerate();
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float fVolPercent = fSecsUntilSilent / fade_length;
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float fSecsUntilSilent = float( m_Param->m_StartFrames + m_Param->m_LengthFrames - this_position ) / samplerate();
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float fVolPercent = fSecsUntilSilent / m_Param->m_FadeLength;
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fVolPercent = clamp(fVolPercent, 0.f, 1.f);
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for(int i = 0; i < channels; ++i) {
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@@ -505,11 +525,11 @@ int RageSound::GetPCM( char *buffer, int size, int64_t frameno )
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}
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}
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if( m_Balance != 0 )
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if( m_Param->m_Balance != 0 )
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{
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Sint16 *p = (Sint16 *) buffer;
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const float fLeft = SCALE( m_Balance, -1, 1, 1, 0 );
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const float fRight = SCALE( m_Balance, -1, 1, 0, 1 );
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const float fLeft = SCALE( m_Param->m_Balance, -1, 1, 1, 0 );
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const float fRight = SCALE( m_Param->m_Balance, -1, 1, 0, 1 );
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const int iLeft = int(fLeft*256);
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const int iRight = int(fRight*256);
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RAGE_ASSERT_M( channels == 2, ssprintf("%i", channels) );
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@@ -546,9 +566,9 @@ void RageSound::StartPlaying()
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/* If StartTime is in the past, then we probably set a start time but took too
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* long loading. We don't want that; log it, since it can be unobvious. */
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if( !StartTime.IsZero() && StartTime.Ago() > 0 )
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if( !m_Param->StartTime.IsZero() && m_Param->StartTime.Ago() > 0 )
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LOG->Trace("Sound \"%s\" has a start time %f seconds in the past",
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GetLoadedFilePath().c_str(), StartTime.Ago() );
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GetLoadedFilePath().c_str(), m_Param->StartTime.Ago() );
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/* Tell the sound manager to start mixing us. */
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playing = true;
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@@ -603,8 +623,8 @@ float RageSound::GetLengthSeconds()
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int64_t RageSound::SearchPosMap( const deque<pos_map_t> &pos_map, int64_t cur_frame, bool *approximate )
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{
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/* sampleno is probably in pos_map. Search to figure out what position
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* this frameno maps to. */
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/* cur_frame is probably in pos_map. Search to figure out what position
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* it maps to. */
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int64_t closest_position = 0, closest_position_dist = INT_MAX;
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int closest_block = 0; /* print only */
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for( unsigned i = 0; i < pos_map.size(); ++i )
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@@ -636,17 +656,17 @@ int64_t RageSound::SearchPosMap( const deque<pos_map_t> &pos_map, int64_t cur_fr
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}
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}
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/* The sample is out of the range of data we've actually sent.
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/* The frame is out of the range of data we've actually sent.
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* Return the closest position.
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*
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* There are three cases when this happens:
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* 1. After the first GetPCM call, but before it actually gets heard.
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* 2. After GetPCM returns EOF and the sound has flushed, but before
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* SoundStopped has been called.
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* 3. Underflow; we'll be given a larger sample number than we know about.
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* 3. Underflow; we'll be given a larger frame number than we know about.
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*/
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/* XXX: %lli normally, %I64i in Windows */
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LOG->Trace( "Approximate sound time: driver sample %lli, pos_map sample %lli (dist %lli), closest position is %lli",
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LOG->Trace( "Approximate sound time: driver frame %lli, pos_map frame %lli (dist %lli), closest position is %lli",
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cur_frame, pos_map[closest_block].frameno, closest_position_dist, closest_position );
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if( approximate )
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@@ -662,8 +682,8 @@ void RageSound::CleanPosMap( deque<pos_map_t> &pos_map )
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total_frames += pos_map[i].frames;
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/* Remove the oldest entry so long we'll stil have enough data. Don't delete every
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* sample, so we'll always have some data to extrapolate from. */
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while( pos_map.size() > 1 && total_frames - pos_map.front().frames > pos_map_backlog_samples )
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* frame, so we'll always have some data to extrapolate from. */
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while( pos_map.size() > 1 && total_frames - pos_map.front().frames > pos_map_backlog_frames )
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{
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total_frames -= pos_map.front().frames;
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pos_map.pop_front();
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@@ -697,9 +717,9 @@ int64_t RageSound::GetPositionSecondsInternal( bool *approximate ) const
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}
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/* Get our current hardware position. */
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int64_t cur_sample = SOUNDMAN->GetPosition(this);
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int64_t cur_frame = SOUNDMAN->GetPosition(this);
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return SearchPosMap( pos_map, cur_sample, approximate );
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return SearchPosMap( pos_map, cur_frame, approximate );
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}
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/*
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@@ -732,7 +752,7 @@ float RageSound::GetPositionSeconds( bool *approximate, RageTimer *Timestamp ) c
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bool RageSound::SetPositionSeconds( float fSeconds )
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{
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return SetPositionSamples( fSeconds == -1? -1: int(fSeconds * samplerate()) );
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return SetPositionFrames( fSeconds == -1? -1: int(fSeconds * samplerate()) );
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}
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/* This is always the desired sample rate of the current driver. */
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@@ -742,10 +762,10 @@ int RageSound::GetSampleRate() const
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}
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bool RageSound::SetPositionSamples( int samples )
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bool RageSound::SetPositionFrames( int frames )
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{
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if(samples == -1)
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samples = m_StartSample;
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if( frames == -1 )
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frames = m_Param->m_StartFrames;
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/* This can take a while. Only lock the sound buffer if we're actually playing. */
|
||||
LockMutex L(SOUNDMAN->lock);
|
||||
@@ -753,24 +773,24 @@ bool RageSound::SetPositionSamples( int samples )
|
||||
L.Unlock();
|
||||
|
||||
{
|
||||
/* "position" records the number of samples we've output to the
|
||||
/* "position" records the number of frames we've output to the
|
||||
* speaker. If the rate isn't 1.0, this will be different from the
|
||||
* position in the sound data itself. For example, if we're playing
|
||||
* at 0.5x, and we're seeking to the 10th sample, we would have actually
|
||||
* played 20 samples, and it's the number of real speaker samples that
|
||||
* at 0.5x, and we're seeking to the 10th frame, we would have actually
|
||||
* played 20 frames, and it's the number of real speaker frames that
|
||||
* "position" represents. */
|
||||
const int scaled_samples = int(samples / GetPlaybackRate());
|
||||
const int scaled_frames = int( frames / GetPlaybackRate() );
|
||||
|
||||
/* If we're already there, don't do anything. */
|
||||
if(position == scaled_samples)
|
||||
if( position == scaled_frames )
|
||||
return true;
|
||||
|
||||
position = scaled_samples;
|
||||
position = scaled_frames;
|
||||
}
|
||||
|
||||
/* The position we're going to seek the input stream to. We have
|
||||
* to do this in floating point to avoid overflow. */
|
||||
int ms = int(float(samples) * 1000.f / samplerate());
|
||||
int ms = int( float(frames) * 1000.f / samplerate() );
|
||||
ms = max(ms, 0);
|
||||
|
||||
databuf.clear();
|
||||
@@ -778,7 +798,7 @@ bool RageSound::SetPositionSamples( int samples )
|
||||
ASSERT(Sample);
|
||||
|
||||
int ret;
|
||||
if(AccurateSync)
|
||||
if( m_Param->AccurateSync )
|
||||
ret = Sample->SetPosition_Accurate(ms);
|
||||
else
|
||||
ret = Sample->SetPosition_Fast(ms);
|
||||
@@ -794,7 +814,7 @@ bool RageSound::SetPositionSamples( int samples )
|
||||
{
|
||||
/* We were told to seek somewhere, and we got 0 instead, which means
|
||||
* we passed EOF. This could be a truncated file or invalid data. */
|
||||
LOG->Warn("SetPositionSamples: %i ms is beyond EOF in %s",
|
||||
LOG->Warn("SetPositionFrames: %i ms is beyond EOF in %s",
|
||||
ms, GetLoadedFilePath().c_str());
|
||||
|
||||
return false; /* failed */
|
||||
@@ -803,6 +823,21 @@ bool RageSound::SetPositionSamples( int samples )
|
||||
return true;
|
||||
}
|
||||
|
||||
void RageSound::SetStopMode( StopMode_t m )
|
||||
{
|
||||
m_Param->StopMode = m;
|
||||
}
|
||||
|
||||
RageSound::StopMode_t RageSound::GetStopMode() const
|
||||
{
|
||||
return m_Param->StopMode;
|
||||
}
|
||||
|
||||
void RageSound::SetAccurateSync( bool yes )
|
||||
{
|
||||
m_Param->AccurateSync = yes;
|
||||
}
|
||||
|
||||
void RageSound::SetPlaybackRate( float NewSpeed )
|
||||
{
|
||||
LockMut(SOUNDMAN->lock);
|
||||
@@ -810,23 +845,54 @@ void RageSound::SetPlaybackRate( float NewSpeed )
|
||||
if(GetPlaybackRate() == NewSpeed)
|
||||
return;
|
||||
|
||||
if(NewSpeed == 1.00f) {
|
||||
speed_input_samples = 1; speed_output_samples = 1;
|
||||
if( NewSpeed == 1.00f )
|
||||
{
|
||||
m_Param->speed_input_samples = 1; m_Param->speed_output_samples = 1;
|
||||
} else {
|
||||
/* Approximate it to the nearest tenth. */
|
||||
speed_input_samples = int(roundf(NewSpeed * 10));
|
||||
speed_output_samples = 10;
|
||||
m_Param->speed_input_samples = int( roundf(NewSpeed * 10) );
|
||||
m_Param->speed_output_samples = 10;
|
||||
}
|
||||
}
|
||||
|
||||
void RageSound::SetFadeLength( float fSeconds )
|
||||
{
|
||||
fade_length = fSeconds;
|
||||
m_Param->m_FadeLength = fSeconds;
|
||||
}
|
||||
|
||||
void RageSound::SetVolume( float fVolume )
|
||||
{
|
||||
m_Param->m_Volume = fVolume;
|
||||
}
|
||||
|
||||
float RageSound::GetPlaybackRate() const
|
||||
{
|
||||
return float(m_Param->speed_input_samples) / m_Param->speed_output_samples;
|
||||
}
|
||||
|
||||
float RageSound::GetVolume() const
|
||||
{
|
||||
return m_Param->m_Volume;
|
||||
}
|
||||
|
||||
void RageSound::SetStartTime( const RageTimer &tm )
|
||||
{
|
||||
m_Param->StartTime = tm;
|
||||
}
|
||||
|
||||
RageTimer RageSound::GetStartTime() const
|
||||
{
|
||||
return m_Param->StartTime;
|
||||
}
|
||||
|
||||
void RageSound::SetBalance( float f )
|
||||
{
|
||||
m_Param->m_Balance = f;
|
||||
}
|
||||
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
Copyright (c) 2002-2003 by the person(s) listed below. All rights reserved.
|
||||
Copyright (c) 2002-2004 by the person(s) listed below. All rights reserved.
|
||||
Glenn Maynard
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
+23
-40
@@ -13,23 +13,24 @@ class RageSoundBase
|
||||
public:
|
||||
virtual ~RageSoundBase() { }
|
||||
virtual void StopPlaying() = 0;
|
||||
virtual int GetPCM( char *buffer, int size, int64_t sampleno ) = 0;
|
||||
virtual int GetPCM( char *buffer, int size, int64_t frameno ) = 0;
|
||||
virtual int GetSampleRate() const = 0;
|
||||
virtual RageTimer GetStartTime() const { return RageZeroTimer; }
|
||||
virtual float GetVolume() const = 0;
|
||||
virtual CString GetLoadedFilePath() const = 0;
|
||||
};
|
||||
|
||||
struct RageSoundParams;
|
||||
|
||||
class RageSound: public RageSoundBase
|
||||
{
|
||||
public:
|
||||
/* M_STOP (default) stops the sound after m_LengthSamples have been played.
|
||||
* M_LOOP restarts from m_StartSample.
|
||||
* M_CONTINUE feeds silence, which is useful to continue timing longer than the
|
||||
* actual sound. */
|
||||
/* 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. */
|
||||
enum StopMode_t {
|
||||
M_STOP, M_LOOP, M_CONTINUE
|
||||
} StopMode;
|
||||
};
|
||||
|
||||
RageSound();
|
||||
~RageSound();
|
||||
@@ -54,8 +55,8 @@ public:
|
||||
bool Load(CString fn, int precache = 2);
|
||||
void Unload();
|
||||
|
||||
void SetStopMode(StopMode_t m) { StopMode = m; }
|
||||
StopMode_t GetStopMode() const { return StopMode; }
|
||||
void SetStopMode( StopMode_t m );
|
||||
StopMode_t GetStopMode() const;
|
||||
|
||||
void SetStartSeconds(float secs = 0); /* default = beginning */
|
||||
void SetLengthSeconds(float secs = -1); /* default = no length limit */
|
||||
@@ -72,18 +73,18 @@ public:
|
||||
float GetPositionSeconds( bool *approximate=NULL, RageTimer *Timestamp=NULL ) const;
|
||||
int GetSampleRate() const;
|
||||
bool SetPositionSeconds( float fSeconds = -1);
|
||||
void SetAccurateSync(bool yes=true) { AccurateSync = yes; }
|
||||
void SetAccurateSync( bool yes=true );
|
||||
void SetPlaybackRate( float fScale );
|
||||
void SetFadeLength( float fSeconds );
|
||||
void SetNoFade() { SetFadeLength(0); }
|
||||
void SetVolume( float fVolume ) { m_Volume = fVolume; }
|
||||
float GetVolume() const { return m_Volume; }
|
||||
float GetPlaybackRate() const { return float(speed_input_samples) / speed_output_samples; }
|
||||
void SetVolume( float fVolume );
|
||||
float GetVolume() const;
|
||||
float GetPlaybackRate() const;
|
||||
bool IsPlaying() const { return playing; }
|
||||
CString GetLoadedFilePath() const { return m_sFilePath; }
|
||||
void SetStartTime( const RageTimer &tm ) { StartTime = tm; }
|
||||
RageTimer GetStartTime() const { return StartTime; }
|
||||
void SetBalance( float f ) { m_Balance = f; }
|
||||
void SetStartTime( const RageTimer &tm );
|
||||
RageTimer GetStartTime() const;
|
||||
void SetBalance( float f );
|
||||
|
||||
private:
|
||||
/* If we were copied from another RageSound, this will point to it; otherwise
|
||||
@@ -96,7 +97,8 @@ private:
|
||||
|
||||
/* Sound blocks we've sent out recently through GetPCM. We keep track
|
||||
* of each block for the last four calls of GetPCM. */
|
||||
struct pos_map_t {
|
||||
struct pos_map_t
|
||||
{
|
||||
/* Frame number from the POV of the sound driver: */
|
||||
int64_t frameno;
|
||||
|
||||
@@ -114,21 +116,12 @@ private:
|
||||
|
||||
CString m_sFilePath;
|
||||
|
||||
/* The amount of data to play (or loop): */
|
||||
int m_StartSample, m_LengthSamples;
|
||||
RageSoundParams *m_Param;
|
||||
|
||||
/* Current position of the output sound; if < 0, nothing will play until it
|
||||
* becomes positive. This is recorded in samples, to avoid rounding error. */
|
||||
* becomes positive. This is recorded in frames, to avoid rounding error. */
|
||||
int position;
|
||||
|
||||
/* Amount of time to fade out at the end. */
|
||||
float fade_length;
|
||||
|
||||
float m_Volume;
|
||||
|
||||
/* Pan: -1, left; 1, right */
|
||||
float m_Balance;
|
||||
|
||||
/* 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
|
||||
@@ -136,25 +129,15 @@ private:
|
||||
int64_t stopped_position;
|
||||
bool playing;
|
||||
|
||||
/* 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;
|
||||
bool AccurateSync;
|
||||
|
||||
/* Optional driver feature: time to actually start playing sounds. If zero, or if not
|
||||
* supported, it'll start immediately. */
|
||||
RageTimer StartTime;
|
||||
|
||||
CString error;
|
||||
|
||||
int64_t GetPositionSecondsInternal( bool *approximate=NULL ) const;
|
||||
bool SetPositionSamples( int samples = -1 );
|
||||
bool SetPositionFrames( int frames = -1 );
|
||||
int GetData(char *buffer, int size);
|
||||
void Fail(CString reason);
|
||||
int Bytes_Available() const;
|
||||
|
||||
static void RateChange(char *buf, int &cnt,
|
||||
int speed_input_samples, int speed_output_samples, int channels);
|
||||
static void RateChange(char *buf, int &cnt, int speed_input_samples, int speed_output_samples, int channels);
|
||||
|
||||
public:
|
||||
/* Used by RageSoundManager: */
|
||||
@@ -172,7 +155,7 @@ public:
|
||||
#endif
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
Copyright (c) 2002-2003 by the person(s) listed below. All rights reserved.
|
||||
Copyright (c) 2002-2004 by the person(s) listed below. All rights reserved.
|
||||
Glenn Maynard
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
Reference in New Issue
Block a user