fix frame vs sample names

move sound params into a private struct
This commit is contained in:
Glenn Maynard
2004-02-28 00:14:16 +00:00
parent 8b149bd832
commit 0c19d92dbf
2 changed files with 181 additions and 132 deletions
+158 -92
View File
@@ -11,9 +11,6 @@
* in large chunks, we're forced to decode in larger chunks as well, which can
* cause framerate problems.
*
* TODO:
* Configurable buffer sizes (stored in SoundManager) and so on
*
* Error handling:
* Decoding errors (eg. CRC failures) will be recovered from when possible.
*
@@ -21,14 +18,6 @@
* and the error will be available in GetError().
*
* Seeking past the end of the file will throw a warning and rewind.
*
* We need (yet) another layer of abstraction: RageSoundSource. It'll just
* implement the SDL_sound interface (in a class). Two implementations;
* one, used normally, that just wraps SDL_sound; and another that is given
* a list of sounds and time offsets and transparently mixes them together
* at the given times, filling the gaps with silence. This should be an easy
* way to handle autoplay tracks in keyed games. Normal background music can
* be passed to it with an offset of 0 (or the gap, however it works out).
*/
#include "global.h"
@@ -47,7 +36,7 @@
#include "RageSoundReader_FileReader.h"
const int channels = 2;
const int samplesize = 2 * channels; /* 16-bit */
const int framesize = 2 * channels; /* 16-bit */
#define samplerate() Sample->GetSampleRate()
/* The most data to buffer when streaming. This should generally be at least as large
@@ -57,30 +46,66 @@ const int internal_buffer_size = 1024*16;
/* The amount of data to read from SDL_sound at once. */
const unsigned read_block_size = 1024;
/* The number of samples we should keep pos_map data for. This being too high
/* 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_samples = 100000;
const int pos_map_backlog_frames = 100000;
RageSound::RageSound():
/* These are parameters to play a sound. These are normally changed before playing begins,
* and are constant from then on. */
struct RageSoundParams
{
RageSoundParams();
/* The amount of data to play (or loop): */
int m_StartFrames, m_LengthFrames;
/* Amount of time to fade out at the end. */
float m_FadeLength;
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;
bool AccurateSync;
/* Optional driver feature: time to actually start playing sounds. If zero, or if not
* supported, it'll start immediately. */
RageTimer StartTime;
RageSound::StopMode_t StopMode;
};
RageSoundParams::RageSoundParams():
StartTime( RageZeroTimer )
{
m_StartFrames = 0;
m_LengthFrames = -1;
m_FadeLength = 0;
m_Volume = -1.0f; // use SOUNDMAN->GetMixVolume()
m_Balance = 0; // center
speed_input_samples = speed_output_samples = 1;
AccurateSync = false;
StopMode = RageSound::M_STOP;
}
RageSound::RageSound()
{
ASSERT(SOUNDMAN);
LockMut(SOUNDMAN->lock);
original = this;
Sample = NULL;
m_Param = new RageSoundParams;
position = 0;
stopped_position = -1;
playing = false;
StopMode = M_STOP;
speed_input_samples = speed_output_samples = 1;
databuf.reserve(internal_buffer_size);
m_StartSample = 0;
m_LengthSamples = -1;
m_Volume = -1.0f; // use SOUNDMAN->GetMixVolume()
m_Balance = 0; // center
AccurateSync = false;
fade_length = 0;
/* Register ourselves, so we receive Update()s. */
SOUNDMAN->all_sounds.insert(this);
}
@@ -98,6 +123,8 @@ RageSound::~RageSound()
SOUNDMAN->lock.Lock();
SOUNDMAN->all_sounds.erase(this);
SOUNDMAN->lock.Unlock();
delete m_Param;
}
RageSound::RageSound(const RageSound &cpy):
@@ -109,17 +136,9 @@ RageSound::RageSound(const RageSound &cpy):
Sample = NULL;
original = cpy.original;
m_StartSample = cpy.m_StartSample;
m_LengthSamples = cpy.m_LengthSamples;
m_Volume = cpy.m_Volume;
StopMode = cpy.StopMode;
m_Param = new RageSoundParams( *cpy.m_Param );
position = cpy.position;
playing = false;
AccurateSync = cpy.AccurateSync;
StartTime = cpy.StartTime;
fade_length = cpy.fade_length;
speed_input_samples = cpy.speed_input_samples;
speed_output_samples = cpy.speed_output_samples;
databuf.reserve(internal_buffer_size);
Sample = cpy.Sample->Copy();
@@ -209,7 +228,7 @@ bool RageSound::Load(CString sSoundFilePath, int precache)
void RageSound::SetStartSeconds( float secs )
{
ASSERT(!playing);
m_StartSample = int(secs*samplerate());
m_Param->m_StartFrames = int( secs*samplerate() );
}
void RageSound::SetLengthSeconds(float secs)
@@ -218,9 +237,9 @@ void RageSound::SetLengthSeconds(float secs)
ASSERT(!playing);
if(secs == -1)
m_LengthSamples = -1;
m_Param->m_LengthFrames = -1;
else
m_LengthSamples = int(secs*samplerate());
m_Param->m_LengthFrames = int(secs*samplerate());
}
/* Read data at the rate we're playing it. We only do this to smooth out the rate
@@ -235,7 +254,7 @@ void RageSound::Update(float delta)
// LockMut(SOUNDMAN->lock);
// if( playing && delta )
// FillBuf(int(delta * GetSampleRate() * samplesize));
// FillBuf(int(delta * GetSampleRate() * framesize));
}
/* Return the number of bytes available in the input buffer. */
@@ -322,14 +341,14 @@ int RageSound::FillBuf(int bytes)
unsigned read_size = read_block_size;
int cnt = 0;
if(speed_input_samples != speed_output_samples)
if( m_Param->speed_input_samples != m_Param->speed_output_samples )
{
/* Read enough data to produce read_block_size. */
read_size = read_size * speed_input_samples / speed_output_samples;
read_size = read_size * m_Param->speed_input_samples / m_Param->speed_output_samples;
/* Read in blocks that are a multiple of a sample, the number of
* channels and the number of input samples. */
int block_size = sizeof(Sint16) * channels * speed_input_samples;
int block_size = sizeof(Sint16) * channels * m_Param->speed_input_samples;
read_size = (read_size / block_size) * block_size;
ASSERT(read_size < sizeof(inbuf));
}
@@ -348,7 +367,7 @@ int RageSound::FillBuf(int bytes)
return 0;
}
RateChange(inbuf, cnt, speed_input_samples, speed_output_samples, channels);
RateChange( inbuf, cnt, m_Param->speed_input_samples, m_Param->speed_output_samples, channels );
/* Add the data to the buffer. */
databuf.write((const char *) inbuf, cnt);
@@ -363,22 +382,22 @@ int RageSound::FillBuf(int bytes)
* that would be read. */
int RageSound::GetData(char *buffer, int size)
{
if(m_LengthSamples != -1)
if( m_Param->m_LengthFrames != -1 )
{
/* We have a length; only read up to the end. MaxPosition is the
* sample position of the end. */
int SamplesToRead = m_StartSample + m_LengthSamples - position;
int FramesToRead = m_Param->m_StartFrames + m_Param->m_LengthFrames - position;
/* If it's negative, we're past the end, so cap it at 0. Don't read
* more than size. */
size = clamp(SamplesToRead * samplesize, 0, size);
size = clamp( FramesToRead * framesize, 0, size );
}
int got;
if(position < 0) {
/* We havn't *really* started playing yet, so just feed silence. How
* many more bytes of silence do we need? */
got = -position * samplesize;
got = -position * framesize;
got = min(got, size);
if(buffer)
memset(buffer, 0, got);
@@ -407,11 +426,11 @@ int RageSound::GetPCM( char *buffer, int size, int64_t frameno )
CleanPosMap( pos_map );
/*
* "sampleno" is the audio driver's conception of time. "position"
* is ours. Keep track of sampleno->position mappings.
* "frameno" is the audio driver's conception of time. "position"
* is ours. Keep track of frameno->position mappings.
*
* This way, when we query the time later on, we can derive position
* values from the sampleno values returned from GetPosition.
* values from the frameno values returned from GetPosition.
*/
/* Now actually put data from the correct buffer into the output. */
@@ -433,7 +452,7 @@ int RageSound::GetPCM( char *buffer, int size, int64_t frameno )
continue; /* we have more */
/* We're at the end of the data. If we're looping, rewind and restart. */
if(StopMode == M_LOOP)
if( m_Param->StopMode == M_LOOP )
{
NumRewindsThisCall++;
if(NumRewindsThisCall > 3)
@@ -444,13 +463,13 @@ int RageSound::GetPCM( char *buffer, int size, int64_t frameno )
* over the remainder. If we keep doing this, we'll chew CPU rewinding,
* so stop. */
LOG->Warn("Sound %s is busy looping. Sound stopped (start = %i, length = %i)",
GetLoadedFilePath().c_str(), m_StartSample, m_LengthSamples);
GetLoadedFilePath().c_str(), m_Param->m_StartFrames, m_Param->m_LengthFrames);
return 0;
}
/* Rewind and start over. */
SetPositionSamples(m_StartSample);
SetPositionFrames( m_Param->m_StartFrames );
/* Make sure we can get some data. If we can't, then we'll have
* nothing to send and we'll just end up coming back here. */
@@ -458,7 +477,7 @@ int RageSound::GetPCM( char *buffer, int size, int64_t frameno )
if(GetData(NULL, size) == 0)
{
LOG->Warn("Can't loop data in %s; no data available at start point %i",
GetLoadedFilePath().c_str(), m_StartSample);
GetLoadedFilePath().c_str(), m_Param->m_StartFrames);
/* Stop here. */
return bytes_stored;
@@ -468,7 +487,7 @@ int RageSound::GetPCM( char *buffer, int size, int64_t frameno )
}
/* Not looping. Normally, we'll just stop here. */
if(StopMode == M_STOP)
if( m_Param->StopMode == M_STOP )
break;
/* We're out of data, but we're not going to stop, so fill in the
@@ -478,23 +497,24 @@ int RageSound::GetPCM( char *buffer, int size, int64_t frameno )
}
/* This block goes from position to position+got_frames. */
int got_frames = got / samplesize; /* bytes -> frames */
int got_frames = got / framesize; /* bytes -> frames */
/* Save this sampleno/position map. */
/* Save this frameno/position map. */
pos_map.push_back( pos_map_t(frameno, position, got_frames) );
/* We want to fade when there's FADE_TIME seconds left, but if
* m_LengthSamples is -1, we don't know the length we're playing.
* (m_LengthSamples is the length to play, not the length of the
* m_LengthFrames is -1, we don't know the length we're playing.
* (m_LengthFrames is the length to play, not the length of the
* source.) If we don't know the length, don't fade. */
if(fade_length != 0 && m_LengthSamples != -1) {
if( m_Param->m_FadeLength != 0 && m_Param->m_LengthFrames != -1 )
{
Sint16 *p = (Sint16 *) buffer;
int this_position = position;
for(int samp = 0; samp < got_frames; ++samp)
{
float fSecsUntilSilent = float(m_StartSample + m_LengthSamples - this_position) / samplerate();
float fVolPercent = fSecsUntilSilent / fade_length;
float fSecsUntilSilent = float( m_Param->m_StartFrames + m_Param->m_LengthFrames - this_position ) / samplerate();
float fVolPercent = fSecsUntilSilent / m_Param->m_FadeLength;
fVolPercent = clamp(fVolPercent, 0.f, 1.f);
for(int i = 0; i < channels; ++i) {
@@ -505,11 +525,11 @@ int RageSound::GetPCM( char *buffer, int size, int64_t frameno )
}
}
if( m_Balance != 0 )
if( m_Param->m_Balance != 0 )
{
Sint16 *p = (Sint16 *) buffer;
const float fLeft = SCALE( m_Balance, -1, 1, 1, 0 );
const float fRight = SCALE( m_Balance, -1, 1, 0, 1 );
const float fLeft = SCALE( m_Param->m_Balance, -1, 1, 1, 0 );
const float fRight = SCALE( m_Param->m_Balance, -1, 1, 0, 1 );
const int iLeft = int(fLeft*256);
const int iRight = int(fRight*256);
RAGE_ASSERT_M( channels == 2, ssprintf("%i", channels) );
@@ -546,9 +566,9 @@ void RageSound::StartPlaying()
/* If StartTime is in the past, then we probably set a start time but took too
* long loading. We don't want that; log it, since it can be unobvious. */
if( !StartTime.IsZero() && StartTime.Ago() > 0 )
if( !m_Param->StartTime.IsZero() && m_Param->StartTime.Ago() > 0 )
LOG->Trace("Sound \"%s\" has a start time %f seconds in the past",
GetLoadedFilePath().c_str(), StartTime.Ago() );
GetLoadedFilePath().c_str(), m_Param->StartTime.Ago() );
/* Tell the sound manager to start mixing us. */
playing = true;
@@ -603,8 +623,8 @@ float RageSound::GetLengthSeconds()
int64_t RageSound::SearchPosMap( const deque<pos_map_t> &pos_map, int64_t cur_frame, bool *approximate )
{
/* sampleno is probably in pos_map. Search to figure out what position
* this frameno maps to. */
/* cur_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 < pos_map.size(); ++i )
@@ -636,17 +656,17 @@ int64_t RageSound::SearchPosMap( const deque<pos_map_t> &pos_map, int64_t cur_fr
}
}
/* The sample is out of the range of data we've actually sent.
/* 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 sample number than we know about.
* 3. Underflow; we'll be given a larger frame number than we know about.
*/
/* XXX: %lli normally, %I64i in Windows */
LOG->Trace( "Approximate sound time: driver sample %lli, pos_map sample %lli (dist %lli), closest position is %lli",
LOG->Trace( "Approximate sound time: driver frame %lli, pos_map frame %lli (dist %lli), closest position is %lli",
cur_frame, pos_map[closest_block].frameno, closest_position_dist, closest_position );
if( approximate )
@@ -662,8 +682,8 @@ void RageSound::CleanPosMap( deque<pos_map_t> &pos_map )
total_frames += pos_map[i].frames;
/* Remove the oldest entry so long we'll stil have enough data. Don't delete every
* sample, so we'll always have some data to extrapolate from. */
while( pos_map.size() > 1 && total_frames - pos_map.front().frames > pos_map_backlog_samples )
* frame, so we'll always have some data to extrapolate from. */
while( pos_map.size() > 1 && total_frames - pos_map.front().frames > pos_map_backlog_frames )
{
total_frames -= pos_map.front().frames;
pos_map.pop_front();
@@ -697,9 +717,9 @@ int64_t RageSound::GetPositionSecondsInternal( bool *approximate ) const
}
/* Get our current hardware position. */
int64_t cur_sample = SOUNDMAN->GetPosition(this);
int64_t cur_frame = SOUNDMAN->GetPosition(this);
return SearchPosMap( pos_map, cur_sample, approximate );
return SearchPosMap( pos_map, cur_frame, approximate );
}
/*
@@ -732,7 +752,7 @@ float RageSound::GetPositionSeconds( bool *approximate, RageTimer *Timestamp ) c
bool RageSound::SetPositionSeconds( float fSeconds )
{
return SetPositionSamples( fSeconds == -1? -1: int(fSeconds * samplerate()) );
return SetPositionFrames( fSeconds == -1? -1: int(fSeconds * samplerate()) );
}
/* This is always the desired sample rate of the current driver. */
@@ -742,10 +762,10 @@ int RageSound::GetSampleRate() const
}
bool RageSound::SetPositionSamples( int samples )
bool RageSound::SetPositionFrames( int frames )
{
if(samples == -1)
samples = m_StartSample;
if( frames == -1 )
frames = m_Param->m_StartFrames;
/* 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
View File
@@ -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
-----------------------------------------------------------------------------
*/