Rewrite sound locking.

This commit is contained in:
Glenn Maynard
2004-04-13 00:05:35 +00:00
parent 1875901837
commit 0e396e32c4
5 changed files with 177 additions and 71 deletions
@@ -42,7 +42,8 @@ void RageSound_DSound::MixerThread()
if(!SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_ABOVE_NORMAL))
LOG->Warn(werr_ssprintf(GetLastError(), "Failed to set sound thread priority"));
while(!shutdown) {
while( !shutdown )
{
CHECKPOINT;
/* Sleep for the size of one chunk. */
@@ -51,7 +52,7 @@ void RageSound_DSound::MixerThread()
Sleep(int(1000 * sleep_secs));
CHECKPOINT;
LockMutex L(SOUNDMAN->lock);
LockMut( m_Mutex );
/* GetData() will return false if the buffer is sufficiently full. Interleave
* reads: call GetData for each file before calling it on the same file twice.
@@ -65,18 +66,48 @@ void RageSound_DSound::MixerThread()
bool bMoreData = false;
for(unsigned i = 0; i < stream_pool.size(); ++i)
{
if(stream_pool[i]->state == stream_pool[i]->INACTIVE)
/* We're only interested in PLAYING and FLUSHING sounds. */
if( stream_pool[i]->state != stream::PLAYING &&
stream_pool[i]->state != stream::FLUSHING )
continue; /* inactive */
if( stream_pool[i]->GetData(false) )
bool bEOF;
if( stream_pool[i]->GetData( false, bEOF ) )
bMoreData = true;
if( bEOF )
{
/* FLUSHING tells the mixer thread to release the stream once str->flush_bufs
* buffers have been flushed. */
stream_pool[i]->state = stream_pool[i]->FLUSHING;
/* Keep playing until the data we currently have locked has played. */
stream_pool[i]->flush_pos = stream_pool[i]->pcm->GetOutputPosition();
}
}
if( !bMoreData )
break;
}
/* When sounds are in FLUSHING, and we've finished flushing, stop the sound
* and move the sound to FINISHED. Once we do this, it's owned by the main
* thread and we can't touch it anymore. */
for( unsigned i = 0; i < stream_pool.size(); ++i )
{
if( stream_pool[i]->state != stream_pool[i]->FLUSHING )
continue;
const int64_t ps = stream_pool[i]->pcm->GetPosition();
if( ps < stream_pool[i]->flush_pos )
continue; /* still flushing */
stream_pool[i]->pcm->Stop();
stream_pool[i]->state = stream::FINISHED;
}
}
/* I'm not sure why, but if we don't stop the stream now, then the thread will take
/* I'm not sure why, but if we don't stop streams now, then the thread will take
* 90ms (our buffer size) longer to close. */
for(unsigned i = 0; i < stream_pool.size(); ++i)
if(stream_pool[i]->state != stream_pool[i]->INACTIVE)
@@ -88,34 +119,30 @@ void RageSound_DSound::Update(float delta)
/* SoundStopped might erase sounds out from under us, so make a copy
* of the sound list. */
vector<stream *> str = stream_pool;
ASSERT(SOUNDMAN);
LockMutex L(SOUNDMAN->lock);
for(unsigned i = 0; i < str.size(); ++i)
{
if(str[i]->state != str[i]->STOPPING) continue;
const int64_t ps = str[i]->pcm->GetPosition();
if(ps < str[i]->flush_pos)
continue; /* stopping but still flushing */
if( str[i]->state != stream::FINISHED )
continue;
/* The sound has stopped and flushed all of its buffers. */
if(str[i]->snd != NULL)
str[i]->snd->SoundIsFinishedPlaying();
str[i]->snd->SoundIsFinishedPlaying();
str[i]->snd = NULL;
str[i]->pcm->Stop();
/* Once we do this, the sound is once available for use; we must lock
* m_InactiveSoundMutex to take it out of INACTIVE again. */
str[i]->state = str[i]->INACTIVE;
}
}
/* If init is true, we're filling the buffer while it's stopped, so put
* data in the current buffer (where the play cursor is); otherwise put
* it in the opposite buffer. */
bool RageSound_DSound::stream::GetData(bool init)
/* If init is true, we're filling the buffer while it's stopped, so fill the
* entire buffer. If false, fill only one chunk. If EOF is reached, set bEOF. */
bool RageSound_DSound::stream::GetData( bool init, bool &bEOF )
{
CHECKPOINT;
bEOF = false;
char *locked_buf;
unsigned len;
const int64_t play_pos = pcm->GetOutputPosition();
@@ -133,8 +160,8 @@ bool RageSound_DSound::stream::GetData(bool init)
}
/* It might be INACTIVE, when we're prebuffering. We just don't want to
* fill anything in STOPPING; in that case, we just clear the audio buffer. */
if(state != STOPPING)
* fill anything in FLUSHING; in that case, we just clear the audio buffer. */
if(state != FLUSHING)
{
pcm->SetVolume( snd->GetVolume() );
@@ -168,12 +195,7 @@ bool RageSound_DSound::stream::GetData(bool init)
/* Fill the remainder of the buffer with silence. */
memset( locked_buf+got, 0, len-bytes_read );
/* STOPPING tells the mixer thread to release the stream once str->flush_bufs
* buffers have been flushed. */
state = STOPPING;
/* Keep playing until the data we currently have locked has played. */
flush_pos = pcm->GetOutputPosition();
bEOF = true;
}
} else {
/* Silence the buffer. */
@@ -190,7 +212,9 @@ RageSound_DSound::stream::~stream()
delete pcm;
}
RageSound_DSound::RageSound_DSound()
RageSound_DSound::RageSound_DSound():
m_Mutex("DSoundMutex"),
m_InactiveSoundMutex("InactiveSoundMutex")
{
shutdown = false;
@@ -253,39 +277,46 @@ RageSound_DSound::~RageSound_DSound()
void RageSound_DSound::StartMixing( RageSoundBase *snd )
{
LockMutex L(SOUNDMAN->lock);
/* Lock INACTIVE sounds[], and reserve a slot. */
m_InactiveSoundMutex.Lock();
/* Find an unused buffer. */
unsigned i;
for(i = 0; i < stream_pool.size(); ++i) {
if(stream_pool[i]->state == stream_pool[i]->INACTIVE)
for( i = 0; i < stream_pool.size(); ++i )
if( stream_pool[i]->state == stream::INACTIVE )
break;
}
if(i == stream_pool.size()) {
/* We don't have a free sound buffer. Fake it. */
/* XXX: too big of a hack for too rare of a case */
// SOUNDMAN->AddFakeSound(snd);
if( i == stream_pool.size() )
{
/* We don't have a free sound buffer. */
m_InactiveSoundMutex.Unlock();
return;
}
/* Place the sound in SETUP, where nobody else will touch it, until we put it
* in FLUSHING or PLAYING below. */
stream_pool[i]->state = stream::SETUP;
m_InactiveSoundMutex.Unlock();
/* Give the stream to the playing sound and remove it from the pool. */
stream_pool[i]->snd = snd;
stream_pool[i]->pcm->SetSampleRate(snd->GetSampleRate());
stream_pool[i]->start_time = snd->GetStartTime();
/* Pre-buffer the stream. */
/* There are two buffers of data; fill them both ahead of time so the
* sound can start almost immediately. */
stream_pool[i]->GetData(true);
/* Pre-buffer the stream, and start it immediately. */
bool bEOF;
stream_pool[i]->GetData( true, bEOF );
stream_pool[i]->pcm->Play();
/* Normally, at this point we should still be INACTIVE, in which case,
* tell the mixer thread to start mixing this channel. However, if it's
* been changed to STOPPING, then we actually finished the whole file
* in the prebuffering GetData calls above, so leave it alone and let it
* finish on its own. */
if(stream_pool[i]->state == stream_pool[i]->INACTIVE)
/* If bEOF is true, we actually finished the whole file in the prebuffering
* GetData call above, and the sound should go straight to FLUSHING. Otherwise,
* set PLAYING. */
if( bEOF )
{
stream_pool[i]->state = stream_pool[i]->FLUSHING;
stream_pool[i]->flush_pos = stream_pool[i]->pcm->GetOutputPosition();
}
else
stream_pool[i]->state = stream_pool[i]->PLAYING;
// LOG->Trace("new sound assigned to channel %i", i);
@@ -297,8 +328,10 @@ void RageSound_DSound::StartMixing( RageSoundBase *snd )
* again. */
void RageSound_DSound::StopMixing( RageSoundBase *snd )
{
/* Lock, to make sure the decoder thread isn't running on this sound while we do this. */
LockMut( m_Mutex );
ASSERT(snd != NULL);
LockMutex L(SOUNDMAN->lock);
unsigned i;
for(i = 0; i < stream_pool.size(); ++i)
@@ -319,8 +352,6 @@ void RageSound_DSound::StopMixing( RageSoundBase *snd )
int64_t RageSound_DSound::GetPosition( const RageSoundBase *snd ) const
{
LockMutex L(SOUNDMAN->lock);
unsigned i;
for(i = 0; i < stream_pool.size(); ++i)
if(stream_pool[i]->snd == snd) break;
@@ -330,6 +361,8 @@ int64_t RageSound_DSound::GetPosition( const RageSoundBase *snd ) const
ASSERT(i != stream_pool.size());
/* XXX: This isn't quite threadsafe: GetPosition uses two variables, and we might
* be caught in the middle. We don't want to lock, though ... */
return stream_pool[i]->pcm->GetPosition();
}
@@ -11,6 +11,10 @@ struct IDirectSoundBuffer;
class RageSound_DSound: public RageSoundDriver
{
/* The only place that takes sounds out of INACTIVE is StartMixing; this mutex
* serializes inactive sounds. */
RageMutex m_InactiveSoundMutex;
struct stream {
/* Actual audio stream: */
DSoundBuf *pcm;
@@ -21,14 +25,16 @@ class RageSound_DSound: public RageSoundDriver
enum {
INACTIVE,
SETUP,
PLAYING,
STOPPING
FLUSHING,
FINISHED
} state;
int64_t flush_pos; /* state == STOPPING only */
int64_t flush_pos; /* state == FLUSHING only */
RageTimer start_time;
bool GetData(bool init);
bool GetData( bool init, bool &bEOF );
stream() { pcm = NULL; snd = NULL; state=INACTIVE; }
~stream();
@@ -39,6 +45,8 @@ class RageSound_DSound: public RageSoundDriver
DSound ds;
RageMutex m_Mutex;
bool shutdown; /* tells the MixerThread to shut down */
static int MixerThread_start(void *p);
void MixerThread();
@@ -57,7 +57,6 @@ void RageSound_DSound_Software::MixerThread()
int64_t RageSound_DSound_Software::GetPosition( const RageSoundBase *snd ) const
{
LockMut(SOUNDMAN->lock);
return pcm->GetPosition();
}
@@ -17,6 +17,7 @@ RageSound_Generic_Software::sound::sound()
{
snd = NULL;
state = STOPPED;
available = true;
}
void RageSound_Generic_Software::sound::Init()
@@ -40,6 +41,7 @@ void RageSound_Generic_Software::Mix( int16_t *buf, int frames, int64_t frameno,
RAGE_ASSERT_M( m_DecodeThread.IsCreated(), "RageSound_Generic_Software::StartDecodeThread() was never called" );
static SoundMixBuffer mix;
//m_Mutex.Lock(); //XXX
CHECKPOINT;
for( unsigned i = 0; i < ARRAYSIZE(sounds); ++i )
@@ -48,9 +50,11 @@ void RageSound_Generic_Software::Mix( int16_t *buf, int frames, int64_t frameno,
sound &s = sounds[i];
if( s.state == sound::HALTING )
{
/* The main thread is waiting for us. */
s.buffer.clear();
/* This indicates that this stream can be reused. */
s.state = sound::STOPPED;
s.available = true;
// LOG->Trace("set %p from HALTING to STOPPED", sounds[i].snd);
continue;
}
@@ -111,7 +115,14 @@ void RageSound_Generic_Software::Mix( int16_t *buf, int frames, int64_t frameno,
p[0]->p += frames_to_read*channels;
p[0]->frames_in_buffer -= frames_to_read;
p[0]->position += frames_to_read;
CString foo = ssprintf("incr fr rd %i += %i",
(int) s.frames_read, (int) frames_to_read );
s.frames_read += frames_to_read;
// LOG->Trace( "%s = %i (%i left) (state %i) (%p)",
// foo.c_str(), (int) s.frames_read, (int) s.frames_buffered(), s.state, s.snd );
ASSERT( s.frames_read <= s.frames_written );
got_frames += frames_to_read;
frames_left -= frames_to_read;
}
@@ -123,6 +134,7 @@ void RageSound_Generic_Software::Mix( int16_t *buf, int frames, int64_t frameno,
memset( buf, 0, frames*bytes_per_frame );
mix.read( (Sint16*)buf );
//m_Mutex.Unlock(); //XXX
}
@@ -140,12 +152,16 @@ void RageSound_Generic_Software::DecodeThread()
/* Fill each playing sound, round-robin. */
SDL_Delay( 1000*chunksize() / GetSampleRate(0) );
LockMut(SOUNDMAN->lock);
LockMut( m_Mutex );
// LOG->Trace("begin mix");
unsigned i;
/* The volume can change while the sound is playing; update it. */
for( i = 0; i < ARRAYSIZE(sounds); ++i )
{
/* The volume can change while the sound is playing; update it. */
if( sounds[i].state == sound::PLAYING || sounds[i].state == sound::STOPPING )
sounds[i].volume = sounds[i].snd->GetVolume();
}
/* Fill PLAYING sounds, prioritizing sounds that have less sound buffered. */
while( 1 )
@@ -174,8 +190,10 @@ void RageSound_Generic_Software::DecodeThread()
{
/* This sound is finishing. */
pSound->state = sound::STOPPING;
// LOG->Trace("mixer: (#%i) eof (%i buffered) (%p)", i, (int) pSound->frames_buffered(), pSound->snd );
}
}
// LOG->Trace("end mix");
}
}
@@ -183,6 +201,7 @@ void RageSound_Generic_Software::DecodeThread()
* return false. */
bool RageSound_Generic_Software::GetDataForSound( sound &s )
{
//m_Mutex.Lock(); //XXX
sound_block *p[2];
unsigned psize[2];
s.buffer.get_write_pointers( p, psize );
@@ -196,18 +215,26 @@ bool RageSound_Generic_Software::GetDataForSound( sound &s )
s.buffer.advance_write_pointer( 1 );
CString foo = ssprintf("incr fr wr %i += %i",
(int) s.frames_written, (int) b->frames_in_buffer );
s.frames_written += b->frames_in_buffer;
// LOG->Trace( "%s = %i (%i left) (state %i) (%p)",
// foo.c_str(), (int) s.frames_written, (int) s.frames_buffered(), s.state, s.snd );
//m_Mutex.Unlock(); //XXX
return !eof;
}
void RageSound_Generic_Software::Update(float delta)
{
ASSERT(SOUNDMAN);
LockMut(SOUNDMAN->lock);
for( unsigned i = 0; i < ARRAYSIZE(sounds); ++i )
/* We must not lock here, since the decoder thread might hold the lock for a
* while at a time. This is threadsafe, because once a sound is in STOPPING,
* this is the only place it'll be changed (to STOPPED). */
unsigned i;
for( i = 0; i < ARRAYSIZE(sounds); ++i )
{
if( sounds[i].state != sound::STOPPING )
continue;
@@ -215,54 +242,76 @@ void RageSound_Generic_Software::Update(float delta)
if( sounds[i].buffer.num_readable() != 0 )
continue;
LOG->Trace("finishing sound %i", i);
// LOG->Trace("finishing sound %i", i);
/* This sound is done. */
sounds[i].state = sound::STOPPED;
sounds[i].snd->SoundIsFinishedPlaying();
/* This sound is done. Set it to HALTING, since the mixer thread might
* be accessing it; it'll change it back to STOPPED once it's ready to
* be used again. */
sounds[i].state = sound::HALTING;
// LOG->Trace("set (#%i) %p from STOPPING to HALTING", i, sounds[i].snd);
}
}
void RageSound_Generic_Software::StartMixing( RageSoundBase *snd )
{
/* Lock available sounds[], and reserve a slot. */
m_SoundListMutex.Lock();
unsigned i;
for( i = 0; i < ARRAYSIZE(sounds); ++i )
if( sounds[i].state == sound::STOPPED )
if( sounds[i].available )
break;
if( i == ARRAYSIZE(sounds) )
{
m_SoundListMutex.Unlock();
return;
}
sound &s = sounds[i];
s.available = false;
/* We've reserved our slot; we can safely unlock now. Don't hold onto it longer
* than needed, since prebuffering might take some time. */
m_SoundListMutex.Unlock();
s.snd = snd;
s.start_time = snd->GetStartTime();
s.frames_read = s.frames_written = 0;
s.sound_id = snd->GetID();
s.volume = snd->GetVolume();
s.buffer.clear();
// LOG->Trace("StartMixing(%s) (%p)", s.snd->GetLoadedFilePath().c_str(), s.snd );
/* Prebuffer some frames before changing the sound to PLAYING. */
bool ReachedEOF = false;
while( !ReachedEOF && s.frames_buffered() < frames_to_buffer )
{
// LOG->Trace("StartMixing: (#%i) buffered %i of %i (%i writable) (%p)", i, (int) s.frames_buffered(), (int) frames_to_buffer, s.buffer.num_writable(), s.snd );
if( !GetDataForSound( s ) )
{
// LOG->Trace("StartMixing: XXX hit EOF (%p)", s.snd );
ReachedEOF = true;
}
}
/* If we hit EOF already, while prebuffering, then go right to STOPPING. */
s.state = ReachedEOF? sound::STOPPING: sound::PLAYING;
LOG->Trace("finished prebuffering");
// LOG->Trace("StartMixing: (#%i) finished prebuffering(%s) (%p)", i, s.snd->GetLoadedFilePath().c_str(), s.snd );
}
void RageSound_Generic_Software::StopMixing( RageSoundBase *snd )
{
/* Lock, to make sure the decoder thread isn't running on this sound while we do this. */
LockMut(SOUNDMAN->lock);
LockMut( m_Mutex );
/* Find the sound. */
unsigned i;
for( i = 0; i < ARRAYSIZE(sounds); ++i )
if( sounds[i].snd == snd )
if( !sounds[i].available && sounds[i].snd == snd )
break;
if( i == ARRAYSIZE(sounds) )
{
@@ -277,12 +326,16 @@ void RageSound_Generic_Software::StopMixing( RageSoundBase *snd )
return;
}
/* Tell the mixing thread to flush the buffer. */
// LOG->Trace("StopMixing: set %p (%s) to HALTING", sounds[i].snd, sounds[i].snd->GetLoadedFilePath().c_str());
/* Tell the mixing thread to flush the buffer. We don't have to worry about
* the decoding thread, since we've locked m_Mutex. */
sounds[i].state = sound::HALTING;
/* Invalidate the snd pointer to guarantee we don't make any further references to
* it. Once this call returns, the sound may no longer exist. */
sounds[i].snd = NULL;
// LOG->Trace("end StopMixing");
}
@@ -304,7 +357,9 @@ void RageSound_Generic_Software::SetDecodeBufferSize( int frames )
frames_to_buffer = frames;
}
RageSound_Generic_Software::RageSound_Generic_Software()
RageSound_Generic_Software::RageSound_Generic_Software():
m_Mutex("RageSound_Generic_Software"),
m_SoundListMutex("SoundListMutex")
{
shutdown_decode_thread = false;
SetDecodeBufferSize( 4096 );
@@ -33,7 +33,7 @@ class RageSound_Generic_Software: public RageSoundDriver
* happen on the next iteration.
*
* The only state change made by the decoding thread is on EOF: the state is changed
* from PLAYING to STOPPING. This is done while SOUNDMAN->lock is held, to prevent
* from PLAYING to STOPPING. This is done while m_Mutex is held, to prevent
* races with other threads.
*
* The only state change made by the mixing thread is from HALTING to STOPPED.
@@ -58,6 +58,9 @@ class RageSound_Generic_Software: public RageSoundDriver
int64_t frames_read, frames_written;
int64_t frames_buffered() const { return frames_written - frames_read; }
/* If true, this sound is in STOPPED and available for use. */
bool available;
enum
{
STOPPED, /* idle */
@@ -116,6 +119,14 @@ protected:
*/
void Mix( int16_t *frames, int nframes, int64_t frameno, int64_t current_frameno );
/* This mutex is used for serializing with the decoder thread. Locking this mutex
* can take a while. */
RageMutex m_Mutex;
/* This mutex locks all sounds[] which are "available". (Other sound may safely
* be accessed, and sounds may be set to available, without locking this.) */
RageMutex m_SoundListMutex;
public:
virtual void Update(float delta);