threaded music start; smooths out skips starting sample music

on the music select screen
This commit is contained in:
Glenn Maynard
2004-01-12 01:19:22 +00:00
parent 7ac00385c4
commit 42ccf07011
+223 -145
View File
@@ -23,165 +23,96 @@ RageSounds *SOUND = NULL;
* on the same fractional beat when we loop. (XXX: should we increase fade_len, too?
* That would cause the extra pad time to be silence.)
*/
static RageSound *g_Music;
static TimingData g_Timing;
static bool g_TimingDelayed;
static bool g_HasTiming;
/* Lock this before touching any of these globals. */
static RageMutex *g_Mutex;
static bool g_UpdatingTimer;
static bool g_ThreadedMusicStart = true;
static bool g_Shutdown;
struct MusicPlaying
{
bool m_TimingDelayed;
bool m_HasTiming;
/* The timing data that we're currently using. */
TimingData m_Timing;
/* If m_TimingDelayed is true, this will be the timing data for the song that's starting.
* We'll copy it to m_Timing once sound is heard. */
TimingData m_NewTiming;
RageSound m_Music;
MusicPlaying()
{
m_Timing.AddBPMSegment( BPMSegment(0,120) );
m_NewTiming.AddBPMSegment( BPMSegment(0,120) );
m_HasTiming = false;
m_TimingDelayed = false;
}
};
struct MusicToPlay
{
CString file;
TimingData timing;
CString file, timing_file;
bool HasTiming;
bool force_loop;
float start_sec, length_sec, fade_len;
};
static MusicToPlay g_MusicToPlay;
static MusicPlaying *g_Playing;
static RageThread MusicThread;
RageSounds::RageSounds()
void StartPlayingQueuedMusic( const RageTimer &when, const MusicToPlay &ToPlay, MusicPlaying &Playing )
{
/* Init RageSoundMan first: */
ASSERT( SOUNDMAN );
Playing.m_HasTiming = ToPlay.HasTiming;
Playing.m_TimingDelayed = true;
g_Music = new RageSound;
g_HasTiming = false;
g_UpdatingTimer = false;
g_TimingDelayed = false;
Playing.m_Music.Load( ToPlay.file, false );
g_Timing.AddBPMSegment( BPMSegment(0,120) );
}
if( ToPlay.force_loop )
Playing.m_Music.SetStopMode( RageSound::M_LOOP );
RageSounds::~RageSounds()
{
delete g_Music;
}
Playing.m_Music.SetStartSeconds( ToPlay.start_sec );
void StartQueuedMusic( const RageTimer &when )
{
g_HasTiming = g_MusicToPlay.HasTiming;
g_TimingDelayed = true;
g_Music->Load( g_MusicToPlay.file, false );
if( g_MusicToPlay.force_loop )
g_Music->SetStopMode( RageSound::M_LOOP );
g_Music->SetStartSeconds( g_MusicToPlay.start_sec );
if( g_MusicToPlay.length_sec == -1 )
g_Music->SetLengthSeconds();
if( ToPlay.length_sec == -1 )
Playing.m_Music.SetLengthSeconds();
else
g_Music->SetLengthSeconds( g_MusicToPlay.length_sec );
Playing.m_Music.SetLengthSeconds( ToPlay.length_sec );
g_Music->SetFadeLength( g_MusicToPlay.fade_len );
g_Music->SetPositionSeconds();
g_Music->SetStartTime( when );
g_Music->StartPlaying();
g_MusicToPlay.file = ""; /* done */
Playing.m_Music.SetFadeLength( ToPlay.fade_len );
Playing.m_Music.SetPositionSeconds();
Playing.m_Music.SetStartTime( when );
Playing.m_Music.StartPlaying();
}
void RageSounds::Update( float fDeltaTime )
void StartQueuedMusic( MusicToPlay &ToPlay )
{
if( !g_UpdatingTimer )
return;
if( !g_Music->IsPlaying() )
{
/* There's no song playing. Fake it. */
GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSeconds + fDeltaTime, g_Timing );
return;
}
/* There's a delay between us calling Play() and the sound actually playing.
* During this time, approximate will be true. Keep using the previous timing
* data until we get a non-approximate time, indicating that the sound has actually
* started playing. */
bool approximate;
const float fSeconds = g_Music->GetPositionSeconds( &approximate );
if( g_TimingDelayed && !approximate )
{
/* We've passed the start position of the new sound, so we should be OK.
* Load up the new timing data. */
g_Timing = g_MusicToPlay.timing;
g_TimingDelayed = false;
}
RageTimer now;
now.Touch();
if( approximate )
{
/* We're still waiting for the new sound to start playing, so keep using the
* old timing data and fake the time. */
GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSeconds + fDeltaTime, g_Timing );
return;
}
GAMESTATE->UpdateSongPosition( fSeconds, g_Timing );
}
CString RageSounds::GetMusicPath() const
{
return g_Music->GetLoadedFilePath();
}
void RageSounds::PlayMusic( const CString &file, const CString &timing_file, bool force_loop, float start_sec, float length_sec, float fade_len )
{
// LOG->Trace("play '%s' (current '%s')", file.c_str(), g_Music->GetLoadedFilePath().c_str());
if( g_Music->IsPlaying() )
{
if( !g_Music->GetLoadedFilePath().CompareNoCase(file) )
return; // do nothing
g_Music->StopPlaying();
}
g_Music->Unload();
g_MusicToPlay.file = file;
g_MusicToPlay.force_loop = force_loop;
g_MusicToPlay.start_sec = start_sec;
g_MusicToPlay.length_sec = length_sec;
g_MusicToPlay.fade_len = fade_len;
/* If file is blank, just stop. */
if( file.empty() )
return;
/* If no timing file was specified, look for one in the same place as the music file. */
CString real_timing_file = timing_file;
if( real_timing_file == "" )
real_timing_file = SetExtension( file, "sm" );
LockMutex L( *g_Mutex );
MusicPlaying *NewMusic = new MusicPlaying;
NewMusic->m_Timing = g_Playing->m_Timing;
/* See if we can find timing data. */
g_MusicToPlay.HasTiming = false;
g_MusicToPlay.timing = TimingData();
ToPlay.HasTiming = false;
if( IsAFile(real_timing_file) )
if( IsAFile(ToPlay.timing_file) )
{
LOG->Trace("Found '%s'", real_timing_file.c_str());
LOG->Trace("Found '%s'", ToPlay.timing_file.c_str());
MsdFile msd;
bool bResult = msd.ReadFile( real_timing_file );
bool bResult = msd.ReadFile( ToPlay.timing_file );
if( !bResult )
LOG->Warn( "Couldn't load %s, \"%s\"", real_timing_file.c_str(), msd.GetError().c_str() );
LOG->Warn( "Couldn't load %s, \"%s\"", ToPlay.timing_file.c_str(), msd.GetError().c_str() );
else
{
SMLoader::LoadTimingFromSMFile( msd, g_MusicToPlay.timing );
g_MusicToPlay.HasTiming = true;
SMLoader::LoadTimingFromSMFile( msd, NewMusic->m_NewTiming );
ToPlay.HasTiming = true;
}
}
if( g_MusicToPlay.HasTiming && force_loop && length_sec != -1 )
if( ToPlay.HasTiming && ToPlay.force_loop && ToPlay.length_sec != -1 )
{
float fStartBeat = g_MusicToPlay.timing.GetBeatFromElapsedTime( g_MusicToPlay.start_sec );
float fEndSec = start_sec + length_sec;
float fEndBeat = g_MusicToPlay.timing.GetBeatFromElapsedTime( fEndSec );
float fStartBeat = NewMusic->m_NewTiming.GetBeatFromElapsedTime( ToPlay.start_sec );
float fEndSec = ToPlay.start_sec + ToPlay.length_sec;
float fEndBeat = NewMusic->m_NewTiming.GetBeatFromElapsedTime( fEndSec );
const float fStartBeatFraction = fmodfp( fStartBeat, 1 );
const float fEndBeatFraction = fmodfp( fEndBeat, 1 );
@@ -192,30 +123,26 @@ void RageSounds::PlayMusic( const CString &file, const CString &timing_file, boo
fEndBeat += fBeatDifference;
float fRealEndSec = g_MusicToPlay.timing.GetElapsedTimeFromBeat( fEndBeat );
g_MusicToPlay.length_sec = fRealEndSec - g_MusicToPlay.start_sec;
float fRealEndSec = NewMusic->m_NewTiming.GetElapsedTimeFromBeat( fEndBeat );
ToPlay.length_sec = fRealEndSec - ToPlay.start_sec;
}
bool StartImmediately = false;
if( !g_MusicToPlay.HasTiming )
if( !ToPlay.HasTiming )
{
/* This song has no real timing data. Fake m_fSongBeat as a 120 BPM song,
* and don't do any forced-waiting for future songs. */
g_MusicToPlay.timing.AddBPMSegment( BPMSegment(0,120) );
/* The offset is arbitrary. Change it so the beat will line up to where we are
* now, so we don't have to delay. */
/* This song has no real timing data. The offset is arbitrary. Change it so
* the beat will line up to where we are now, so we don't have to delay. */
float fDestBeat = fmodfp( GAMESTATE->m_fSongBeat, 1 );
float fTime = g_MusicToPlay.timing.GetElapsedTimeFromBeat( fDestBeat );
float fTime = NewMusic->m_NewTiming.GetElapsedTimeFromBeat( fDestBeat );
g_MusicToPlay.timing.m_fBeat0OffsetInSeconds = fTime;
NewMusic->m_NewTiming.m_fBeat0OffsetInSeconds = fTime;
StartImmediately = true;
}
/* If we have an active timer, try to start on the next update. Otherwise,
* start now. */
if( !g_HasTiming && !g_UpdatingTimer )
if( !g_Playing->m_HasTiming && !g_UpdatingTimer )
StartImmediately = true;
RageTimer when; /* zero */
@@ -226,28 +153,179 @@ void RageSounds::PlayMusic( const CString &file, const CString &timing_file, boo
* probably take a little longer. Nudge the latency up. */
const float PresumedLatency = SOUND->GetPlayLatency() + 0.040f;
const float fCurSecond = GAMESTATE->m_fMusicSeconds + PresumedLatency;
const float fCurBeat = g_Timing.GetBeatFromElapsedTime( fCurSecond );
const float fCurBeat = g_Playing->m_Timing.GetBeatFromElapsedTime( fCurSecond );
const float fCurBeatFraction = fmodfp( fCurBeat,1 );
/* The beat that the new sound will start on. */
const float fStartBeat = g_MusicToPlay.timing.GetBeatFromElapsedTime( g_MusicToPlay.start_sec );
const float fStartBeat = NewMusic->m_NewTiming.GetBeatFromElapsedTime( ToPlay.start_sec );
float fStartBeatFraction = fmodfp( fStartBeat, 1 );
if( fStartBeatFraction < fCurBeatFraction )
fStartBeatFraction += 1.0f; /* unwrap */
const float fCurBeatToStartOn = truncf(fCurBeat) + fStartBeatFraction;
const float fSecondToStartOn = g_Timing.GetElapsedTimeFromBeat( fCurBeatToStartOn );
const float fSecondToStartOn = g_Playing->m_Timing.GetElapsedTimeFromBeat( fCurBeatToStartOn );
const float fDistance = fSecondToStartOn - fCurSecond;
when.Touch();
when = when + fDistance;
when = GAMESTATE->m_LastBeatUpdate + PresumedLatency + fDistance;
}
StartQueuedMusic( when );
/* Important: don't hold the mutex while we load the actual sound. */
L.Unlock();
StartPlayingQueuedMusic( when, ToPlay, *NewMusic );
LockMut( *g_Mutex );
delete g_Playing;
g_Playing = NewMusic;
}
int MusicThread_start( void *p )
{
while( !g_Shutdown )
{
SDL_Delay( 10 );
LockMutex L( *g_Mutex );
if( !g_MusicToPlay.file.size() )
continue;
/* We have a sound to start. Don't keep the lock while we do this; if another
* music tries to start in the meantime, it'll cause a skip. */
MusicToPlay ToPlay = g_MusicToPlay;
g_MusicToPlay.file = "";
L.Unlock();
StartQueuedMusic( ToPlay );
}
return 0;
}
RageSounds::RageSounds()
{
/* Init RageSoundMan first: */
ASSERT( SOUNDMAN );
g_Mutex = new RageMutex;
g_Playing = new MusicPlaying;
g_UpdatingTimer = false;
if( g_ThreadedMusicStart )
{
g_Shutdown = false;
MusicThread.SetName( "MusicThread" );
MusicThread.Create( MusicThread_start, this );
}
}
RageSounds::~RageSounds()
{
if( g_ThreadedMusicStart )
{
/* Signal the mixing thread to quit. */
g_Shutdown = true;
LOG->Trace("Shutting down music start thread ...");
MusicThread.Wait();
LOG->Trace("Music start thread shut down.");
}
delete g_Playing;
delete g_Mutex;
}
void RageSounds::Update( float fDeltaTime )
{
LockMut( *g_Mutex );
if( !g_UpdatingTimer )
return;
if( !g_Playing->m_Music.IsPlaying() )
{
/* There's no song playing. Fake it. */
GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSeconds + fDeltaTime, g_Playing->m_Timing );
return;
}
/* There's a delay between us calling Play() and the sound actually playing.
* During this time, approximate will be true. Keep using the previous timing
* data until we get a non-approximate time, indicating that the sound has actually
* started playing. */
bool approximate;
const float fSeconds = g_Playing->m_Music.GetPositionSeconds( &approximate );
if( g_Playing->m_TimingDelayed && !approximate )
{
/* We've passed the start position of the new sound, so we should be OK.
* Load up the new timing data. */
g_Playing->m_Timing = g_Playing->m_NewTiming;
g_Playing->m_TimingDelayed = false;
}
if( approximate )
{
/* We're still waiting for the new sound to start playing, so keep using the
* old timing data and fake the time. */
GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSeconds + fDeltaTime, g_Playing->m_Timing );
return;
}
GAMESTATE->UpdateSongPosition( fSeconds, g_Playing->m_Timing );
}
CString RageSounds::GetMusicPath() const
{
LockMut( *g_Mutex );
return g_Playing->m_Music.GetLoadedFilePath();
}
/* This function should not touch the disk at all. */
void RageSounds::PlayMusic( const CString &file, const CString &timing_file, bool force_loop, float start_sec, float length_sec, float fade_len )
{
LockMut( *g_Mutex );
// LOG->Trace("play '%s' (current '%s')", file.c_str(), g_Playing->m_Music.GetLoadedFilePath().c_str());
if( g_Playing->m_Music.IsPlaying() )
{
if( !g_Playing->m_Music.GetLoadedFilePath().CompareNoCase(file) )
return; // do nothing
g_Playing->m_Music.StopPlaying();
}
g_Playing->m_Music.Unload();
/* If file is blank, just stop. */
if( file.empty() )
return;
MusicToPlay ToPlay;
ToPlay.file = file;
ToPlay.force_loop = force_loop;
ToPlay.start_sec = start_sec;
ToPlay.length_sec = length_sec;
ToPlay.fade_len = fade_len;
ToPlay.timing_file = timing_file;
/* If no timing file was specified, look for one in the same place as the music file. */
if( ToPlay.timing_file == "" )
ToPlay.timing_file = SetExtension( file, "sm" );
if( g_ThreadedMusicStart )
{
g_MusicToPlay = ToPlay;
/* XXX: kick the music start thread */
}
else
StartQueuedMusic( ToPlay );
}
void RageSounds::HandleSongTimer( bool on )
{
LockMut( *g_Mutex );
g_UpdatingTimer = on;
}