style cleanup
This commit is contained in:
+217
-218
@@ -36,7 +36,7 @@
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const int channels = 2;
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const int framesize = 2 * channels; /* 16-bit */
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#define samplerate() Sample->GetSampleRate()
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#define samplerate() m_pSource->GetSampleRate()
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/* The most data to buffer when streaming. */
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const int internal_buffer_size = 1024*1;
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@@ -60,16 +60,16 @@ RageSoundParams::RageSoundParams():
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RageSound::RageSound():
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m_Mutex( "RageSound" )
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{
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ASSERT(SOUNDMAN);
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ASSERT( SOUNDMAN );
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Sample = NULL;
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decode_position = 0;
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stopped_position = 0;
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max_driver_frame = 0;
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playing = false;
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databuf.reserve(internal_buffer_size);
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m_pSource = NULL;
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m_iDecodePosition = 0;
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m_iStoppedPosition = 0;
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m_iMaxDriverFrame = 0;
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m_bPlaying = false;
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m_DataBuffer.reserve( internal_buffer_size );
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ID = SOUNDMAN->GetUniqueID();
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m_iID = SOUNDMAN->GetUniqueID();
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/* Register ourself last, once everything is initialized. */
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SOUNDMAN->RegisterSound( this );
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@@ -83,18 +83,18 @@ RageSound::~RageSound()
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SOUNDMAN->UnregisterSound( this );
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}
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RageSound::RageSound(const RageSound &cpy):
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RageSound::RageSound( const RageSound &cpy ):
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RageSoundBase( cpy ),
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m_Mutex( "RageSound" )
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{
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ASSERT(SOUNDMAN);
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Sample = NULL;
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m_pSource = NULL;
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*this = cpy;
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/* We have a different ID than our parent. */
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ID = SOUNDMAN->GetUniqueID();
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m_iID = SOUNDMAN->GetUniqueID();
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/* Register ourself. */
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SOUNDMAN->RegisterSound( this );
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@@ -105,17 +105,17 @@ RageSound &RageSound::operator=( const RageSound &cpy )
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LockMut(cpy.m_Mutex);
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m_Param = cpy.m_Param;
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decode_position = cpy.decode_position;
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stopped_position = cpy.stopped_position;
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max_driver_frame = 0;
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playing = false;
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m_iDecodePosition = cpy.m_iDecodePosition;
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m_iStoppedPosition = cpy.m_iStoppedPosition;
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m_iMaxDriverFrame = 0;
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m_bPlaying = false;
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databuf.reserve(internal_buffer_size);
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delete Sample;
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if( cpy.Sample )
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Sample = cpy.Sample->Copy();
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m_DataBuffer.reserve( internal_buffer_size );
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delete m_pSource;
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if( cpy.m_pSource )
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m_pSource = cpy.m_pSource->Copy();
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else
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Sample = NULL;
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m_pSource = NULL;
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m_sFilePath = cpy.m_sFilePath;
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@@ -129,23 +129,23 @@ void RageSound::Unload()
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if(IsPlaying())
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StopPlaying();
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delete Sample;
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Sample = NULL;
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delete m_pSource;
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m_pSource = NULL;
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m_sFilePath = "";
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databuf.clear();
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m_DataBuffer.clear();
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}
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bool RageSound::IsLoaded() const
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{
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return Sample != NULL;
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return m_pSource != NULL;
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}
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void RageSound::Fail(CString reason)
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void RageSound::Fail( CString sReason )
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{
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LOG->Warn("Decoding %s failed: %s", GetLoadedFilePath().c_str(), reason.c_str() );
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LOG->Warn( "Decoding %s failed: %s", GetLoadedFilePath().c_str(), sReason.c_str() );
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error = reason;
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m_sError = sReason;
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}
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class RageSoundReader_Silence: public SoundReader
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@@ -169,9 +169,9 @@ bool RageSound::Load( CString sSoundFilePath )
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return Load( sSoundFilePath, false );
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}
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bool RageSound::Load( CString sSoundFilePath, bool precache )
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bool RageSound::Load( CString sSoundFilePath, bool bPrecache )
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{
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LOG->Trace( "RageSound::LoadSound( '%s', %d )", sSoundFilePath.c_str(), precache );
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LOG->Trace( "RageSound::LoadSound( '%s', %d )", sSoundFilePath.c_str(), bPrecache );
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CString error;
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SoundReader *pSound = SoundReader_FileReader::OpenFile( sSoundFilePath, error );
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@@ -186,9 +186,9 @@ bool RageSound::Load( CString sSoundFilePath, bool precache )
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LoadSoundReader( pSound );
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/* Try to precache. Do this after calling LoadSoundReader() to put the
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* sound in this->Sample, so we preload after resampling. */
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if( precache )
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RageSoundReader_Preload::PreloadSound( Sample );
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* sound in this->m_pSource, so we preload after resampling. */
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if( bPrecache )
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RageSoundReader_Preload::PreloadSound( m_pSource );
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m_sFilePath = sSoundFilePath;
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@@ -201,96 +201,97 @@ void RageSound::LoadSoundReader( SoundReader *pSound )
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{
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Unload();
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decode_position = stopped_position = 0;
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m_iDecodePosition = m_iStoppedPosition = 0;
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const int NeededRate = SOUNDMAN->GetDriverSampleRate( pSound->GetSampleRate() );
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if( NeededRate != pSound->GetSampleRate() )
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const int iNeededRate = SOUNDMAN->GetDriverSampleRate( pSound->GetSampleRate() );
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if( iNeededRate != pSound->GetSampleRate() )
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{
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RageSoundReader_Resample *Resample = RageSoundReader_Resample::MakeResampler( PREFSMAN->m_SoundResampleQuality );
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Resample->Open( pSound );
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Resample->SetSampleRate( NeededRate );
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Resample->SetSampleRate( iNeededRate );
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pSound = Resample;
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}
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Sample = pSound;
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m_pSource = pSound;
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}
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/* Return the number of bytes available in the input buffer. */
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int RageSound::Bytes_Available() const
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{
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return databuf.num_readable();
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return m_DataBuffer.num_readable();
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}
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void RageSound::RateChange(char *buf, int &cnt,
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int speed_input_samples, int speed_output_samples, int channels)
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void RageSound::RateChange( char *pBuffer, int &iCount, int iInputSpeed, int iOutputSpeed, int iChannels )
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{
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if(speed_input_samples == speed_output_samples)
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if( iInputSpeed == iOutputSpeed )
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return;
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/* Rate change. Change speed_input_samples into speed_output_samples.
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* Do this per-channel. */
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static char *inbuf_tmp = NULL;
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static int maxcnt = 0;
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if(cnt > maxcnt)
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/* Rate change. Change iInputSpeed into iOutputSpeed per-channel. */
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static char *pInbufTmp = NULL;
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static int iInbufTmpSize = 0;
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if( iCount > iInbufTmpSize )
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{
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maxcnt = cnt;
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delete [] inbuf_tmp;
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inbuf_tmp = new char[cnt];
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iInbufTmpSize = iCount;
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delete [] pInbufTmp;
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pInbufTmp = new char[iCount];
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}
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memcpy(inbuf_tmp, buf, cnt);
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memcpy( pInbufTmp, pBuffer, iCount );
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for(int c = 0; c < channels; ++c)
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for( int c = 0; c < iChannels; ++c )
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{
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const int16_t *in = (const int16_t *) inbuf_tmp;
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int16_t *out = (int16_t *) buf;
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in += c;
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out += c;
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for(unsigned n = 0; n < cnt/(channels * sizeof(int16_t)); n += speed_input_samples)
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const int16_t *pInput = (const int16_t *) pInbufTmp;
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int16_t *pOutput = (int16_t *) pBuffer;
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pInput += c;
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pOutput += c;
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for( unsigned n = 0; n < iCount/(iChannels * sizeof(int16_t)); n += iInputSpeed )
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{
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/* Input 4 samples, output 5; 25% slowdown with no
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* rounding error. */
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int16_t samps[20]; // max 2x rate
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ASSERT(size_t(speed_input_samples) <= sizeof(samps)/sizeof(*samps));
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ASSERT( size_t(iInputSpeed) <= sizeof(samps)/sizeof(*samps) );
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int s;
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for(s = 0; s < speed_input_samples; ++s) {
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samps[s] = *in; in += channels;
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for( s = 0; s < iInputSpeed; ++s )
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{
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samps[s] = *pInput;
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pInput += iChannels;
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}
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float pos = 0;
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float incr = float(speed_input_samples) / speed_output_samples;
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float fPosition = 0;
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float fIncrement = float(iInputSpeed) / iOutputSpeed;
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for(s = 0; s < speed_output_samples; ++s) {
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float frac = pos - floorf(pos);
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int p = int(pos);
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int val = int(samps[p] * (1-frac));
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if(s+1 < speed_output_samples)
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val += int(samps[p+1] * frac);
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for( s = 0; s < iOutputSpeed; ++s )
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{
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float frac = fPosition - floorf( fPosition );
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int iPosition = int(fPosition);
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int iValue = int(samps[iPosition] * (1-frac));
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if( s+1 < iOutputSpeed )
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iValue += int(samps[iPosition+1] * frac);
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*out = int16_t(val);
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pos += incr;
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out += channels;
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*pOutput = int16_t(iValue);
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fPosition += fIncrement;
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pOutput += iChannels;
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}
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}
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}
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cnt = (cnt * speed_output_samples) / speed_input_samples;
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iCount = (iCount * iOutputSpeed) / iInputSpeed;
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}
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/* Fill the buffer by about "bytes" worth of data. (We might go a little
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* over, and we won't overflow our buffer.) Return the number of bytes
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* actually read; 0 = EOF. Convert mono input to stereo. */
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int RageSound::FillBuf( int frames )
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int RageSound::FillBuf( int iFrames )
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{
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ASSERT(Sample);
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ASSERT( m_pSource );
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bool got_something = false;
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bool bGotSomething = false;
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while( frames > 0 )
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while( iFrames > 0 )
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{
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if(read_block_size > databuf.num_writable())
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if( read_block_size > m_DataBuffer.num_writable() )
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break; /* full */
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char inbuf[10240];
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@@ -310,81 +311,78 @@ int RageSound::FillBuf( int frames )
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/* channels == 2; we want stereo. If the input data is mono, read half as many
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* samples. */
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if( Sample->GetNumChannels() == 1 )
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if( m_pSource->GetNumChannels() == 1 )
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read_size /= 2;
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ASSERT(read_size < sizeof(inbuf));
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ASSERT( read_size < sizeof(inbuf) );
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int cnt = Sample->Read(inbuf, read_size);
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if(cnt == 0)
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return got_something; /* EOF */
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int iCount = m_pSource->Read( inbuf, read_size );
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if( iCount == 0 )
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return bGotSomething; /* EOF */
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if(cnt == -1)
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if( iCount == -1 )
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{
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Fail(Sample->GetError());
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Fail( m_pSource->GetError() );
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/* Pretend we got EOF. */
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return 0;
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}
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if( Sample->GetNumChannels() == 1 )
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if( m_pSource->GetNumChannels() == 1 )
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{
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RageSoundUtil::ConvertMonoToStereoInPlace( (int16_t *) inbuf, cnt / sizeof(int16_t) );
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cnt *= 2;
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RageSoundUtil::ConvertMonoToStereoInPlace( (int16_t *) inbuf, iCount / sizeof(int16_t) );
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iCount *= 2;
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}
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RateChange( inbuf, cnt, m_Param.speed_input_samples, m_Param.speed_output_samples, channels );
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RateChange( inbuf, iCount, 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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frames -= cnt/framesize;
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got_something = true;
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m_DataBuffer.write( (const char *) inbuf, iCount );
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iFrames -= iCount / framesize;
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bGotSomething = true;
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}
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return got_something;
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return bGotSomething;
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}
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/* Get a block of data from the input. If buffer is NULL, just return the amount
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* that would be read. */
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int RageSound::GetData( char *buffer, int frames )
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int RageSound::GetData( char *pBuffer, int iFrames )
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{
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if( m_Param.m_LengthSeconds != -1 )
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{
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/* We have a length; only read up to the end. */
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const float LastSecond = m_Param.m_StartSecond + m_Param.m_LengthSeconds;
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int FramesToRead = int(LastSecond*samplerate()) - decode_position;
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int FramesToRead = int(LastSecond*samplerate()) - m_iDecodePosition;
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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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frames = clamp( FramesToRead, 0, frames );
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iFrames = clamp( FramesToRead, 0, iFrames );
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}
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int got;
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if( decode_position < 0 )
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int iGot;
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if( m_iDecodePosition < 0 )
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{
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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 = -decode_position;
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got = min( got, frames );
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if( buffer )
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memset( buffer, 0, got*framesize );
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iGot = -m_iDecodePosition;
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iGot = min( iGot, iFrames );
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if( pBuffer )
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memset( pBuffer, 0, iGot*framesize );
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} else {
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/* Feed data out of our streaming buffer. */
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ASSERT(Sample);
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got = min( int(databuf.num_readable()/framesize), frames );
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if( buffer )
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databuf.read( buffer, got*framesize );
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ASSERT( m_pSource );
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iGot = min( int(m_DataBuffer.num_readable()/framesize), iFrames );
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if( pBuffer )
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m_DataBuffer.read( pBuffer, iGot*framesize );
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}
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return got;
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return iGot;
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}
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/* RageSound::GetDataToPlay and RageSound::FillBuf are the main threaded API. These
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* need to execute without blocking other threads from calling eg. GetPositionSeconds,
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* since they may take some time to run.
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Sample (r), databuf (r)
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decode_position (r), databuf (r)
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*
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*/
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/* Retrieve audio data, for mixing. At the time of this call, the frameno at which the
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* sound will be played doesn't have to be known. Once committed, and the frameno
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@@ -393,46 +391,46 @@ int RageSound::GetData( char *buffer, int frames )
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* If the data returned is at the end of the stream, return false.
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*
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* size is in frames
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* sound_frame is in frames (abstract)
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* iSoundFrame is in frames (abstract)
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*/
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bool RageSound::GetDataToPlay( int16_t *buffer, int size, int &sound_frame, int &frames_stored )
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bool RageSound::GetDataToPlay( int16_t *pBuffer, int iSize, int &iSoundFrame, int &iFramesStored )
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{
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int NumRewindsThisCall = 0;
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int iNumRewindsThisCall = 0;
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/* We only update decode_position; only take a shared lock, so we don't block the main thread. */
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/* We only update m_iDecodePosition; only take a shared lock, so we don't block the main thread. */
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// LockMut(m_Mutex);
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ASSERT_M( playing, ssprintf("%p", this) );
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ASSERT_M( m_bPlaying, ssprintf("%p", this) );
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frames_stored = 0;
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sound_frame = decode_position;
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iFramesStored = 0;
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iSoundFrame = m_iDecodePosition;
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while( 1 )
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{
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/* If we don't have any data left buffered, fill the buffer by
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* up to as much as we need. */
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if( !Bytes_Available() )
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FillBuf( size );
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FillBuf( iSize );
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/* Get a block of data. */
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int got_frames = GetData( (char *) buffer, size );
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int iGotFrames = GetData( (char *) pBuffer, iSize );
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/* If we didn't get any data, see if we need to pad the end of the file with
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* silence for m_LengthSeconds. */
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if( !got_frames && m_Param.m_LengthSeconds != -1 )
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if( !iGotFrames && m_Param.m_LengthSeconds != -1 )
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{
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const float LastSecond = m_Param.m_StartSecond + m_Param.m_LengthSeconds;
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int LastFrame = int(LastSecond*samplerate());
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int FramesOfSilence = LastFrame - decode_position;
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FramesOfSilence = clamp( FramesOfSilence, 0, size );
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int FramesOfSilence = LastFrame - m_iDecodePosition;
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FramesOfSilence = clamp( FramesOfSilence, 0, iSize );
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if( FramesOfSilence > 0 )
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{
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memset( buffer, 0, FramesOfSilence * framesize );
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got_frames = FramesOfSilence;
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memset( pBuffer, 0, FramesOfSilence * framesize );
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iGotFrames = FramesOfSilence;
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}
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}
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if( !got_frames )
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if( !iGotFrames )
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{
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/* EOF. */
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switch( GetStopMode() )
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@@ -443,8 +441,8 @@ bool RageSound::GetDataToPlay( int16_t *buffer, int size, int &sound_frame, int
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||||
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case RageSoundParams::M_LOOP:
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/* Rewind and restart. */
|
||||
NumRewindsThisCall++;
|
||||
if(NumRewindsThisCall > 3)
|
||||
iNumRewindsThisCall++;
|
||||
if( iNumRewindsThisCall > 3 )
|
||||
{
|
||||
/* We're rewinding a bunch of times in one call. This probably means
|
||||
* that the length is too short. It might also mean that the start
|
||||
@@ -463,8 +461,8 @@ bool RageSound::GetDataToPlay( int16_t *buffer, int size, int &sound_frame, int
|
||||
/* 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. */
|
||||
if( !Bytes_Available() )
|
||||
FillBuf( size );
|
||||
if( GetData(NULL, size) == 0 )
|
||||
FillBuf( iSize );
|
||||
if( GetData(NULL, iSize) == 0 )
|
||||
{
|
||||
LOG->Warn( "Can't loop data in %s; no data available at start point %f",
|
||||
GetLoadedFilePath().c_str(), m_Param.m_StartSecond );
|
||||
@@ -476,8 +474,8 @@ bool RageSound::GetDataToPlay( int16_t *buffer, int size, int &sound_frame, int
|
||||
|
||||
case RageSoundParams::M_CONTINUE:
|
||||
/* Keep playing silence. */
|
||||
memset( buffer, 0, size*framesize );
|
||||
got_frames = size;
|
||||
memset( pBuffer, 0, iSize*framesize );
|
||||
iGotFrames = iSize;
|
||||
break;
|
||||
|
||||
default:
|
||||
@@ -485,7 +483,7 @@ bool RageSound::GetDataToPlay( int16_t *buffer, int size, int &sound_frame, int
|
||||
}
|
||||
}
|
||||
|
||||
/* This block goes from decode_position to decode_position+got_frames. */
|
||||
/* This block goes from m_iDecodePosition to m_iDecodePosition+iGotFrames. */
|
||||
|
||||
/* We want to fade when there's m_FadeLength seconds left, but if
|
||||
* m_LengthFrames is -1, we don't know the length we're playing.
|
||||
@@ -495,36 +493,36 @@ bool RageSound::GetDataToPlay( int16_t *buffer, int size, int &sound_frame, int
|
||||
{
|
||||
const float fFinishFadingOutAt = m_Param.m_StartSecond + m_Param.m_LengthSeconds;
|
||||
const float fStartFadingOutAt = fFinishFadingOutAt - m_Param.m_FadeLength;
|
||||
const float fStartSecond = float(decode_position) / samplerate();
|
||||
const float fEndSecond = float(decode_position+got_frames) / samplerate();
|
||||
const float fStartSecond = float(m_iDecodePosition) / samplerate();
|
||||
const float fEndSecond = float(m_iDecodePosition+iGotFrames) / samplerate();
|
||||
const float fStartVolume = SCALE( fStartSecond, fStartFadingOutAt, fFinishFadingOutAt, 1.0f, 0.0f );
|
||||
const float fEndVolume = SCALE( fEndSecond, fStartFadingOutAt, fFinishFadingOutAt, 1.0f, 0.0f );
|
||||
RageSoundUtil::Fade( buffer, got_frames, fStartVolume, fEndVolume );
|
||||
RageSoundUtil::Fade( pBuffer, iGotFrames, fStartVolume, fEndVolume );
|
||||
}
|
||||
|
||||
RageSoundUtil::Pan( buffer, got_frames, m_Param.m_Balance );
|
||||
RageSoundUtil::Pan( pBuffer, iGotFrames, m_Param.m_Balance );
|
||||
|
||||
sound_frame = decode_position;
|
||||
iSoundFrame = m_iDecodePosition;
|
||||
|
||||
frames_stored = got_frames;
|
||||
decode_position += got_frames;
|
||||
iFramesStored = iGotFrames;
|
||||
m_iDecodePosition += iGotFrames;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
/* Indicate that a block of audio data has been written to the device. */
|
||||
void RageSound::CommitPlayingPosition( int64_t frameno, int pos, int got_frames )
|
||||
void RageSound::CommitPlayingPosition( int64_t frameno, int pos, int iGotFrames )
|
||||
{
|
||||
m_Mutex.Lock();
|
||||
pos_map.Insert( frameno, pos, got_frames );
|
||||
m_PositionMapping.Insert( frameno, pos, iGotFrames );
|
||||
m_Mutex.Unlock();
|
||||
}
|
||||
|
||||
/* Called by the mixer: return a block of sound data.
|
||||
* Be careful; this is called in a separate thread. */
|
||||
int RageSound::GetPCM( char *buffer, int size, int64_t frameno )
|
||||
int RageSound::GetPCM( char *pBuffer, int iSize, int64_t iFrameno )
|
||||
{
|
||||
ASSERT(playing);
|
||||
ASSERT( m_bPlaying );
|
||||
|
||||
/*
|
||||
* "frameno" is the audio driver's conception of time. "position"
|
||||
@@ -535,23 +533,23 @@ int RageSound::GetPCM( char *buffer, int size, int64_t frameno )
|
||||
*/
|
||||
|
||||
/* Now actually put data from the correct buffer into the output. */
|
||||
int bytes_stored = 0;
|
||||
while( bytes_stored < size )
|
||||
int iBytesStored = 0;
|
||||
while( iBytesStored < iSize )
|
||||
{
|
||||
int pos, got_frames;
|
||||
bool eof = !GetDataToPlay( (int16_t *)(buffer+bytes_stored), (size-bytes_stored)/framesize, pos, got_frames );
|
||||
int iPosition, iGotFrames;
|
||||
bool bEof = !GetDataToPlay( (int16_t *)(pBuffer+iBytesStored), (iSize-iBytesStored)/framesize, iPosition, iGotFrames );
|
||||
|
||||
/* Save this frameno/position map. */
|
||||
SOUNDMAN->CommitPlayingPosition( GetID(), frameno, pos, got_frames );
|
||||
SOUNDMAN->CommitPlayingPosition( GetID(), iFrameno, iPosition, iGotFrames );
|
||||
|
||||
bytes_stored += got_frames * framesize;
|
||||
frameno += got_frames;
|
||||
iBytesStored += iGotFrames * framesize;
|
||||
iFrameno += iGotFrames;
|
||||
|
||||
if( eof )
|
||||
if( bEof )
|
||||
break;
|
||||
}
|
||||
|
||||
return bytes_stored;
|
||||
return iBytesStored;
|
||||
}
|
||||
|
||||
/* Start playing from the current position. If the sound is already
|
||||
@@ -562,7 +560,7 @@ void RageSound::StartPlaying()
|
||||
if( m_Param.m_Volume == -1 )
|
||||
m_Param.m_Volume = SOUNDMAN->GetMixVolume();
|
||||
|
||||
ASSERT(!playing);
|
||||
ASSERT( !m_bPlaying );
|
||||
|
||||
/* 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. */
|
||||
@@ -573,19 +571,19 @@ void RageSound::StartPlaying()
|
||||
/* Tell the sound manager to start mixing us. */
|
||||
// LOG->Trace("set playing true for %p (StartPlaying) (%s)", this, this->GetLoadedFilePath().c_str());
|
||||
|
||||
playing = true;
|
||||
m_bPlaying = true;
|
||||
|
||||
SOUNDMAN->StartMixing(this);
|
||||
SOUNDMAN->StartMixing( this );
|
||||
|
||||
// LOG->Trace("StartPlaying %p finished (%s)", this, this->GetLoadedFilePath().c_str());
|
||||
}
|
||||
|
||||
void RageSound::StopPlaying()
|
||||
{
|
||||
if(!playing)
|
||||
if( !m_bPlaying )
|
||||
return;
|
||||
|
||||
stopped_position = (int) GetPositionSecondsInternal();
|
||||
m_iStoppedPosition = (int) GetPositionSecondsInternal();
|
||||
|
||||
/* Tell the sound driver to stop mixing this sound. */
|
||||
SOUNDMAN->StopMixing(this);
|
||||
@@ -596,16 +594,16 @@ void RageSound::StopPlaying()
|
||||
m_Mutex.Lock();
|
||||
|
||||
// LOG->Trace("set playing false for %p (StopPlaying) (%s)", this, this->GetLoadedFilePath().c_str());
|
||||
playing = false;
|
||||
m_bPlaying = false;
|
||||
|
||||
max_driver_frame = 0;
|
||||
pos_map.Clear();
|
||||
m_iMaxDriverFrame = 0;
|
||||
m_PositionMapping.Clear();
|
||||
|
||||
/* We may still have positions queued up in RageSoundManager. We need to make sure
|
||||
* that we don't accept those; otherwise, if we start playing again quickly, they'll
|
||||
* confuse GetPositionSeconds(). Do this by changing our ID. */
|
||||
SOUNDMAN->UnregisterSound( this );
|
||||
ID = SOUNDMAN->GetUniqueID();
|
||||
m_iID = SOUNDMAN->GetUniqueID();
|
||||
SOUNDMAN->RegisterSound( this );
|
||||
|
||||
// LOG->Trace("StopPlaying %p finished (%s)", this, this->GetLoadedFilePath().c_str());
|
||||
@@ -621,30 +619,30 @@ void RageSound::StopPlaying()
|
||||
* This is only called from the main thread. */
|
||||
void RageSound::SoundIsFinishedPlaying()
|
||||
{
|
||||
if(!playing)
|
||||
if( !m_bPlaying )
|
||||
return;
|
||||
m_Mutex.Lock();
|
||||
|
||||
stopped_position = (int) GetPositionSecondsInternal();
|
||||
m_iStoppedPosition = (int) GetPositionSecondsInternal();
|
||||
|
||||
// LOG->Trace("set playing false for %p (SoundIsFinishedPlaying) (%s)", this, this->GetLoadedFilePath().c_str());
|
||||
playing = false;
|
||||
m_bPlaying = false;
|
||||
|
||||
pos_map.Clear();
|
||||
m_PositionMapping.Clear();
|
||||
// LOG->Trace("SoundIsFinishedPlaying %p finished (%s)", this, this->GetLoadedFilePath().c_str());
|
||||
|
||||
m_Mutex.Unlock();
|
||||
}
|
||||
|
||||
RageSound *RageSound::Play( const RageSoundParams *params )
|
||||
RageSound *RageSound::Play( const RageSoundParams *pParams )
|
||||
{
|
||||
if( Sample == NULL )
|
||||
if( m_pSource == NULL )
|
||||
{
|
||||
LOG->Warn( "RageSound::Play: sound not loaded" );
|
||||
return NULL;
|
||||
}
|
||||
|
||||
return SOUNDMAN->PlaySound( *this, params );
|
||||
return SOUNDMAN->PlaySound( *this, pParams );
|
||||
}
|
||||
|
||||
void RageSound::Stop()
|
||||
@@ -654,7 +652,7 @@ void RageSound::Stop()
|
||||
|
||||
bool RageSound::Pause( bool bPause )
|
||||
{
|
||||
if( Sample == NULL )
|
||||
if( m_pSource == NULL )
|
||||
{
|
||||
LOG->Warn( "RageSound::Pause: sound not loaded" );
|
||||
return false;
|
||||
@@ -666,54 +664,54 @@ bool RageSound::Pause( bool bPause )
|
||||
|
||||
float RageSound::GetLengthSeconds()
|
||||
{
|
||||
if( Sample == NULL )
|
||||
if( m_pSource == NULL )
|
||||
{
|
||||
LOG->Warn( "RageSound::GetLengthSeconds: sound not loaded" );
|
||||
return -1;
|
||||
}
|
||||
|
||||
int len = Sample->GetLength();
|
||||
int iLength = m_pSource->GetLength();
|
||||
|
||||
if(len < 0)
|
||||
if( iLength < 0 )
|
||||
{
|
||||
LOG->Warn("GetLengthSeconds failed on %s: %s",
|
||||
GetLoadedFilePath().c_str(), Sample->GetError().c_str() );
|
||||
GetLoadedFilePath().c_str(), m_pSource->GetError().c_str() );
|
||||
return -1;
|
||||
}
|
||||
|
||||
return len / 1000.f; /* ms -> secs */
|
||||
return iLength / 1000.f; /* ms -> secs */
|
||||
}
|
||||
|
||||
/* Get the position in frames. */
|
||||
int64_t RageSound::GetPositionSecondsInternal( bool *approximate ) const
|
||||
int64_t RageSound::GetPositionSecondsInternal( bool *bApproximate ) const
|
||||
{
|
||||
LockMut(m_Mutex);
|
||||
LockMut( m_Mutex );
|
||||
|
||||
if( approximate )
|
||||
*approximate = false;
|
||||
if( bApproximate )
|
||||
*bApproximate = false;
|
||||
|
||||
/* If we're not playing, just report the static position. */
|
||||
if( !IsPlaying() )
|
||||
return stopped_position;
|
||||
return m_iStoppedPosition;
|
||||
|
||||
/* If we don't yet have any position data, GetPCM hasn't yet been called at all,
|
||||
* so guess what we think the real time is. */
|
||||
if( pos_map.IsEmpty() )
|
||||
if( m_PositionMapping.IsEmpty() )
|
||||
{
|
||||
LOG->Trace("no data yet; %i", stopped_position);
|
||||
if( approximate )
|
||||
*approximate = true;
|
||||
return stopped_position;
|
||||
LOG->Trace( "no data yet; %i", m_iStoppedPosition );
|
||||
if( bApproximate )
|
||||
*bApproximate = true;
|
||||
return m_iStoppedPosition;
|
||||
}
|
||||
|
||||
/* Get our current hardware position. */
|
||||
int64_t cur_frame = SOUNDMAN->GetPosition(this);
|
||||
int64_t iCurrentFrame = SOUNDMAN->GetPosition(this);
|
||||
|
||||
/* It's sometimes possible for the hardware position to move backwards, usually
|
||||
* on underrun. We can try to prevent this in each driver, but it's an obscure
|
||||
* error, so let's clamp the result here instead. Be sure to reset this on stop,
|
||||
* since the position may reset. */
|
||||
if( cur_frame < max_driver_frame )
|
||||
if( iCurrentFrame < m_iMaxDriverFrame )
|
||||
{
|
||||
/* Clamp the output to one per second, so one underruns don't cascade due to
|
||||
* output spam. */
|
||||
@@ -721,13 +719,13 @@ int64_t RageSound::GetPositionSecondsInternal( bool *approximate ) const
|
||||
if( last.IsZero() || last.Ago() > 1.0f )
|
||||
{
|
||||
LOG->Trace( "Sound %s: driver returned a lesser position (%i < %i)",
|
||||
this->GetLoadedFilePath().c_str(), (int) cur_frame, (int) max_driver_frame );
|
||||
this->GetLoadedFilePath().c_str(), (int) iCurrentFrame, (int) m_iMaxDriverFrame );
|
||||
last.Touch();
|
||||
}
|
||||
}
|
||||
max_driver_frame = cur_frame = max( cur_frame, max_driver_frame );
|
||||
m_iMaxDriverFrame = iCurrentFrame = max( iCurrentFrame, m_iMaxDriverFrame );
|
||||
|
||||
return pos_map.Search( cur_frame, approximate );
|
||||
return m_PositionMapping.Search( iCurrentFrame, bApproximate );
|
||||
}
|
||||
|
||||
/*
|
||||
@@ -739,28 +737,28 @@ int64_t RageSound::GetPositionSecondsInternal( bool *approximate ) const
|
||||
* lock SOUNDMAN); we might lose the scheduler after grabbing it, when releasing SOUNDMAN.
|
||||
*/
|
||||
|
||||
float RageSound::GetPositionSeconds( bool *approximate, RageTimer *Timestamp ) const
|
||||
float RageSound::GetPositionSeconds( bool *bApproximate, RageTimer *pTimestamp ) const
|
||||
{
|
||||
LockMut(m_Mutex);
|
||||
LockMut( m_Mutex );
|
||||
|
||||
if( Timestamp )
|
||||
if( pTimestamp )
|
||||
{
|
||||
HOOKS->EnterTimeCriticalSection();
|
||||
Timestamp->Touch();
|
||||
pTimestamp->Touch();
|
||||
}
|
||||
|
||||
const float pos = GetPositionSecondsInternal( approximate ) / float(samplerate());
|
||||
const float fPosition = GetPositionSecondsInternal( bApproximate ) / float(samplerate());
|
||||
|
||||
if( Timestamp )
|
||||
if( pTimestamp )
|
||||
HOOKS->ExitTimeCriticalSection();
|
||||
|
||||
return GetPlaybackRate() * pos;
|
||||
return GetPlaybackRate() * fPosition;
|
||||
}
|
||||
|
||||
|
||||
bool RageSound::SetPositionSeconds( float fSeconds )
|
||||
{
|
||||
if( Sample == NULL )
|
||||
if( m_pSource == NULL )
|
||||
{
|
||||
LOG->Warn( "RageSound::SetPositionSeconds(%f): sound not loaded", fSeconds );
|
||||
return false;
|
||||
@@ -772,69 +770,69 @@ bool RageSound::SetPositionSeconds( float fSeconds )
|
||||
/* This is always the desired sample rate of the current driver. */
|
||||
int RageSound::GetSampleRate() const
|
||||
{
|
||||
if( Sample == NULL )
|
||||
if( m_pSource == NULL )
|
||||
{
|
||||
LOG->Warn( "RageSound::GetSampleRate(): sound not loaded" );
|
||||
return 44100;
|
||||
}
|
||||
|
||||
return Sample->GetSampleRate();
|
||||
return m_pSource->GetSampleRate();
|
||||
}
|
||||
|
||||
bool RageSound::IsStreamingFromDisk() const
|
||||
{
|
||||
if( Sample == NULL )
|
||||
if( m_pSource == NULL )
|
||||
{
|
||||
LOG->Warn( "RageSound::IsStreamingFromDisk: sound not loaded" );
|
||||
return false;
|
||||
}
|
||||
|
||||
return Sample->IsStreamingFromDisk();
|
||||
return m_pSource->IsStreamingFromDisk();
|
||||
}
|
||||
|
||||
bool RageSound::SetPositionFrames( int frames )
|
||||
bool RageSound::SetPositionFrames( int iFrames )
|
||||
{
|
||||
LockMut(m_Mutex);
|
||||
LockMut( m_Mutex );
|
||||
|
||||
if( Sample == NULL )
|
||||
if( m_pSource == NULL )
|
||||
{
|
||||
LOG->Warn( "RageSound::SetPositionFrames(%f): sound not loaded", frames );
|
||||
LOG->Warn( "RageSound::SetPositionFrames(%f): sound not loaded", iFrames );
|
||||
return false;
|
||||
}
|
||||
|
||||
{
|
||||
/* "decode_position" records the number of frames we've output to the
|
||||
/* "m_iDecodePosition" 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 frame, we would have actually
|
||||
* played 20 frames, and it's the number of real speaker frames that
|
||||
* "decode_position" represents. */
|
||||
const int scaled_frames = int( frames / GetPlaybackRate() );
|
||||
* "m_iDecodePosition" represents. */
|
||||
const int iScaledFrames = int( iFrames / GetPlaybackRate() );
|
||||
|
||||
/* If we're already there, don't do anything. */
|
||||
if( decode_position == scaled_frames )
|
||||
if( m_iDecodePosition == iScaledFrames )
|
||||
return true;
|
||||
|
||||
stopped_position = decode_position = scaled_frames;
|
||||
m_iStoppedPosition = m_iDecodePosition = iScaledFrames;
|
||||
}
|
||||
|
||||
/* 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(frames) * 1000.f / samplerate() );
|
||||
int ms = int( float(iFrames) * 1000.f / samplerate() );
|
||||
ms = max(ms, 0);
|
||||
|
||||
databuf.clear();
|
||||
m_DataBuffer.clear();
|
||||
|
||||
int ret;
|
||||
if( m_Param.AccurateSync )
|
||||
ret = Sample->SetPosition_Accurate(ms);
|
||||
ret = m_pSource->SetPosition_Accurate(ms);
|
||||
else
|
||||
ret = Sample->SetPosition_Fast(ms);
|
||||
ret = m_pSource->SetPosition_Fast(ms);
|
||||
|
||||
if(ret == -1)
|
||||
{
|
||||
/* XXX untested */
|
||||
Fail(Sample->GetError());
|
||||
Fail( m_pSource->GetError() );
|
||||
return false; /* failed */
|
||||
}
|
||||
|
||||
@@ -851,14 +849,15 @@ bool RageSound::SetPositionFrames( int frames )
|
||||
return true;
|
||||
}
|
||||
|
||||
void RageSoundParams::SetPlaybackRate( float NewSpeed )
|
||||
void RageSoundParams::SetPlaybackRate( float fSpeed )
|
||||
{
|
||||
if( NewSpeed == 1.00f )
|
||||
if( fSpeed == 1.00f )
|
||||
{
|
||||
speed_input_samples = 1; speed_output_samples = 1;
|
||||
speed_input_samples = 1;
|
||||
speed_output_samples = 1;
|
||||
} else {
|
||||
/* Approximate it to the nearest tenth. */
|
||||
speed_input_samples = int( roundf(NewSpeed * 10) );
|
||||
speed_input_samples = int( roundf(fSpeed * 10) );
|
||||
speed_output_samples = 10;
|
||||
}
|
||||
}
|
||||
|
||||
+24
-23
@@ -72,7 +72,7 @@ class RageSound: public RageSoundBase
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public:
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RageSound();
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~RageSound();
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RageSound(const RageSound &cpy);
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RageSound( const RageSound &cpy );
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RageSound &operator=( const RageSound &cpy );
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/* If cache == true, we'll preload the entire file into memory if
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@@ -88,12 +88,13 @@ public:
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* and a null sample will be loaded. (This makes failed loads nonfatal;
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* they can be ignored most of the time, so we continue to work if a file
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* is broken or missing.) */
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bool Load( CString fn, bool bPrecache );
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bool Load( CString sFile, bool bPrecache );
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/*
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* Using this version means the "don't care" about caching. Currently,
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* this always will not cache the sound; this may become a preference.
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*/
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bool Load( CString fn );
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bool Load( CString sFile );
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/* Load a SoundReader that you've set up yourself. Sample rate conversion will
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* be set up only if needed. Doesn't fail. */
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@@ -104,8 +105,8 @@ public:
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void StartPlaying();
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void StopPlaying();
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CString GetError() const { return error; }
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bool Error() const { return !error.empty(); }
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CString GetError() const { return m_sError; }
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bool Error() const { return !m_sError.empty(); }
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RageSound *Play( const RageSoundParams *params=NULL );
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void Stop();
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@@ -120,7 +121,7 @@ public:
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bool IsStreamingFromDisk() const;
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bool SetPositionSeconds( float fSeconds );
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CString GetLoadedFilePath() const { return m_sFilePath; }
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bool IsPlaying() const { return playing; }
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bool IsPlaying() const { return m_bPlaying; }
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/* Lock and unlock this sound. */
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void LockSound();
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@@ -129,19 +130,19 @@ public:
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float GetPlaybackRate() const;
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RageTimer GetStartTime() const;
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float GetVolume() const;
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int GetID() const { return ID; }
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int GetID() const { return m_iID; }
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void SetParams( const RageSoundParams &p );
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const RageSoundParams &GetParams() const { return m_Param; }
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private:
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mutable RageMutex m_Mutex;
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SoundReader *Sample;
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||||
CircBuf<char> databuf;
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||||
int FillBuf(int bytes);
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SoundReader *m_pSource;
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CircBuf<char> m_DataBuffer;
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||||
int FillBuf( int iBytes );
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||||
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||||
/* We keep track of sound blocks we've sent out recently through GetDataToPlay. */
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||||
pos_map_queue pos_map;
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||||
pos_map_queue m_PositionMapping;
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||||
|
||||
CString m_sFilePath;
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||||
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@@ -149,7 +150,7 @@ private:
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/* Current position of the output sound, in frames. If < 0, nothing will play
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* until it becomes positive. */
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int decode_position;
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||||
int m_iDecodePosition;
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||||
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/* Hack: When we stop a playing sound, we can't ask the driver the position
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||||
* (we're not playing); and we can't seek back to the current playing position
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||||
@@ -157,27 +158,27 @@ private:
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||||
* were at when we stopped without jumping to the last position we buffered.
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||||
* Keep track of the position after a seek or stop, so we can return a sane
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||||
* position when stopped, and when playing but pos_map hasn't yet been filled. */
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||||
int stopped_position;
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||||
bool playing;
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||||
int m_iStoppedPosition;
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||||
bool m_bPlaying;
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||||
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||||
/* Keep track of the max SOUNDMAN->GetPosition result (see GetPositionSecondsInternal). */
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||||
mutable int64_t max_driver_frame;
|
||||
mutable int64_t m_iMaxDriverFrame;
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||||
|
||||
/* Unique ID number for this instance of RageSound. */
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||||
int ID;
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||||
int m_iID;
|
||||
|
||||
CString error;
|
||||
CString m_sError;
|
||||
|
||||
int64_t GetPositionSecondsInternal( bool *approximate=NULL ) const;
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||||
int64_t GetPositionSecondsInternal( bool *bApproximate=NULL ) const;
|
||||
bool SetPositionFrames( int frames = -1 );
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||||
int GetData(char *buffer, int size);
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||||
void Fail(CString reason);
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||||
int GetData( char *pBuffer, int iSize );
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||||
void Fail( CString sReason );
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||||
int Bytes_Available() const;
|
||||
RageSoundParams::StopMode_t GetStopMode() const; /* resolves M_AUTO */
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||||
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||||
void SoundIsFinishedPlaying(); // called by sound drivers
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||||
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||||
static void RateChange(char *buf, int &cnt, int speed_input_samples, int speed_output_samples, int channels);
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||||
static void RateChange( char *pBuf, int &iCount, int iInputSpeed, int iOutputSpeed, int iChannels );
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||||
|
||||
public:
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||||
/* Called only by the sound drivers: */
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@@ -186,8 +187,8 @@ public:
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||||
* flushed, SoundStopped will be called. Until then, SOUNDMAN->GetPosition
|
||||
* can still be called (the sound is still playing). */
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||||
int GetPCM( char *buffer, int size, int64_t frameno );
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||||
bool GetDataToPlay( int16_t *buffer, int size, int &pos, int &got_bytes );
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||||
void CommitPlayingPosition( int64_t frameno, int pos, int got_bytes );
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||||
bool GetDataToPlay( int16_t *pBuffer, int iSize, int &iPosition, int &iBytesRead );
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||||
void CommitPlayingPosition( int64_t iFrameno, int iPosition, int iBytesRead );
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||||
};
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||||
#endif
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||||
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Reference in New Issue
Block a user