transition: move RageSound_Generic_Software logic into RageSoundDriver
This commit is contained in:
@@ -3,9 +3,16 @@
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#include "RageUtil.h"
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#include "arch/RageDriver.h"
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#include "RageThreads.h"
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#include "RageTimer.h"
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#include "RageUtil_CircularBuffer.h"
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class RageSoundBase;
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class RageTimer;
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class RageSoundMixBuffer;
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static const int samples_per_block = 512;
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#define RageSound_Generic_Software RageSoundDriver
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class RageSoundDriver: public RageDriver
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{
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public:
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@@ -14,37 +21,41 @@ public:
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friend class RageSoundManager;
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RageSoundDriver();
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virtual ~RageSoundDriver();
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/* Initialize. On failure, an error message is returned. */
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virtual RString Init() { return RString(); }
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/* A RageSound calls this to request to be played.
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* XXX: define what we should do when it can't be played (eg. out of
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* channels) */
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virtual void StartMixing( RageSoundBase *pSound ) = 0;
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void StartMixing( RageSoundBase *pSound );
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/* A RageSound calls this to request it not be played. When this function
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* returns, snd is no longer valid; ensure no running threads are still
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* accessing it before returning. This must handle gracefully the case where
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* snd was not actually being played, though it may print a warning. */
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virtual void StopMixing( RageSoundBase *pSound ) = 0;
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void StopMixing( RageSoundBase *pSound );
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/* Pause or unpause the given sound. If the sound was stopped (not paused),
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* return false and do nothing; otherwise return true and pause or unpause
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* the sound. Unlike StopMixing, pausing and unpause a sound will not lose
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* any buffered sound (but will not release any resources associated with
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* playing the sound, either). */
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virtual bool PauseMixing( RageSoundBase *pSound, bool bStop ) = 0;
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bool PauseMixing( RageSoundBase *pSound, bool bStop );
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/* Get the current hardware frame position, in the same time base as passed to
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* RageSound::CommitPlayingPosition. */
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virtual int64_t GetHardwareFrame( RageTimer *pTimer ) const = 0;
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int64_t GetHardwareFrame( RageTimer *pTimer ) const;
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virtual int64_t GetPosition() const = 0;
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/* When a sound is finished playing (GetDataToPlay returns 0) and the sound has
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* been completely flushed (so GetPosition is no longer meaningful), call
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* RageSoundBase::SoundIsFinishedPlaying(). */
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/* Optional, if needed: */
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virtual void Update() { }
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virtual void Update();
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/* Sound startup latency--delay between Play() being called and actually
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* hearing it. (This isn't necessarily the same as the buffer latency.) */
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@@ -52,7 +63,136 @@ public:
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virtual int GetSampleRate() const { return 44100; }
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virtual ~RageSoundDriver() { }
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protected:
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/* Start the decoding. This should be called once the hardware is set up and
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* GetSampleRate will return the correct value. */
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void StartDecodeThread();
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/* Call this before calling StartDecodeThread to set the desired decoding buffer
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* size. This is the number of frames that Mix() will try to be able to return
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* at once. This should generally be slightly larger than the sound writeahead,
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* to allow filling the buffer after an underrun. The default is 4096 frames. */
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void SetDecodeBufferSize( int frames );
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/* Override this to set the priority of the decoding thread, which should be above
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* normal priority but not realtime. */
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virtual void SetupDecodingThread() { }
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/*
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* Read mixed data.
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*
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* pBuf: buffer to read into
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* iFrames: number of frames (not samples) to read
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* frameno: frame number at which this sound will be heard
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* iCurrentFrame: frame number that is currently being heard
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*
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* iCurrentFrame is used for handling start timing.
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*
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* This function only mixes data; it will not lock any mutexes or do any file access, and
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* is safe to call from a realtime thread.
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*/
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void Mix( int16_t *pBuf, int iFrames, int64_t iFrameNumber, int64_t iCurrentFrame );
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void Mix( float *pBuf, int iFrames, int64_t iFrameNumber, int64_t iCurrentFrame );
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/* This mutex is used for serializing with the decoder thread. Locking this mutex
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* can take a while. */
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RageMutex m_Mutex;
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/* This mutex locks all sounds[] which are "available". (Other sound may safely
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* be accessed, and sounds may be set to available, without locking this.) */
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RageMutex m_SoundListMutex;
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private:
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/*
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* Thread safety and state transitions:
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*
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* AVAILABLE: The sound is available to play a new sound. The decoding and mixing threads
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* will not touch a sound in this state.
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*
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* BUFFERING: The sound is stopped but StartMixing() is prebuffering. No other threads
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* will touch a sound that is BUFFERING. This isn't necessary if only the main thread
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* can call StartMixing().
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*
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* STOPPED: The sound is idle, but memory is still allocated for its buffer. Update()
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* will deallocate memory and the sound will be changed to AVAILABLE.
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*
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* PLAYING: The sound is being decoded by the decoding thread, and played by the mixing
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* thread. If the decoding thread hits EOF, the decoding thread will change the state
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* to STOPPING.
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*
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* STOPPING: The sound is being played by the mixing thread. No new data will be decoded.
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* Once the data buffer is empty (all sound has been played), Update() will change the
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* sound to HALTING.
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*
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* HALTING: The main thread has called StopMixing or the data buffer is empty. The mixing
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* thread will flush any remaining buffered data without playing it, and then move the
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* sound to STOPPED.
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*
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* The mixing thread operates without any locks. This can lead to a little overlap. For
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* example, if StopMixing() is called, moving the sound from PLAYING to HALTING, the mixing
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* thread might be in the middle of mixing data. Although HALTING means "discard buffered
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* data", some data will still be mixed. This is OK; the data is valid, and the flush will
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* happen on the next iteration.
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*
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* The only state change made by the decoding thread is on EOF: the state is changed
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* from PLAYING to STOPPING. This is done while m_Mutex is held, to prevent
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* races with other threads.
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*
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* The only state change made by the mixing thread is from HALTING to STOPPED.
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* This is done with no locks; no other thread can take a sound out of the HALTING state.
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*
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* Do not allocate or deallocate memory in the mixing thread since allocating memory
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* involves taking a lock. Instead, push the deallocation to the main thread.
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*/
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struct sound_block
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{
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int16_t m_Buffer[samples_per_block];
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int16_t *m_BufferNext; // beginning of the unread data
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int m_FramesInBuffer; // total number of frames at m_BufferNext
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int64_t m_iPosition; // stream frame of m_BufferNext
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sound_block() { m_FramesInBuffer = m_iPosition = 0; m_BufferNext = m_Buffer; }
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};
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struct Sound
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{
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Sound();
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void Allocate( int iFrames );
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void Deallocate();
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RageSoundBase *m_pSound;
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int m_iSoundID;
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RageTimer m_StartTime;
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float m_fVolume;
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CircBuf<sound_block> m_Buffer;
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bool m_bPaused;
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enum
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{
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AVAILABLE,
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BUFFERING,
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STOPPED, /* idle */
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/* This state is set by the decoder thread, indicating that the sound has just
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* reached EOF. Once the mixing thread finishes flushing buffer, it'll change
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* to the STOPPING_FINISH state. */
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STOPPING,
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HALTING, /* stop immediately */
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PLAYING
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} m_State;
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};
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/* List of currently playing sounds: XXX no vector */
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Sound m_Sounds[32];
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bool m_bShutdownDecodeThread;
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static int DecodeThread_start( void *p );
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void DecodeThread();
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RageSoundMixBuffer &MixIntoBuffer( int iFrames, int64_t iFrameNumber, int64_t iCurrentFrame );
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RageThread m_DecodeThread;
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int GetDataForSound( Sound &s );
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};
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// Can't use Create##name because many of these have -sw suffixes.
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@@ -18,14 +18,14 @@ static int chunksize() { return 512; }
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static int underruns = 0, logged_underruns = 0;
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RageSound_Generic_Software::Sound::Sound()
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RageSoundDriver::Sound::Sound()
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{
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m_pSound = NULL;
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m_State = AVAILABLE;
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m_bPaused = false;
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}
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void RageSound_Generic_Software::Sound::Allocate( int iFrames )
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void RageSoundDriver::Sound::Allocate( int iFrames )
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{
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/* Reserve enough blocks in the buffer to hold the buffer. Add one, to account for
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* the fact that we may have a partial block due to a previous Mix() call. */
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@@ -34,23 +34,23 @@ void RageSound_Generic_Software::Sound::Allocate( int iFrames )
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m_Buffer.reserve( iBlocksToPrebuffer + 1 );
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}
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void RageSound_Generic_Software::Sound::Deallocate()
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void RageSoundDriver::Sound::Deallocate()
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{
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m_Buffer.reserve( 0 );
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}
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int RageSound_Generic_Software::DecodeThread_start( void *p )
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int RageSoundDriver::DecodeThread_start( void *p )
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{
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((RageSound_Generic_Software *) p)->DecodeThread();
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((RageSoundDriver *) p)->DecodeThread();
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return 0;
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}
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static int g_iTotalAhead = 0;
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static int g_iTotalAheadCount = 0;
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RageSoundMixBuffer &RageSound_Generic_Software::MixIntoBuffer( int iFrames, int64_t iFrameNumber, int64_t iCurrentFrame )
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RageSoundMixBuffer &RageSoundDriver::MixIntoBuffer( int iFrames, int64_t iFrameNumber, int64_t iCurrentFrame )
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{
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ASSERT_M( m_DecodeThread.IsCreated(), "RageSound_Generic_Software::StartDecodeThread() was never called" );
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ASSERT_M( m_DecodeThread.IsCreated(), "RageSoundDriver::StartDecodeThread() was never called" );
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if( iFrameNumber - iCurrentFrame + iFrames > 0 )
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{
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@@ -152,19 +152,19 @@ RageSoundMixBuffer &RageSound_Generic_Software::MixIntoBuffer( int iFrames, int6
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return mix;
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}
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void RageSound_Generic_Software::Mix( int16_t *pBuf, int iFrames, int64_t iFrameNumber, int64_t iCurrentFrame )
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void RageSoundDriver::Mix( int16_t *pBuf, int iFrames, int64_t iFrameNumber, int64_t iCurrentFrame )
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{
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memset( pBuf, 0, iFrames*bytes_per_frame );
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MixIntoBuffer( iFrames, iFrameNumber, iCurrentFrame ).read( pBuf );
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}
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void RageSound_Generic_Software::Mix( float *pBuf, int iFrames, int64_t iFrameNumber, int64_t iCurrentFrame )
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void RageSoundDriver::Mix( float *pBuf, int iFrames, int64_t iFrameNumber, int64_t iCurrentFrame )
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{
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memset( pBuf, 0, iFrames*bytes_per_frame*2 );
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MixIntoBuffer( iFrames, iFrameNumber, iCurrentFrame ).read( pBuf );
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}
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void RageSound_Generic_Software::DecodeThread()
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void RageSoundDriver::DecodeThread()
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{
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/* SOUNDMAN will be set once RageSoundManager's ctor returns and
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* assigns it; we might get here before that happens, though. */
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@@ -217,7 +217,7 @@ void RageSound_Generic_Software::DecodeThread()
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/* Buffer a block of sound data for the given sound. Return the number of
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* frames buffered, or a RageSoundReader return code. */
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int RageSound_Generic_Software::GetDataForSound( Sound &s )
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int RageSoundDriver::GetDataForSound( Sound &s )
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{
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sound_block *p[2];
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unsigned psize[2];
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@@ -242,7 +242,7 @@ int RageSound_Generic_Software::GetDataForSound( Sound &s )
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}
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void RageSound_Generic_Software::Update()
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void RageSoundDriver::Update()
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{
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/* We must not lock here, since the decoder thread might hold the lock for a
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* while at a time. This is threadsafe, because once a sound is in STOPPING,
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@@ -294,7 +294,7 @@ void RageSound_Generic_Software::Update()
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}
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}
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void RageSound_Generic_Software::StartMixing( RageSoundBase *pSound )
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void RageSoundDriver::StartMixing( RageSoundBase *pSound )
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{
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/* Lock available m_Sounds[], and reserve a slot. */
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m_SoundListMutex.Lock();
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@@ -343,7 +343,7 @@ void RageSound_Generic_Software::StartMixing( RageSoundBase *pSound )
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// LOG->Trace("StartMixing: (#%i) finished prebuffering(%s) (%p)", i, s.m_pSound->GetLoadedFilePath().c_str(), s.m_pSound );
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}
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void RageSound_Generic_Software::StopMixing( RageSoundBase *pSound )
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void RageSoundDriver::StopMixing( RageSoundBase *pSound )
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{
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/* Lock, to make sure the decoder thread isn't running on this sound while we do this. */
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LockMut( m_Mutex );
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@@ -379,7 +379,7 @@ void RageSound_Generic_Software::StopMixing( RageSoundBase *pSound )
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}
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bool RageSound_Generic_Software::PauseMixing( RageSoundBase *pSound, bool bStop )
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bool RageSoundDriver::PauseMixing( RageSoundBase *pSound, bool bStop )
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{
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LockMut( m_Mutex );
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@@ -404,22 +404,22 @@ bool RageSound_Generic_Software::PauseMixing( RageSoundBase *pSound, bool bStop
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return true;
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}
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void RageSound_Generic_Software::StartDecodeThread()
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void RageSoundDriver::StartDecodeThread()
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{
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ASSERT( !m_DecodeThread.IsCreated() );
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m_DecodeThread.Create( DecodeThread_start, this );
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}
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void RageSound_Generic_Software::SetDecodeBufferSize( int iFrames )
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void RageSoundDriver::SetDecodeBufferSize( int iFrames )
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{
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ASSERT( !m_DecodeThread.IsCreated() );
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frames_to_buffer = iFrames;
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}
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RageSound_Generic_Software::RageSound_Generic_Software():
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m_Mutex("RageSound_Generic_Software"),
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RageSoundDriver::RageSoundDriver():
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m_Mutex("RageSoundDriver"),
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m_SoundListMutex("SoundListMutex")
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{
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m_bShutdownDecodeThread = false;
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@@ -428,7 +428,7 @@ RageSound_Generic_Software::RageSound_Generic_Software():
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m_DecodeThread.SetName("Decode thread");
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}
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RageSound_Generic_Software::~RageSound_Generic_Software()
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RageSoundDriver::~RageSoundDriver()
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{
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/* Signal the decoding thread to quit. */
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if( m_DecodeThread.IsCreated() )
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@@ -445,7 +445,7 @@ RageSound_Generic_Software::~RageSound_Generic_Software()
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}
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}
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int64_t RageSound_Generic_Software::GetHardwareFrame( RageTimer *pTimestamp ) const
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int64_t RageSoundDriver::GetHardwareFrame( RageTimer *pTimestamp ) const
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{
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if( pTimestamp == NULL )
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return GetPosition();
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@@ -473,7 +473,7 @@ int64_t RageSound_Generic_Software::GetHardwareFrame( RageTimer *pTimestamp ) co
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if( !bLogged )
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{
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bLogged = true;
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LOG->Warn( "RageSound_Generic_Software::GetHardwareFrame: too many tries" );
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LOG->Warn( "RageSoundDriver::GetHardwareFrame: too many tries" );
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}
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}
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@@ -2,158 +2,6 @@
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#define RAGE_SOUND_GENERIC_SOFTWARE
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#include "RageSoundDriver.h"
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#include "RageThreads.h"
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#include "RageTimer.h"
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#include "RageUtil_CircularBuffer.h"
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class RageSoundMixBuffer;
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static const int samples_per_block = 512;
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class RageSound_Generic_Software: public RageSoundDriver
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{
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public:
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virtual void Update();
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void StartMixing( RageSoundBase *pSound ); /* used by RageSound */
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void StopMixing( RageSoundBase *pSound ); /* used by RageSound */
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bool PauseMixing( RageSoundBase *pSound, bool bStop );
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RageSound_Generic_Software();
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virtual ~RageSound_Generic_Software();
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virtual int64_t GetHardwareFrame( RageTimer *pTimer ) const;
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virtual int64_t GetPosition() const = 0;
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protected:
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/* Start the decoding. This should be called once the hardware is set up and
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* GetSampleRate will return the correct value. */
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void StartDecodeThread();
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/* Call this before calling StartDecodeThread to set the desired decoding buffer
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* size. This is the number of frames that Mix() will try to be able to return
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* at once. This should generally be slightly larger than the sound writeahead,
|
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* to allow filling the buffer after an underrun. The default is 4096 frames. */
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void SetDecodeBufferSize( int frames );
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/* Override this to set the priority of the decoding thread, which should be above
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* normal priority but not realtime. */
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virtual void SetupDecodingThread() { }
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/*
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* Read mixed data.
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*
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* pBuf: buffer to read into
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* iFrames: number of frames (not samples) to read
|
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* frameno: frame number at which this sound will be heard
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* iCurrentFrame: frame number that is currently being heard
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*
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* iCurrentFrame is used for handling start timing.
|
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*
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* This function only mixes data; it will not lock any mutexes or do any file access, and
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* is safe to call from a realtime thread.
|
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*/
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void Mix( int16_t *pBuf, int iFrames, int64_t iFrameNumber, int64_t iCurrentFrame );
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void Mix( float *pBuf, int iFrames, int64_t iFrameNumber, int64_t iCurrentFrame );
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/* This mutex is used for serializing with the decoder thread. Locking this mutex
|
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* can take a while. */
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RageMutex m_Mutex;
|
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/* This mutex locks all sounds[] which are "available". (Other sound may safely
|
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* be accessed, and sounds may be set to available, without locking this.) */
|
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RageMutex m_SoundListMutex;
|
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|
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private:
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/*
|
||||
* Thread safety and state transitions:
|
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*
|
||||
* AVAILABLE: The sound is available to play a new sound. The decoding and mixing threads
|
||||
* will not touch a sound in this state.
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*
|
||||
* BUFFERING: The sound is stopped but StartMixing() is prebuffering. No other threads
|
||||
* will touch a sound that is BUFFERING. This isn't necessary if only the main thread
|
||||
* can call StartMixing().
|
||||
*
|
||||
* STOPPED: The sound is idle, but memory is still allocated for its buffer. Update()
|
||||
* will deallocate memory and the sound will be changed to AVAILABLE.
|
||||
*
|
||||
* PLAYING: The sound is being decoded by the decoding thread, and played by the mixing
|
||||
* thread. If the decoding thread hits EOF, the decoding thread will change the state
|
||||
* to STOPPING.
|
||||
*
|
||||
* STOPPING: The sound is being played by the mixing thread. No new data will be decoded.
|
||||
* Once the data buffer is empty (all sound has been played), Update() will change the
|
||||
* sound to HALTING.
|
||||
*
|
||||
* HALTING: The main thread has called StopMixing or the data buffer is empty. The mixing
|
||||
* thread will flush any remaining buffered data without playing it, and then move the
|
||||
* sound to STOPPED.
|
||||
*
|
||||
* The mixing thread operates without any locks. This can lead to a little overlap. For
|
||||
* example, if StopMixing() is called, moving the sound from PLAYING to HALTING, the mixing
|
||||
* thread might be in the middle of mixing data. Although HALTING means "discard buffered
|
||||
* data", some data will still be mixed. This is OK; the data is valid, and the flush will
|
||||
* 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 m_Mutex is held, to prevent
|
||||
* races with other threads.
|
||||
*
|
||||
* The only state change made by the mixing thread is from HALTING to STOPPED.
|
||||
* This is done with no locks; no other thread can take a sound out of the HALTING state.
|
||||
*
|
||||
* Do not allocate or deallocate memory in the mixing thread since allocating memory
|
||||
* involves taking a lock. Instead, push the deallocation to the main thread.
|
||||
*/
|
||||
struct sound_block
|
||||
{
|
||||
int16_t m_Buffer[samples_per_block];
|
||||
int16_t *m_BufferNext; // beginning of the unread data
|
||||
int m_FramesInBuffer; // total number of frames at m_BufferNext
|
||||
int64_t m_iPosition; // stream frame of m_BufferNext
|
||||
sound_block() { m_FramesInBuffer = m_iPosition = 0; m_BufferNext = m_Buffer; }
|
||||
};
|
||||
|
||||
struct Sound
|
||||
{
|
||||
Sound();
|
||||
void Allocate( int iFrames );
|
||||
void Deallocate();
|
||||
|
||||
RageSoundBase *m_pSound;
|
||||
int m_iSoundID;
|
||||
RageTimer m_StartTime;
|
||||
float m_fVolume;
|
||||
CircBuf<sound_block> m_Buffer;
|
||||
bool m_bPaused;
|
||||
|
||||
enum
|
||||
{
|
||||
AVAILABLE,
|
||||
BUFFERING,
|
||||
STOPPED, /* idle */
|
||||
|
||||
/* This state is set by the decoder thread, indicating that the sound has just
|
||||
* reached EOF. Once the mixing thread finishes flushing buffer, it'll change
|
||||
* to the STOPPING_FINISH state. */
|
||||
STOPPING,
|
||||
|
||||
HALTING, /* stop immediately */
|
||||
PLAYING
|
||||
} m_State;
|
||||
};
|
||||
|
||||
/* List of currently playing sounds: XXX no vector */
|
||||
Sound m_Sounds[32];
|
||||
|
||||
bool m_bShutdownDecodeThread;
|
||||
|
||||
static int DecodeThread_start( void *p );
|
||||
void DecodeThread();
|
||||
RageSoundMixBuffer &MixIntoBuffer( int iFrames, int64_t iFrameNumber, int64_t iCurrentFrame );
|
||||
RageThread m_DecodeThread;
|
||||
|
||||
int GetDataForSound( Sound &s );
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
Reference in New Issue
Block a user