experimental support for per-player sound streams

This commit is contained in:
Chris Danford
2007-04-24 03:36:31 +00:00
parent 9caf45320f
commit 8bc909029a
2 changed files with 166 additions and 25 deletions
+158 -25
View File
@@ -20,11 +20,17 @@
#include "GameState.h"
#include "song.h"
#include "RageSoundReader_Chain.h"
#include "RageSoundReader_ChannelSplit.h"
#include "RageSoundReader_Extend.h"
#include "RageSoundReader_Merge.h"
#include "RageSoundReader_Pan.h"
#include "RageSoundReader_PitchChange.h"
#include "RageSoundReader_PostBuffering.h"
#include "RageSoundReader_ThreadedBuffer.h"
#include "RageSoundManager.h"
#include "RageLog.h"
#include "RageSoundReader_FileReader.h"
#include "Foreach.h"
void AutoKeysounds::Load( PlayerNumber pn, const NoteData& ndAutoKeysoundsOnly )
{
@@ -38,18 +44,6 @@ void AutoKeysounds::LoadAutoplaySoundsInto( RageSoundReader_Chain *pChain )
//
Song* pSong = GAMESTATE->m_pCurSong;
RString sSongDir = pSong->GetSongDir();
/*
m_vKeysounds.clear();
m_vKeysounds.resize( pSong->m_vsKeysoundFile.size() );
for( unsigned i=0; i<m_vKeysounds.size(); i++ )
{
RString sKeysoundFilePath = sSongDir + pSong->m_vsKeysoundFile[i];
RageSound& sound = m_vKeysounds[i];
sound.Load( sKeysoundFilePath );
}
*/
/*
* Add all current autoplay sounds in both players to the chain. If a sound is
@@ -118,30 +112,169 @@ void AutoKeysounds::LoadAutoplaySoundsInto( RageSoundReader_Chain *pChain )
}
}
void AutoKeysounds::LoadTracks( const Song *pSong, RageSoundReader *&pShared, RageSoundReader *&pPlayer1, RageSoundReader *&pPlayer2 )
{
/* If we have two players, prefer a three-track sound; otherwise prefer a two-track sound. */
bool bTwoPlayers = GAMESTATE->GetNumPlayersEnabled() == 2;
pPlayer1 = NULL;
pPlayer2 = NULL;
pShared = NULL;
RString sError;
RageSoundReader *pSongReader = RageSoundReader_FileReader::OpenFile( pSong->GetMusicPath(), sError );
/* Load the buffering filter before the effects filters, so effects aren't delayed. */
pSongReader = new RageSoundReader_Extend( pSongReader );
pSongReader = new RageSoundReader_ThreadedBuffer( pSongReader );
pShared = pSongReader;
if( pSong->HasLeadTrack() )
{
RageSoundReader *pLeadTrackReader = RageSoundReader_FileReader::OpenFile( pSong->GetLeadTrackPath(), sError );
/* Load the buffering filter before the effects filters, so effects aren't delayed. */
pLeadTrackReader = new RageSoundReader_Extend( pLeadTrackReader );
pLeadTrackReader = new RageSoundReader_ThreadedBuffer( pLeadTrackReader );
pPlayer1 = pLeadTrackReader;
}
return;
if( pSongReader->GetNumChannels() <= 2 )
{
/* If we only have one track, return it as the shared track. */
pShared = pSongReader;
return;
}
// TODO: Make this work for player 2, and for 2 players
/* The code below is used to split the main sound stream into per-player sounds.
* The results of this method doesn't seem interesting enough to bother supporting this.
*/
//RageSoundSplitter Splitter( pSongReader );
//RageSoundReader_Split *pMainSound = Splitter.CreateSound();
//pMainSound->AddSourceChannelToSound( 0, 0 );
//if( pSongReader->GetNumChannels() >= 2 ) // stereo
// pMainSound->AddSourceChannelToSound( 1, 1 );
//pShared = pMainSound;
//
//RageSoundReader_Split *pLeadSound = Splitter.CreateSound();
//pLeadSound->AddSourceChannelToSound( 2, 0 );
//if( pSongReader->GetNumChannels() >= 4 ) // stereo
// pLeadSound->AddSourceChannelToSound( 3, 1 );
//pPlayer1 = pLeadSound;
//if( pSongReader->GetNumChannels() >= 5 )
//{
// if( bTwoPlayers )
// {
// RageSoundReader_Split *pSecondarySound = Splitter.CreateSound();
// pSecondarySound->AddSourceChannelToSound( 4, 0 );
// if( pSongReader->GetNumChannels() >= 6 )
// pSecondarySound->AddSourceChannelToSound( 5, 1 ); // stereo
// else
// pSecondarySound->AddSourceChannelToSound( 4, 1 ); // mono
// pPlayer2 = pSecondarySound;
// }
// else
// {
// /* We have a secondary track, but we only have one player. Mix it into
// * the background track. */
// pMainSound->AddSourceChannelToSound( 4, 0 );
// if( pSongReader->GetNumChannels() >= 6 )
// pMainSound->AddSourceChannelToSound( 5, 1 ); // stereo
// else
// pMainSound->AddSourceChannelToSound( 4, 1 ); // mono
// }
//}
//else if( bTwoPlayers )
//{
// /* We have two players, but only two tracks. Use the same track for both
// * players. */
// pPlayer2 = pPlayer1->Copy();
// pPlayer1->SetProperty( "Balance", -1.0f );
// pPlayer2->SetProperty( "Balance", +1.0f );
//}
}
void AutoKeysounds::FinishLoading()
{
m_sSound.Unload();
/* Load the BGM. */
RageSoundReader_Chain *pChain = new RageSoundReader_Chain;
pChain->SetPreferredSampleRate( SOUNDMAN->GetDriverSampleRate() );
Song* pSong = GAMESTATE->m_pCurSong;
pChain->AddSound( pChain->LoadSound(pSong->GetMusicPath()), 0, 0 );
LoadAutoplaySoundsInto( pChain );
vector<RageSoundReader *> apSounds;
LoadTracks( pSong, m_pSharedSound, m_pPlayerSounds[0], m_pPlayerSounds[1] );
/* Load autoplay sounds, if any. */
{
RageSoundReader_Chain *pChain = new RageSoundReader_Chain;
pChain->SetPreferredSampleRate( SOUNDMAN->GetDriverSampleRate() );
LoadAutoplaySoundsInto( pChain );
if( pChain->GetNumSounds() > 0 )
{
int iIndex = pChain->LoadSound( m_pSharedSound );
pChain->AddSound( iIndex, 0.0f, 0 );
pChain->Finish();
m_pSharedSound = pChain;
}
else
{
delete pChain;
}
}
m_pSharedSound = new RageSoundReader_PitchChange( m_pSharedSound );
m_pSharedSound = new RageSoundReader_PostBuffering( m_pSharedSound );
m_pSharedSound = new RageSoundReader_Pan( m_pSharedSound );
apSounds.push_back( m_pSharedSound );
if( m_pPlayerSounds[0] != NULL )
{
m_pPlayerSounds[0] = new RageSoundReader_PitchChange( m_pPlayerSounds[0] );
m_pPlayerSounds[0] = new RageSoundReader_PostBuffering( m_pPlayerSounds[0] );
m_pPlayerSounds[0] = new RageSoundReader_Pan( m_pPlayerSounds[0] );
apSounds.push_back( m_pPlayerSounds[0] );
}
pChain->Finish();
if( m_pPlayerSounds[1] != NULL )
{
m_pPlayerSounds[1] = new RageSoundReader_PitchChange( m_pPlayerSounds[1] );
m_pPlayerSounds[1] = new RageSoundReader_PostBuffering( m_pPlayerSounds[1] );
m_pPlayerSounds[1] = new RageSoundReader_Pan( m_pPlayerSounds[1] );
apSounds.push_back( m_pPlayerSounds[1] );
}
RageSoundReader *pReader = pChain;
if( GAMESTATE->GetNumPlayersEnabled() == 1 && GAMESTATE->m_MasterPlayerNumber == PLAYER_2 )
swap( m_pPlayerSounds[PLAYER_1], m_pPlayerSounds[PLAYER_2] );
pReader = new RageSoundReader_Extend( pReader );
if( apSounds.size() > 1 )
{
RageSoundReader_Merge *pMerge = new RageSoundReader_Merge;
/* Load a pitch shifter for the whole sound. */
pReader = new RageSoundReader_PitchChange( pReader );
pReader = new RageSoundReader_PostBuffering( pReader );
FOREACH( RageSoundReader *, apSounds, ps )
pMerge->AddSound( *ps );
m_sSound.LoadSoundReader( pReader );
pMerge->Finish( SOUNDMAN->GetDriverSampleRate() );
m_pChain = pMerge;
}
else
{
ASSERT( !apSounds.empty() );
m_pChain = apSounds[0];
}
m_sSound.LoadSoundReader( m_pChain );
}
void AutoKeysounds::Update( float fDelta )
+8
View File
@@ -7,7 +7,9 @@
#include "PlayerNumber.h"
#include "RageSound.h"
class RageSoundReader;
class RageSoundReader_Chain;
class Song;
class AutoKeysounds
{
public:
@@ -15,13 +17,19 @@ public:
void Update( float fDelta );
void FinishLoading();
RageSound *GetSound() { return &m_sSound; }
RageSoundReader *GetSharedSound() { return m_pSharedSound; }
RageSoundReader *GetPlayerSound( PlayerNumber pn ) { if( pn == PLAYER_INVALID ) return NULL; return m_pPlayerSounds[pn]; }
protected:
void LoadAutoplaySoundsInto( RageSoundReader_Chain *pChain );
static void LoadTracks( const Song *pSong, RageSoundReader *&pGlobal, RageSoundReader *&pPlayer1, RageSoundReader *&pPlayer2 );
NoteData m_ndAutoKeysoundsOnly[NUM_PLAYERS];
vector<RageSound> m_vKeysounds;
RageSound m_sSound;
RageSoundReader *m_pChain; // owned by m_sSound
RageSoundReader *m_pPlayerSounds[NUM_PLAYERS]; // owned by m_sSound
RageSoundReader *m_pSharedSound; // owned by m_sSound
};
#endif