split out RageSoundPosMap (too much code in RageSound)
This commit is contained in:
@@ -44,10 +44,6 @@ const int internal_buffer_size = 1024*16;
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/* The amount of data to read from SDL_sound at once. */
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const unsigned read_block_size = 1024;
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/* The number of frames we should keep pos_map data for. This being too high
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* is mostly harmless; the data is small. */
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const int pos_map_backlog_frames = 100000;
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RageSoundParams::RageSoundParams():
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StartTime( RageZeroTimer )
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{
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@@ -197,7 +193,7 @@ void RageSound::Update(float delta)
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LockMut(SOUNDMAN->lock);
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/* Erase old pos_map data. */
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CleanPosMap( pos_map );
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// CleanPosMap( pos_map );
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}
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/* Return the number of bytes available in the input buffer. */
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@@ -514,21 +510,7 @@ bool RageSound::GetDataToPlay( int16_t *buffer, int size, int &sound_frame, int
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/* Indicate that a block of audio data has been written to the device. */
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void RageSound::CommitPlayingPosition( int64_t frameno, int pos, int got_frames )
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{
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LockMut(SOUNDMAN->lock);
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if( pos_map.size() )
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{
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/* Optimization: If the last entry lines up with this new entry, just merge them. */
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pos_map_t &last = pos_map.back();
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if( last.frameno+last.frames == frameno &&
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last.position+last.frames == pos )
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{
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last.frames += got_frames;
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return;
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}
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}
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pos_map.push_back( pos_map_t( frameno, pos, got_frames ) );
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pos_map.Insert( frameno, pos, got_frames );
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}
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/* Called by the mixer: return a block of sound data.
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@@ -610,7 +592,7 @@ void RageSound::StopPlaying()
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playing = false;
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playing_thread = 0;
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pos_map.clear();
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pos_map.Clear();
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}
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/* This is similar to StopPlaying, except it's called by sound drivers when we're done
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@@ -631,7 +613,7 @@ void RageSound::SoundIsFinishedPlaying()
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playing = false;
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playing_thread = 0;
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pos_map.clear();
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pos_map.Clear();
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}
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RageSound *RageSound::Play( const RageSoundParams *params )
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@@ -660,77 +642,6 @@ float RageSound::GetLengthSeconds()
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return len / 1000.f; /* ms -> secs */
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}
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int64_t RageSound::SearchPosMap( const deque<pos_map_t> &pos_map, int64_t cur_frame, bool *approximate )
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{
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/* cur_frame is probably in pos_map. Search to figure out what position
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* it maps to. */
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int64_t closest_position = 0, closest_position_dist = INT_MAX;
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int closest_block = 0; /* print only */
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for( unsigned i = 0; i < pos_map.size(); ++i )
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{
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if( cur_frame >= pos_map[i].frameno &&
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cur_frame < pos_map[i].frameno+pos_map[i].frames )
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{
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/* cur_frame lies in this block; it's an exact match. Figure
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* out the exact position. */
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int64_t diff = pos_map[i].position - pos_map[i].frameno;
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return cur_frame + diff;
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}
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/* See if the current position is close to the beginning of this block. */
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int64_t dist = llabs( pos_map[i].frameno - cur_frame );
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if( dist < closest_position_dist )
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{
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closest_position_dist = dist;
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closest_block = i;
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closest_position = pos_map[i].position - dist;
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}
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/* See if the current position is close to the end of this block. */
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dist = llabs( pos_map[i].frameno + pos_map[i].frames - cur_frame );
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if( dist < closest_position_dist )
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{
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closest_position_dist = dist;
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closest_position = pos_map[i].position + pos_map[i].frames + dist;
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}
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}
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/* The frame is out of the range of data we've actually sent.
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* Return the closest position.
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*
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* There are three cases when this happens:
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* 1. After the first GetPCM call, but before it actually gets heard.
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* 2. After GetPCM returns EOF and the sound has flushed, but before
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* SoundStopped has been called.
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* 3. Underflow; we'll be given a larger frame number than we know about.
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*/
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/* XXX: %lli normally, %I64i in Windows */
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LOG->Trace( "Approximate sound time: driver frame %lli, pos_map frame %lli (dist %lli), closest position is %lli",
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cur_frame, pos_map[closest_block].frameno, closest_position_dist, closest_position );
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if( approximate )
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*approximate = true;
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return closest_position;
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}
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void RageSound::CleanPosMap( deque<pos_map_t> &pos_map )
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{
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LockMut( SOUNDMAN->lock );
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/* Determine the number of frames of data we have. */
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int64_t total_frames = 0;
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for( unsigned i = 0; i < pos_map.size(); ++i )
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total_frames += pos_map[i].frames;
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/* Remove the oldest entry so long we'll stil have enough data. Don't delete every
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* frame, so we'll always have some data to extrapolate from. */
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while( pos_map.size() > 1 && total_frames - pos_map.front().frames > pos_map_backlog_frames )
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{
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total_frames -= pos_map.front().frames;
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pos_map.pop_front();
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}
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}
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/* Get the position in frames. */
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int64_t RageSound::GetPositionSecondsInternal( bool *approximate ) const
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{
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@@ -745,7 +656,7 @@ int64_t RageSound::GetPositionSecondsInternal( bool *approximate ) const
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/* If we don't yet have any position data, GetPCM hasn't yet been called at all,
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* so guess what we think the real time is. */
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if(pos_map.empty())
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if( pos_map.IsEmpty() )
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{
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LOG->Trace("no data yet; %i", stopped_position);
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if( approximate )
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@@ -759,7 +670,7 @@ int64_t RageSound::GetPositionSecondsInternal( bool *approximate ) const
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/* Before using pos_map, flush any incoming positions. */
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SOUNDMAN->FlushPosMapQueue();
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return SearchPosMap( pos_map, cur_frame, approximate );
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return pos_map.Search( cur_frame, approximate );
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}
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/*
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@@ -4,6 +4,7 @@
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#include <deque>
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#include "RageTimer.h"
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#include "RageUtil_CircularBuffer.h"
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#include "RageSoundPosMap.h"
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class SoundReader;
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@@ -122,25 +123,8 @@ private:
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CircBuf<char> databuf;
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int FillBuf(int bytes);
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/* Sound blocks we've sent out recently through GetPCM. We keep track
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* of each block for the last four calls of GetPCM. */
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struct pos_map_t
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{
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/* Frame number from the POV of the sound driver: */
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int64_t frameno;
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/* Actual sound position within the sample: */
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int64_t position;
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/* The number of frames in this block: */
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int64_t frames;
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pos_map_t() { frameno=0; position=0; frames=0; }
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pos_map_t( int64_t frame, int pos, int cnt ) { frameno=frame; position=pos; frames=cnt; }
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};
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deque<pos_map_t> pos_map;
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static int64_t SearchPosMap( const deque<pos_map_t> &pos_map, int64_t cur_frames, bool *approximate );
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static void CleanPosMap( deque<pos_map_t> &pos_map );
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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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CString m_sFilePath;
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@@ -0,0 +1,153 @@
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#include "global.h"
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#include "RageSoundPosMap.h"
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#include "RageLog.h"
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#include "RageUtil.h"
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/* The number of frames we should keep pos_map data for. This being too high
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* is mostly harmless; the data is small. */
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const int pos_map_backlog_frames = 100000;
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pos_map_queue::pos_map_queue(): m_Mutex("pos_map_queue")
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{
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}
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pos_map_queue::pos_map_queue( const pos_map_queue &cpy ): m_Mutex("pos_map_queue")
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{
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*this = cpy;
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}
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pos_map_queue &pos_map_queue::operator=( const pos_map_queue &cpy )
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{
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/* Hack: to prevent deadlock, always lock the lesser pointer first. */
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if( this < &cpy )
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{
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m_Mutex.Lock();
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cpy.m_Mutex.Lock();
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} else {
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cpy.m_Mutex.Lock();
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m_Mutex.Lock();
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}
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m_Queue = cpy.m_Queue;
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/* Unlock order doesn't matter. */
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m_Mutex.Unlock();
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cpy.m_Mutex.Unlock();
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return *this;
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}
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void pos_map_queue::Insert( int64_t frameno, int pos, int got_frames )
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{
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LockMut(m_Mutex);
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if( m_Queue.size() )
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{
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/* Optimization: If the last entry lines up with this new entry, just merge them. */
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pos_map_t &last = m_Queue.back();
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if( last.frameno+last.frames == frameno &&
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last.position+last.frames == pos )
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{
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last.frames += got_frames;
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return;
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}
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}
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m_Queue.push_back( pos_map_t( frameno, pos, got_frames ) );
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Cleanup();
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}
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void pos_map_queue::Cleanup()
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{
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LockMut(m_Mutex);
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/* Determine the number of frames of data we have. */
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int64_t total_frames = 0;
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for( unsigned i = 0; i < m_Queue.size(); ++i )
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total_frames += m_Queue[i].frames;
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/* Remove the oldest entry so long we'll stil have enough data. Don't delete every
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* frame, so we'll always have some data to extrapolate from. */
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while( m_Queue.size() > 1 && total_frames - m_Queue.front().frames > pos_map_backlog_frames )
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{
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total_frames -= m_Queue.front().frames;
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m_Queue.pop_front();
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}
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}
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int64_t pos_map_queue::Search( int64_t frame, bool *approximate ) const
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{
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LockMut(m_Mutex);
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if( IsEmpty() )
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{
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if( approximate )
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*approximate = true;
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return 0;
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}
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/* frame is probably in pos_map. Search to figure out what position
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* it maps to. */
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int64_t closest_position = 0, closest_position_dist = INT_MAX;
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int closest_block = 0; /* print only */
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for( unsigned i = 0; i < m_Queue.size(); ++i )
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{
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if( frame >= m_Queue[i].frameno &&
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frame < m_Queue[i].frameno+m_Queue[i].frames )
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{
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/* frame lies in this block; it's an exact match. Figure
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* out the exact position. */
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int64_t diff = m_Queue[i].position - m_Queue[i].frameno;
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return frame + diff;
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}
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/* See if the current position is close to the beginning of this block. */
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int64_t dist = llabs( m_Queue[i].frameno - frame );
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if( dist < closest_position_dist )
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{
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closest_position_dist = dist;
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closest_block = i;
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closest_position = m_Queue[i].position - dist;
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}
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/* See if the current position is close to the end of this block. */
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dist = llabs( m_Queue[i].frameno + m_Queue[i].frames - frame );
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if( dist < closest_position_dist )
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{
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closest_position_dist = dist;
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closest_position = m_Queue[i].position + m_Queue[i].frames + dist;
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}
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}
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/* The frame is out of the range of data we've actually sent.
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* Return the closest position.
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*
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* There are three cases when this happens:
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* 1. After the first GetPCM call, but before it actually gets heard.
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* 2. After GetPCM returns EOF and the sound has flushed, but before
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* SoundStopped has been called.
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* 3. Underflow; we'll be given a larger frame number than we know about.
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*/
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/* XXX: %lli normally, %I64i in Windows */
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LOG->Trace( "Approximate sound time: driver frame %lli, m_Queue frame %lli (dist %lli), closest position is %lli",
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frame, m_Queue[closest_block].frameno, closest_position_dist, closest_position );
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if( approximate )
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*approximate = true;
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return closest_position;
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}
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void pos_map_queue::Clear()
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{
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LockMut(m_Mutex);
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m_Queue.clear();
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}
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bool pos_map_queue::IsEmpty() const
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{
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LockMut(m_Mutex);
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return m_Queue.empty();
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}
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@@ -0,0 +1,48 @@
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#ifndef RAGE_SOUND_POS_MAP_H
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#define RAGE_SOUND_POS_MAP_H
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#include "RageThreads.h"
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#include <deque>
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struct pos_map_t
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{
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/* Frame number from the POV of the sound driver: */
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int64_t frameno;
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/* Actual sound position within the sample: */
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int64_t position;
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/* The number of frames in this block: */
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int64_t frames;
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pos_map_t() { frameno=0; position=0; frames=0; }
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pos_map_t( int64_t frame, int pos, int cnt ) { frameno=frame; position=pos; frames=cnt; }
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};
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/* This class maps one range of frames to another. */
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class pos_map_queue
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{
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deque<pos_map_t> m_Queue;
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mutable RageMutex m_Mutex;
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void Cleanup();
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public:
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pos_map_queue();
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pos_map_queue( const pos_map_queue &cpy );
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pos_map_queue &operator=( const pos_map_queue &cpy );
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/* Insert a mapping from frameno to position, containing pos got_frames. */
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void Insert( int64_t frameno, int position, int got_frames );
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/* Return the position for the given frameno. */
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int64_t Search( int64_t frameno, bool *approximate ) const;
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/* Erase all mappings. */
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void Clear();
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bool IsEmpty() const;
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};
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#endif
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Reference in New Issue
Block a user