code style

This commit is contained in:
Glenn Maynard
2006-12-07 07:32:31 +00:00
parent e9d3afb48d
commit c835b2b01b
2 changed files with 163 additions and 166 deletions
@@ -21,25 +21,25 @@ static int chunksize() { return 512; }
static int underruns = 0, logged_underruns = 0;
RageSound_Generic_Software::sound::sound()
RageSound_Generic_Software::Sound::Sound()
{
snd = NULL;
state = AVAILABLE;
paused = false;
m_pSound = NULL;
m_State = AVAILABLE;
m_bPaused = false;
}
void RageSound_Generic_Software::sound::Allocate( int frames )
void RageSound_Generic_Software::Sound::Allocate( int iFrames )
{
/* Reserve enough blocks in the buffer to hold the buffer. Add one, to account for
* the fact that we may have a partial block due to a previous Mix() call. */
const int frames_per_block = samples_per_block / channels;
const int blocks_to_prebuffer = frames / frames_per_block;
buffer.reserve( blocks_to_prebuffer + 1 );
const int iFramesPerBlock = samples_per_block / channels;
const int iBlocksToPrebuffer = iFrames / iFramesPerBlock;
m_Buffer.reserve( iBlocksToPrebuffer + 1 );
}
void RageSound_Generic_Software::sound::Deallocate()
void RageSound_Generic_Software::Sound::Deallocate()
{
buffer.reserve( 0 );
m_Buffer.reserve( 0 );
}
int RageSound_Generic_Software::DecodeThread_start( void *p )
@@ -48,73 +48,73 @@ int RageSound_Generic_Software::DecodeThread_start( void *p )
return 0;
}
static int g_TotalAhead = 0;
static int g_TotalAheadCount = 0;
static int g_iTotalAhead = 0;
static int g_iTotalAheadCount = 0;
void RageSound_Generic_Software::Mix( int16_t *buf, int frames, int64_t frameno, int64_t current_frameno )
void RageSound_Generic_Software::Mix( int16_t *pBuf, int iFrames, int64_t iFrameNumber, int64_t iCurrentFrame )
{
ASSERT_M( m_DecodeThread.IsCreated(), "RageSound_Generic_Software::StartDecodeThread() was never called" );
if( frameno - current_frameno + frames > 0 )
if( iFrameNumber - iCurrentFrame + iFrames > 0 )
{
g_TotalAhead += (int) (frameno - current_frameno + frames);
++g_TotalAheadCount;
g_iTotalAhead += (int) (iFrameNumber - iCurrentFrame + iFrames);
++g_iTotalAheadCount;
}
static RageSoundMixBuffer mix;
for( unsigned i = 0; i < ARRAYLEN(sounds); ++i )
for( unsigned i = 0; i < ARRAYLEN(m_Sounds); ++i )
{
/* s.snd can not safely be accessed from here. */
sound &s = sounds[i];
if( s.state == sound::HALTING )
/* s.m_pSound can not safely be accessed from here. */
Sound &s = m_Sounds[i];
if( s.m_State == Sound::HALTING )
{
/* This indicates that this stream can be reused. */
s.paused = false;
s.state = sound::STOPPED;
s.m_bPaused = false;
s.m_State = Sound::STOPPED;
// LOG->Trace("set %p from HALTING to STOPPED", sounds[i].snd);
// LOG->Trace("set %p from HALTING to STOPPED", m_Sounds[i].m_pSound);
continue;
}
if( s.state != sound::STOPPING && s.state != sound::PLAYING )
if( s.m_State != Sound::STOPPING && s.m_State != Sound::PLAYING )
continue;
/* STOPPING or PLAYING. Read sound data. */
if( sounds[i].paused )
if( m_Sounds[i].m_bPaused )
continue;
int got_frames = 0;
int frames_left = frames;
int iGotFrames = 0;
int iFramesLeft = iFrames;
/* Does the sound have a start time? */
if( !s.start_time.IsZero() && current_frameno != -1 )
if( !s.m_StartTime.IsZero() && iCurrentFrame != -1 )
{
/* If the sound is supposed to start at a time past this buffer, insert silence. */
const int64_t iFramesUntilThisBuffer = frameno - current_frameno;
const float fSecondsBeforeStart = -s.start_time.Ago();
const int64_t iFramesUntilThisBuffer = iFrameNumber - iCurrentFrame;
const float fSecondsBeforeStart = -s.m_StartTime.Ago();
const int64_t iFramesBeforeStart = int64_t(fSecondsBeforeStart * GetSampleRate(0));
const int iSilentFramesInThisBuffer = clamp( int(iFramesBeforeStart-iFramesUntilThisBuffer), 0, frames_left );
const int iSilentFramesInThisBuffer = clamp( int(iFramesBeforeStart-iFramesUntilThisBuffer), 0, iFramesLeft );
got_frames += iSilentFramesInThisBuffer;
frames_left -= iSilentFramesInThisBuffer;
iGotFrames += iSilentFramesInThisBuffer;
iFramesLeft -= iSilentFramesInThisBuffer;
/* If we didn't completely fill the buffer, then we've written all of the silence. */
if( frames_left )
s.start_time.SetZero();
if( iFramesLeft )
s.m_StartTime.SetZero();
}
/* Fill actual data. */
sound_block *p[2];
unsigned pSize[2];
s.buffer.get_read_pointers( p, pSize );
s.m_Buffer.get_read_pointers( p, pSize );
while( frames_left && pSize[0] )
while( iFramesLeft && pSize[0] )
{
if( !p[0]->frames_in_buffer )
if( !p[0]->m_FramesInBuffer )
{
/* We've processed all of the sound in this block. Mark it read. */
s.buffer.advance_read_pointer( 1 );
s.m_Buffer.advance_read_pointer( 1 );
++p[0];
--pSize[0];
@@ -129,31 +129,31 @@ void RageSound_Generic_Software::Mix( int16_t *buf, int frames, int64_t frameno,
}
/* Note that, until we call advance_read_pointer, we can safely write to p[0]. */
const int frames_to_read = min( frames_left, p[0]->frames_in_buffer );
mix.SetVolume( s.volume );
mix.SetWriteOffset( got_frames*channels );
mix.write( p[0]->p, frames_to_read * channels );
const int frames_to_read = min( iFramesLeft, p[0]->m_FramesInBuffer );
mix.SetVolume( s.m_fVolume );
mix.SetWriteOffset( iGotFrames*channels );
mix.write( p[0]->m_BufferNext, frames_to_read * channels );
SOUNDMAN->CommitPlayingPosition( s.sound_id, frameno+got_frames, p[0]->position, frames_to_read );
SOUNDMAN->CommitPlayingPosition( s.m_iSoundID, iFrameNumber+iGotFrames, p[0]->m_iPosition, frames_to_read );
p[0]->p += frames_to_read*channels;
p[0]->frames_in_buffer -= frames_to_read;
p[0]->position += frames_to_read;
p[0]->m_BufferNext += frames_to_read*channels;
p[0]->m_FramesInBuffer -= frames_to_read;
p[0]->m_iPosition += frames_to_read;
// LOG->Trace( "incr fr rd += %i (state %i) (%p)",
// (int) frames_to_read, s.state, s.snd );
// (int) frames_to_read, s.m_State, s.m_pSound );
got_frames += frames_to_read;
frames_left -= frames_to_read;
iGotFrames += frames_to_read;
iFramesLeft -= frames_to_read;
}
/* If we don't have enough to fill the buffer, we've underrun. */
if( got_frames < frames && s.state == sound::PLAYING )
if( iGotFrames < iFrames && s.m_State == Sound::PLAYING )
++underruns;
}
memset( buf, 0, frames*bytes_per_frame );
mix.read( buf );
memset( pBuf, 0, iFrames*bytes_per_frame );
mix.read( pBuf );
}
@@ -161,12 +161,12 @@ void RageSound_Generic_Software::DecodeThread()
{
/* SOUNDMAN will be set once RageSoundManager's ctor returns and
* assigns it; we might get here before that happens, though. */
while( !SOUNDMAN && !shutdown_decode_thread )
while( !SOUNDMAN && !m_bShutdownDecodeThread )
usleep( 10000 );
SetupDecodingThread();
while( !shutdown_decode_thread )
while( !m_bShutdownDecodeThread )
{
/* Fill each playing sound, round-robin. */
{
@@ -179,13 +179,13 @@ void RageSound_Generic_Software::DecodeThread()
LockMut( m_Mutex );
// LOG->Trace("begin mix");
for( unsigned i = 0; i < ARRAYLEN(sounds); ++i )
for( unsigned i = 0; i < ARRAYLEN(m_Sounds); ++i )
{
/* The volume can change while the sound is playing; update it. */
/* XXX: We can't access snd when in STOPPING; it doesn't exist anymore. */
// if( sounds[i].state == sound::PLAYING || sounds[i].state == sound::STOPPING )
if( sounds[i].state == sound::PLAYING )
sounds[i].volume = sounds[i].snd->GetAbsoluteVolume();
/* XXX: We can't access m_pSound when in STOPPING; it doesn't exist anymore. */
// if( m_Sounds[i].m_State == Sound::PLAYING || m_Sounds[i].m_State == Sound::STOPPING )
if( m_Sounds[i].m_State == Sound::PLAYING )
m_Sounds[i].m_fVolume = m_Sounds[i].m_pSound->GetAbsoluteVolume();
}
/*
@@ -200,38 +200,38 @@ void RageSound_Generic_Software::DecodeThread()
* causing major CPU bursts when the stream starts or underruns. (Filling 32k
* takes more CPU than filling 4k frames, and may cause a gameplay skip.)
*/
for( unsigned i = 0; i < ARRAYLEN(sounds); ++i )
for( unsigned i = 0; i < ARRAYLEN(m_Sounds); ++i )
{
if( sounds[i].state != sound::PLAYING )
if( m_Sounds[i].m_State != Sound::PLAYING )
continue;
sound *pSound = &sounds[i];
Sound *pSound = &m_Sounds[i];
CHECKPOINT;
int frames_filled = 0;
while( pSound->buffer.num_writable() )
int iFramesFilled = 0;
while( pSound->m_Buffer.num_writable() )
{
/* If there are more than min_fill_frames available, check for
* rate clamping. */
if( pSound->buffer.num_readable()*samples_per_block >= unsigned(min_fill_frames) )
if( pSound->m_Buffer.num_readable()*samples_per_block >= unsigned(min_fill_frames) )
{
/* Don't write more than two chunks worth of data in one
* iteration. Since we delay for one chunk period per loop,
* this means we'll fill at no more than 4x realtime. */
if( frames_filled >= chunksize()*4 )
if( iFramesFilled >= chunksize()*4 )
break;
}
int wrote = GetDataForSound( *pSound );
if( !wrote )
int iWrote = GetDataForSound( *pSound );
if( !iWrote )
{
/* This sound is finishing. */
pSound->state = sound::STOPPING;
pSound->m_State = Sound::STOPPING;
break;
// LOG->Trace("mixer: (#%i) eof (%p)", i, pSound->snd );
// LOG->Trace("mixer: (#%i) eof (%p)", i, pSound->m_pSound );
}
frames_filled += wrote;
iFramesFilled += iWrote;
}
}
// LOG->Trace("end mix");
@@ -240,26 +240,26 @@ void RageSound_Generic_Software::DecodeThread()
/* Buffer a block of sound data for the given sound. Return the number of
* frames buffered. If end of file is reached, return 0. */
int RageSound_Generic_Software::GetDataForSound( sound &s )
int RageSound_Generic_Software::GetDataForSound( Sound &s )
{
sound_block *p[2];
unsigned psize[2];
s.buffer.get_write_pointers( p, psize );
s.m_Buffer.get_write_pointers( p, psize );
/* If we have no open buffer slot, we have a buffer overflow. */
ASSERT( psize[0] > 0 );
sound_block *b = p[0];
int size = ARRAYLEN(b->buf)/channels;
s.snd->GetDataToPlay( b->buf, size, b->position, b->frames_in_buffer );
b->p = b->buf;
sound_block *pBlock = p[0];
int size = ARRAYLEN(pBlock->m_Buffer)/channels;
s.m_pSound->GetDataToPlay( pBlock->m_Buffer, size, pBlock->m_iPosition, pBlock->m_FramesInBuffer );
pBlock->m_BufferNext = pBlock->m_Buffer;
s.buffer.advance_write_pointer( 1 );
s.m_Buffer.advance_write_pointer( 1 );
// LOG->Trace( "incr fr wr %i (state %i) (%p)",
// (int) b->frames_in_buffer, s.state, s.snd );
// (int) pBlock->m_FramesInBuffer, s.m_State, s.m_pSound );
return b->frames_in_buffer;
return pBlock->m_FramesInBuffer;
}
@@ -268,33 +268,33 @@ void RageSound_Generic_Software::Update()
/* We must not lock here, since the decoder thread might hold the lock for a
* while at a time. This is threadsafe, because once a sound is in STOPPING,
* this is the only place it'll be changed (to STOPPED). */
for( unsigned i = 0; i < ARRAYLEN(sounds); ++i )
for( unsigned i = 0; i < ARRAYLEN(m_Sounds); ++i )
{
switch( sounds[i].state )
switch( m_Sounds[i].m_State )
{
case sound::STOPPED:
sounds[i].Deallocate();
sounds[i].state = sound::AVAILABLE;
case Sound::STOPPED:
m_Sounds[i].Deallocate();
m_Sounds[i].m_State = Sound::AVAILABLE;
continue;
case sound::STOPPING:
case Sound::STOPPING:
break;
default:
continue;
}
if( sounds[i].buffer.num_readable() != 0 )
if( m_Sounds[i].m_Buffer.num_readable() != 0 )
continue;
// LOG->Trace("finishing sound %i", i);
sounds[i].snd->SoundIsFinishedPlaying();
sounds[i].snd = NULL;
m_Sounds[i].m_pSound->SoundIsFinishedPlaying();
m_Sounds[i].m_pSound = NULL;
/* This sound is done. Set it to HALTING, since the mixer thread might
* be accessing it; it'll change it back to STOPPED once it's ready to
* be used again. */
sounds[i].state = sound::HALTING;
// LOG->Trace("set (#%i) %p from STOPPING to HALTING", i, sounds[i].snd);
m_Sounds[i].m_State = Sound::HALTING;
// LOG->Trace("set (#%i) %p from STOPPING to HALTING", i, m_Sounds[i].m_pSound);
}
static float fNext = 0;
@@ -315,33 +315,33 @@ void RageSound_Generic_Software::Update()
}
}
void RageSound_Generic_Software::StartMixing( RageSoundBase *snd )
void RageSound_Generic_Software::StartMixing( RageSoundBase *pSound )
{
/* Lock available sounds[], and reserve a slot. */
/* Lock available m_Sounds[], and reserve a slot. */
m_SoundListMutex.Lock();
unsigned i;
for( i = 0; i < ARRAYLEN(sounds); ++i )
if( sounds[i].state == sound::AVAILABLE )
for( i = 0; i < ARRAYLEN(m_Sounds); ++i )
if( m_Sounds[i].m_State == Sound::AVAILABLE )
break;
if( i == ARRAYLEN(sounds) )
if( i == ARRAYLEN(m_Sounds) )
{
m_SoundListMutex.Unlock();
return;
}
sound &s = sounds[i];
s.state = sound::BUFFERING;
Sound &s = m_Sounds[i];
s.m_State = Sound::BUFFERING;
/* We've reserved our slot; we can safely unlock now. Don't hold onto it longer
* than needed, since prebuffering might take some time. */
m_SoundListMutex.Unlock();
s.snd = snd;
s.start_time = snd->GetStartTime();
s.sound_id = snd->GetID();
s.volume = snd->GetAbsoluteVolume();
s.buffer.clear();
s.m_pSound = pSound;
s.m_StartTime = pSound->GetStartTime();
s.m_iSoundID = pSound->GetID();
s.m_fVolume = pSound->GetAbsoluteVolume();
s.m_Buffer.clear();
/* Initialize the sound buffer. */
int BufferSize = frames_to_buffer;
@@ -352,90 +352,90 @@ void RageSound_Generic_Software::StartMixing( RageSoundBase *snd )
* is less of a problem, since the music position isn't based on those. It could
* be fixed by having two decoding threads; one for streaming sounds and one for
* non-streaming sounds. */
if( s.snd->IsStreamingFromDisk() )
if( s.m_pSound->IsStreamingFromDisk() )
BufferSize = max( BufferSize, min_streaming_buffer_size );
s.Allocate( BufferSize );
// LOG->Trace("StartMixing(%s) (%p)", s.snd->GetLoadedFilePath().c_str(), s.snd );
// LOG->Trace("StartMixing(%s) (%p)", s.m_pSound->GetLoadedFilePath().c_str(), s.m_pSound );
/* Prebuffer some frames before changing the sound to PLAYING. */
bool ReachedEOF = false;
int frames_filled = 0;
while( !ReachedEOF && frames_filled < min_fill_frames && frames_filled < BufferSize )
int iFramesFilled = 0;
while( !ReachedEOF && iFramesFilled < min_fill_frames && iFramesFilled < BufferSize )
{
// LOG->Trace("StartMixing: (#%i) buffering %i (%i writable) (%p)", i, (int) frames_to_buffer, s.buffer.num_writable(), s.snd );
int wrote = GetDataForSound( s );
frames_filled += wrote;
if( !wrote )
// LOG->Trace("StartMixing: (#%i) buffering %i (%i writable) (%p)", i, (int) frames_to_buffer, s.buffer.num_writable(), s.m_pSound );
int iWrote = GetDataForSound( s );
iFramesFilled += iWrote;
if( !iWrote )
{
// LOG->Trace("StartMixing: XXX hit EOF (%p)", s.snd );
// LOG->Trace("StartMixing: XXX hit EOF (%p)", s.m_pSound );
ReachedEOF = true;
}
}
/* If we hit EOF already, while prebuffering, then go right to STOPPING. */
s.state = ReachedEOF? sound::STOPPING: sound::PLAYING;
s.m_State = ReachedEOF? Sound::STOPPING: Sound::PLAYING;
// LOG->Trace("StartMixing: (#%i) finished prebuffering(%s) (%p)", i, s.snd->GetLoadedFilePath().c_str(), s.snd );
// LOG->Trace("StartMixing: (#%i) finished prebuffering(%s) (%p)", i, s.m_pSound->GetLoadedFilePath().c_str(), s.m_pSound );
}
void RageSound_Generic_Software::StopMixing( RageSoundBase *snd )
void RageSound_Generic_Software::StopMixing( RageSoundBase *pSound )
{
/* Lock, to make sure the decoder thread isn't running on this sound while we do this. */
LockMut( m_Mutex );
/* Find the sound. */
unsigned i;
for( i = 0; i < ARRAYLEN(sounds); ++i )
if( sounds[i].state != sound::AVAILABLE && sounds[i].snd == snd )
for( i = 0; i < ARRAYLEN(m_Sounds); ++i )
if( m_Sounds[i].m_State != Sound::AVAILABLE && m_Sounds[i].m_pSound == pSound )
break;
if( i == ARRAYLEN(sounds) )
if( i == ARRAYLEN(m_Sounds) )
{
LOG->Trace( "not stopping a sound because it's not playing" );
return;
}
/* If we're already in STOPPED, there's nothing to do. */
if( sounds[i].state == sound::STOPPED )
if( m_Sounds[i].m_State == Sound::STOPPED )
{
LOG->Trace( "not stopping a sound because it's already in STOPPED" );
return;
}
// LOG->Trace("StopMixing: set %p (%s) to HALTING", sounds[i].snd, sounds[i].snd->GetLoadedFilePath().c_str());
// LOG->Trace("StopMixing: set %p (%s) to HALTING", m_Sounds[i].m_pSound, m_Sounds[i].m_pSound->GetLoadedFilePath().c_str());
/* Tell the mixing thread to flush the buffer. We don't have to worry about
* the decoding thread, since we've locked m_Mutex. */
sounds[i].state = sound::HALTING;
m_Sounds[i].m_State = Sound::HALTING;
/* Invalidate the snd pointer to guarantee we don't make any further references to
/* Invalidate the m_pSound pointer to guarantee we don't make any further references to
* it. Once this call returns, the sound may no longer exist. */
sounds[i].snd = NULL;
m_Sounds[i].m_pSound = NULL;
// LOG->Trace("end StopMixing");
}
bool RageSound_Generic_Software::PauseMixing( RageSoundBase *snd, bool bStop )
bool RageSound_Generic_Software::PauseMixing( RageSoundBase *pSound, bool bStop )
{
LockMut( m_Mutex );
/* Find the sound. */
unsigned i;
for( i = 0; i < ARRAYLEN(sounds); ++i )
if( sounds[i].state != sound::AVAILABLE && sounds[i].snd == snd )
for( i = 0; i < ARRAYLEN(m_Sounds); ++i )
if( m_Sounds[i].m_State != Sound::AVAILABLE && m_Sounds[i].m_pSound == pSound )
break;
/* A sound can be paused in PLAYING or STOPPING. (STOPPING means the sound
* has been decoded to the end, and we're waiting for that data to finish, so
* externally it looks and acts like PLAYING.) */
if( i == ARRAYLEN(sounds) ||
(sounds[i].state != sound::PLAYING && sounds[i].state != sound::STOPPING) )
if( i == ARRAYLEN(m_Sounds) ||
(m_Sounds[i].m_State != Sound::PLAYING && m_Sounds[i].m_State != Sound::STOPPING) )
{
LOG->Trace( "not pausing a sound because it's not playing" );
return false;
}
sounds[i].paused = bStop;
m_Sounds[i].m_bPaused = bStop;
return true;
}
@@ -447,18 +447,18 @@ void RageSound_Generic_Software::StartDecodeThread()
m_DecodeThread.Create( DecodeThread_start, this );
}
void RageSound_Generic_Software::SetDecodeBufferSize( int frames )
void RageSound_Generic_Software::SetDecodeBufferSize( int iFrames )
{
ASSERT( !m_DecodeThread.IsCreated() );
frames_to_buffer = frames;
frames_to_buffer = iFrames;
}
RageSound_Generic_Software::RageSound_Generic_Software():
m_Mutex("RageSound_Generic_Software"),
m_SoundListMutex("SoundListMutex")
{
shutdown_decode_thread = false;
m_bShutdownDecodeThread = false;
SetDecodeBufferSize( 4096 );
m_DecodeThread.SetName("Decode thread");
@@ -469,7 +469,7 @@ RageSound_Generic_Software::~RageSound_Generic_Software()
/* Signal the decoding thread to quit. */
if( m_DecodeThread.IsCreated() )
{
shutdown_decode_thread = true;
m_bShutdownDecodeThread = true;
LOG->Trace("Shutting down decode thread ...");
LOG->Flush();
m_DecodeThread.Wait();
@@ -477,7 +477,7 @@ RageSound_Generic_Software::~RageSound_Generic_Software()
LOG->Flush();
LOG->Info( "Mixing %f ahead in %i Mix() calls",
float(g_TotalAhead) / max( g_TotalAheadCount, 1 ), g_TotalAheadCount );
float(g_iTotalAhead) / max( g_iTotalAheadCount, 1 ), g_iTotalAheadCount );
}
}
@@ -12,9 +12,9 @@ class RageSound_Generic_Software: public RageSoundDriver
public:
virtual void Update();
void StartMixing( RageSoundBase *snd ); /* used by RageSound */
void StopMixing( RageSoundBase *snd ); /* used by RageSound */
bool PauseMixing( RageSoundBase *snd, bool bStop );
void StartMixing( RageSoundBase *pSound ); /* used by RageSound */
void StopMixing( RageSoundBase *pSound ); /* used by RageSound */
bool PauseMixing( RageSoundBase *pSound, bool bStop );
RageSound_Generic_Software();
virtual ~RageSound_Generic_Software();
@@ -37,17 +37,17 @@ protected:
/*
* Read mixed data.
*
* frames: buffer to read into
* nframes: number of frames (not samples) to read
* pBuf: buffer to read into
* iFrames: number of frames (not samples) to read
* frameno: frame number at which this sound will be heard
* current_frameno: frame number that is currently being heard
* iCurrentFrame: frame number that is currently being heard
*
* current_frameno is used for handling start timing.
* iCurrentFrame is used for handling start timing.
*
* This function only mixes data; it will not lock any mutexes or do any file access, and
* is safe to call from a realtime thread.
*/
void Mix( int16_t *frames, int nframes, int64_t frameno, int64_t current_frameno );
void Mix( int16_t *pBuf, int iFrame, int64_t iFrameNumber, int64_t iCurrentFrame );
/* This mutex is used for serializing with the decoder thread. Locking this mutex
* can take a while. */
@@ -101,24 +101,25 @@ private:
*/
struct sound_block
{
int16_t buf[samples_per_block];
int16_t *p; // beginning of the unread data
int frames_in_buffer; // total number of frames (not samples) at p
int64_t position; // position value of p
sound_block() { frames_in_buffer = position = 0; p = buf; }
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
struct Sound
{
RageSoundBase *snd;
int sound_id;
RageTimer start_time;
float volume;
CircBuf<sound_block> buffer;
Sound();
void Allocate( int iFrames );
void Deallocate();
/* If true, this sound is in STOPPED and available for use. */
bool paused;
RageSoundBase *m_pSound;
int m_iSoundID;
RageTimer m_StartTime;
float m_fVolume;
CircBuf<sound_block> m_Buffer;
bool m_bPaused;
enum
{
@@ -133,23 +134,19 @@ private:
HALTING, /* stop immediately */
PLAYING
} state;
sound();
void Allocate( int frames );
void Deallocate();
} m_State;
};
/* List of currently playing sounds: XXX no vector */
sound sounds[32];
Sound m_Sounds[32];
bool shutdown_decode_thread;
bool m_bShutdownDecodeThread;
static int DecodeThread_start(void *p);
static int DecodeThread_start( void *p );
void DecodeThread();
RageThread m_DecodeThread;
int GetDataForSound( sound &s );
int GetDataForSound( Sound &s );
};
#endif