chunk buffer writes; simpler, too

This commit is contained in:
Glenn Maynard
2002-12-21 05:16:05 +00:00
parent 47a4d5921e
commit cc9211a510
2 changed files with 69 additions and 56 deletions
@@ -23,9 +23,15 @@
const int channels = 2;
const int samplesize = channels*2; /* 16-bit */
const int samplerate = 44100;
const int buffersize_frames = 2048; /* in frames */
const int buffersize_frames = 2048*2; /* in frames */
const int buffersize = buffersize_frames * samplesize; /* in bytes */
/* We'll fill the buffer in chunks this big. This should evenly divide the
* buffer size. */
const int num_chunks = 8;
const int chunksize_frames = buffersize_frames / num_chunks;
const int chunksize = buffersize / num_chunks;
int RageSound_DSound_Software::MixerThread_start(void *p)
{
((RageSound_DSound_Software *) p)->MixerThread();
@@ -40,60 +46,63 @@ void RageSound_DSound_Software::MixerThread()
/* SOUNDMAN will be set once RageSoundManager's ctor returns and
* assigns it; we might get here before that happens, though. */
while(!SOUNDMAN && !shutdown) Sleep(10);
if(!SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_ABOVE_NORMAL))
LOG->Warn("Failed to set sound thread priority: %i", GetLastError()); /* XXX */
while(!shutdown) {
Sleep(10);
LockMutex L(SOUNDMAN->lock);
GetPCM();
while(GetPCM())
;
}
}
void RageSound_DSound_Software::GetPCM()
bool RageSound_DSound_Software::GetPCM()
{
DWORD cursor, junk;
LockMut(SOUNDMAN->lock);
DWORD cursor, junk, write;
HRESULT result;
result = str_ds->GetCurrentPosition(&cursor, &junk);
result = str_ds->GetCurrentPosition(&cursor, &write);
if ( result == DSERR_BUFFERLOST ) {
str_ds->Restore();
result = str_ds->GetCurrentPosition(&cursor, &junk);
result = str_ds->GetCurrentPosition(&cursor, &write);
}
if ( result != DS_OK ) {
LOG->Warn(hr_ssprintf(result, "DirectSound::GetCurrentPosition failed"));
return;
return false;
}
/* The DSound buffer is equal to two of our buffers. Round cursor
* down to our buffer size. */
cursor = (cursor / buffersize) * buffersize;
int num_bytes_empty = cursor - write_cursor;
if(num_bytes_empty < 0) num_bytes_empty += buffersize; /* unwrap */
/* Cursor points to the buffer that's currently playing. We want to
* fill the buffer that *isn't* playing. */
cursor += buffersize;
cursor %= buffersize*2;
/* num_bytes_empty is now the actual amount of free buffer space. If it's
* too small, come back later. */
if(num_bytes_empty < chunksize)
return false;
/* If it hasn't changed, we have nothing to do yet. */
if(int(cursor) == last_cursor_filled)
return;
last_cursor_filled = cursor;
/* I don't want to deal with DSound's split-circular-buffer locking stuff, so cap
* the writing space at the end of the physical buffer. */
num_bytes_empty = min(num_bytes_empty, buffersize - write_cursor);
/* Increment last_cursor_pos to point at where the data we're about to
* ask for will actually be played. */
last_cursor_pos += buffersize_frames;
/* Don't fill more than one chunk at a time. This reduces the maximum
* amount of time until we give data; that way, if we're short on time,
* we'll give some data soon instead of lots of data later. */
num_bytes_empty = min(num_bytes_empty, chunksize);
/* Lock the audio buffer. */
DWORD len;
char *locked_buf = NULL;
result = str_ds->Lock(cursor, buffersize, (LPVOID *)&locked_buf, &len, NULL, &junk, 0);
result = str_ds->Lock(write_cursor, num_bytes_empty, (LPVOID *)&locked_buf, &len, NULL, &junk, 0);
if ( result == DSERR_BUFFERLOST ) {
str_ds->Restore();
result = str_ds->Lock(cursor, buffersize, (LPVOID *)&locked_buf, &len, NULL, &junk, 0);
result = str_ds->Lock(write_cursor, num_bytes_empty, (LPVOID *)&locked_buf, &len, NULL, &junk, 0);
}
if ( result != DS_OK ) {
LOG->Warn(hr_ssprintf(result, "Couldn't lock the DirectSound buffer."));
return;
return false;
}
/* Silence the buffer. */
@@ -134,6 +143,15 @@ void RageSound_DSound_Software::GetPCM()
}
str_ds->Unlock(locked_buf, len, NULL, 0);
write_cursor += num_bytes_empty;
if(write_cursor >= buffersize) write_cursor -= buffersize;
/* Increment last_cursor_pos to point at where the data we're about to
* ask for will actually be played. */
last_cursor_pos += buffersize_frames;
return true;
}
@@ -149,7 +167,7 @@ void RageSound_DSound_Software::StartMixing(RageSound *snd)
void RageSound_DSound_Software::Update(float delta)
{
LockMutex L(SOUNDMAN->lock);
LockMut(SOUNDMAN->lock);
/* SoundStopped might erase sounds out from under us, so make a copy
* of the sound list. */
@@ -166,7 +184,7 @@ void RageSound_DSound_Software::Update(float delta)
void RageSound_DSound_Software::StopMixing(RageSound *snd)
{
LockMutex L(SOUNDMAN->lock);
LockMut(SOUNDMAN->lock);
/* Find the sound. */
unsigned i;
@@ -191,22 +209,17 @@ void RageSound_DSound_Software::StopMixing(RageSound *snd)
int RageSound_DSound_Software::GetPosition(const RageSound *snd) const
{
LockMutex L(SOUNDMAN->lock);
LockMut(SOUNDMAN->lock);
DWORD cursor, junk;
str_ds->GetCurrentPosition(&cursor, &junk);
int last_fill = last_cursor_filled;
int last_fill = write_cursor;
if(last_fill == 0)
{
/* Unwrap. */
if(int(cursor) < last_fill + buffersize)
cursor += buffersize*2;
last_fill += buffersize*2;
}
int frames_behind = (last_fill - int(cursor)) / samplesize;
if(frames_behind < 0)
frames_behind += buffersize_frames;
int ret = (int(cursor) - last_fill)/samplesize + /* bytes -> samples */
last_cursor_pos;
int ret = last_cursor_pos - frames_behind;
/* Failsafe: never return a value smaller than we've already returned.
* This can happen once in a while in underrun conditions. */
@@ -219,9 +232,11 @@ int RageSound_DSound_Software::GetPosition(const RageSound *snd) const
RageSound_DSound_Software::RageSound_DSound_Software()
{
shutdown = false;
last_cursor_pos = last_cursor_filled = 0;
last_cursor_pos = write_cursor = 0;
LastPosition = -1;
/* XXX make another exception type that doesn't trigger debug stuff
* and use that */
/* Fire up DSound. */
int hr;
if(FAILED(hr=DirectSoundCreate8(NULL, &ds8, NULL)))
@@ -231,7 +246,7 @@ RageSound_DSound_Software::RageSound_DSound_Software()
hr = ds8->SetCooperativeLevel(GetDesktopWindow(), DSSCL_PRIORITY);
/* Create a DirectSound stream, but don't force it into hardware. */
str_ds = CreateBuf(ds8, channels, samplerate, 16, buffersize*2, false);
str_ds = CreateBuf(ds8, channels, samplerate, 16, buffersize, false);
MixerThreadPtr = SDL_CreateThread(MixerThread_start, this);
@@ -19,26 +19,24 @@ class RageSound_DSound_Software: public RageSoundDriver
sound() { snd = NULL; stopping=false; }
};
void GetPCM();
bool shutdown;
int last_cursor_filled, last_cursor_pos;
void Update(float delta);
IDirectSound8 *ds8;
IDirectSoundBuffer8 *str_ds;
static int MixerThread_start(void *p);
void MixerThread();
SDL_Thread *MixerThreadPtr;
/* List of currently playing sounds: */
vector<sound *> sounds;
mutable int LastPosition;
bool shutdown;
int write_cursor, last_cursor_pos;
IDirectSound8 *ds8;
IDirectSoundBuffer8 *str_ds;
bool GetPCM();
void Update(float delta);
static int MixerThread_start(void *p);
void MixerThread();
SDL_Thread *MixerThreadPtr;
/* virtuals: */
void StartMixing(RageSound *snd); /* used by RageSound */
void StopMixing(RageSound *snd); /* used by RageSound */