Makes RageSoundDriver_Null pretend to play sounds
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@@ -0,0 +1,168 @@
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#include "global.h"
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#include "RageSoundDriver_Null.h"
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#include "RageTimer.h"
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#include "RageLog.h"
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#include "RageSound.h"
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#include "RageUtil.h"
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#include "SDL.h"
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const int channels = 2;
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const int samplesize = channels*2; /* 16-bit */
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const int samplerate = 44100;
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const int buffersize_frames = 1024*8; /* in frames */
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const int buffersize = buffersize_frames * samplesize; /* in bytes */
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const int num_chunks = 8;
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const int chunksize_frames = buffersize_frames / num_chunks;
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const int chunksize = buffersize / num_chunks;
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int RageSound_Null::MixerThread_start(void *p)
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{
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((RageSound_Null *) p)->MixerThread();
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return 0;
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}
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void RageSound_Null::MixerThread()
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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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while(!SOUNDMAN && !shutdown) sleep(10);
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/* not sure if a nansleep is needed, but certainly helps
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* when there is LOG->Trace in GetData() */
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struct timespec delay, remaining;
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delay.tv_sec = 0;
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delay.tv_nsec = 1000;
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while(!shutdown) {
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GetData();
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nanosleep(&delay, &remaining);
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}
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}
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bool RageSound_Null::GetData()
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{
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LockMutex L(SOUNDMAN->lock);
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/* Create a 32-bit buffer to mix sounds. */
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static Sint16 *buf = NULL;
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int bufsize = chunksize_frames * channels;
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if(!buf)
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buf = new Sint16[bufsize];
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for(unsigned i = 0; i < sounds.size(); ++i)
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{
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if(sounds[i]->stopping)
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continue;
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/* Call the callback. */
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unsigned got = sounds[i]->snd->GetPCM((char *) buf, chunksize, last_cursor_pos);
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if(got < chunksize)
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{
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/* This sound is finishing. */
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sounds[i]->stopping = true;
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sounds[i]->flush_pos = last_cursor_pos + (got / samplesize);
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}
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}
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// and, do nothing! it's silence
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//XXX to make timing more accurate, nanosleep here
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// as if playing the chunk
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/* Increment last_cursor_pos. */
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last_cursor_pos += chunksize_frames;
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return true;
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}
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void RageSound_Null::StartMixing(RageSound *snd)
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{
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sound *s = new sound;
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s->snd = snd;
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SDL_LockAudio();
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sounds.push_back(s);
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SDL_UnlockAudio();
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}
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void RageSound_Null::Update(float delta)
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{
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LockMutex L(SOUNDMAN->lock);
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/* SoundStopped might erase sounds out from under us, so make a copy
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* of the sound list. */
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vector<sound *> snds = sounds;
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for(unsigned i = 0; i < snds.size(); ++i)
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{
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if(!sounds[i]->stopping) continue;
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if(GetPosition(snds[i]->snd) < sounds[i]->flush_pos)
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continue; /* stopping but still flushing */
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/* This sound is done. */
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snds[i]->snd->StopPlaying();
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}
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}
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void RageSound_Null::StopMixing(RageSound *snd)
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{
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LockMutex L(SOUNDMAN->lock);
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/* Find the sound. */
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unsigned i;
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for(i = 0; i < sounds.size(); ++i)
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if(sounds[i]->snd == snd) break;
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if(i == sounds.size())
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{
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LOG->Trace("not stopping a sound because it's not playing");
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return;
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}
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delete sounds[i];
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sounds.erase(sounds.begin()+i, sounds.begin()+i+1);
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}
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int RageSound_Null::GetPosition(const RageSound *snd) const
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{
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LockMutex L(SOUNDMAN->lock);
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return time(NULL)-startup_time;
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}
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RageSound_Null::RageSound_Null()
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{
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shutdown = false;
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last_cursor_pos = 0;
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startup_time = time(NULL);
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MixerThreadPtr = SDL_CreateThread(MixerThread_start, this);
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}
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RageSound_Null::~RageSound_Null()
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{
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/* Signal the mixing thread to quit. */
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shutdown = true;
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LOG->Trace("Shutting down mixer thread ...");
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SDL_WaitThread(MixerThreadPtr, NULL);
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LOG->Trace("Mixer thread shut down.");
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}
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float RageSound_Null::GetPlayLatency() const
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{
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return 0; /* silence is fast! */
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}
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/*
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* Copyright (c) 2002 by the person(s) listed below. All rights reserved.
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*
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* Glenn Maynard (RageSoundDriver_WaveOut)
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*
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* 2003-02 RageSoundDriver_Null created from RageSoundDriver_WaveOut
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* Aaron VonderHaar
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*/
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@@ -1,16 +1,54 @@
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#ifndef RAGE_SOUND_NULL
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#define RAGE_SOUND_NULL
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/* RageSound_Null fakes playing sounds having GetPosition()
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* return seconds since the constructor was called.
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*
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* Only tested in linux, but intended to work across the globe.
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* ( uses time_t, sleep() and nanosleep() from <time.h> )
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*
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* The timing probably isn't accurate, but at least it is fairly
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* steady. Someone with more knowledge of RageSound, feel free
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* to play around with this (not that it's any sort of priority).
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*/
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#include "RageSound.h"
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#include <time.h>
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class RageSound_Null: public RageSoundDriver
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{
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public:
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struct sound {
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RageSound *snd;
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bool stopping;
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int flush_pos; /* state == STOPPING only */
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sound() { snd = NULL; stopping=false; }
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};
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/* List of currently playing sounds: */
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vector<sound *> sounds;
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bool shutdown;
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int last_cursor_pos;
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time_t startup_time;
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static int MixerThread_start(void *p);
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void MixerThread();
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SDL_Thread *MixerThreadPtr;
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bool GetData();
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/* virtuals: */
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void StartMixing(RageSound *snd) { }
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void StopMixing(RageSound *snd) { }
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int GetPosition(const RageSound *snd) const { return 0; }
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float GetPlayLatency() const { return 0.0f; } /* silence is fast! */
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void StartMixing(RageSound *snd);
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void StopMixing(RageSound *snd);
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int GetPosition(const RageSound *snd) const;
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float GetPlayLatency() const;
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void RageSound_Null::Update(float delta);
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RageSound_Null();
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~RageSound_Null();
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};
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#endif
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@@ -19,4 +57,7 @@ public:
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* Copyright (c) 2003 by the person(s) listed below. All rights reserved.
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*
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* Glenn Maynard
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*
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* 2003-02 Modified to fake playing sound Aaron VonderHaar
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*
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*/
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