This commit is contained in:
Glenn Maynard
2004-01-10 10:52:12 +00:00
parent b2240b6b55
commit ee9d893669
+46 -71
View File
@@ -25,7 +25,7 @@ RageSounds *SOUND = NULL;
*/
static RageSound *g_Music;
static TimingData g_Timing;
static float g_FirstSecond;
static bool g_TimingDelayed;
static bool g_HasTiming;
static bool g_UpdatingTimer;
@@ -46,10 +46,9 @@ RageSounds::RageSounds()
ASSERT( SOUNDMAN );
g_Music = new RageSound;
g_Timing = TimingData();
g_HasTiming = false;
g_UpdatingTimer = false;
g_FirstSecond = -1;
g_TimingDelayed = false;
g_Timing.AddBPMSegment( BPMSegment(0,120) );
}
@@ -60,16 +59,14 @@ RageSounds::~RageSounds()
}
void StartQueuedMusic()
void StartQueuedMusic( const RageTimer &when )
{
if( g_MusicToPlay.file.size() == 0 )
return; /* nothing to do */
/* Go. */
LOG->Trace("Start sound \"%s\"", g_MusicToPlay.file.c_str() );
g_HasTiming = g_MusicToPlay.HasTiming;
g_FirstSecond = g_MusicToPlay.start_sec;
g_TimingDelayed = true;
g_Music->Load( g_MusicToPlay.file, false );
@@ -88,78 +85,38 @@ void StartQueuedMusic()
g_Music->SetFadeLength( g_MusicToPlay.fade_len );
g_Music->SetPositionSeconds();
g_Music->SetStartTime( when );
g_Music->StartPlaying();
g_MusicToPlay.file = ""; /* done */
}
/* If we have a music file queued, try to start it. If we're doing a beat update,
* fOldBeat is the beat before the update and fNewBeat is the beat after the update;
* we'll only start the sound if the fractional part of the beat we'll be moving to
* lies between them. */
bool TryToStartQueuedMusic( float fOldSeconds, float fNewSeconds )
{
if( g_MusicToPlay.file.size() == 0 )
return false; /* nothing to do */
if( g_UpdatingTimer )
{
/* GetPlayLatency returns the minimum time until a sound starts. That's
* common when starting a precached sound, but our sound isn't, so it'll
* probably take a little longer. Nudge the latency up. */
float Latency = SOUND->GetPlayLatency() + 0.040f;
fOldSeconds += Latency;
fNewSeconds += Latency;
const float fOldBeat = g_Timing.GetBeatFromElapsedTime( fOldSeconds );
const float fNewBeat = g_Timing.GetBeatFromElapsedTime( fNewSeconds );
float fOldBeatFraction = fmodfp( fOldBeat,1 );
float fNewBeatFraction = fmodfp( fNewBeat,1 );
/* The beat that the new sound will start on. See if this lies within the beat
* range of this update. */
float fStartBeatFraction = fmodfp( g_MusicToPlay.timing.GetBeatFromElapsedTime(g_MusicToPlay.start_sec), 1 );
if( fNewBeatFraction < fOldBeatFraction )
fNewBeatFraction += 1.0f; /* unwrap */
if( fStartBeatFraction < fOldBeatFraction )
fStartBeatFraction += 1.0f; /* unwrap */
if( !( fOldBeatFraction <= fStartBeatFraction && fStartBeatFraction <= fNewBeatFraction ) )
return false;
}
StartQueuedMusic();
return true;
}
/* maybe, instead of delaying the start, keep using the old time and tween to the new one? */
void RageSounds::Update( float fDeltaTime )
{
const float fOldSeconds = GAMESTATE->m_fMusicSeconds;
if( g_UpdatingTimer )
{
if( g_Music->IsPlaying() )
{
/* With some sound drivers, there's a delay between us calling Play() and
* the sound actually playing. During this time, timestamps are approximated,
* and will be less than the start position we gave. We don't want to use
* those, since the beat won't necessarily line up.
*
* Look at fSeconds; if it's less than the position we gave, it's approximate;
* keep using the previous timing data. */
const float fSeconds = g_Music->GetPositionSeconds();
/* There's a delay between us calling Play() and the sound actually playing.
* During this time, approximate will be true. Keep using the previous timing
* data until we get a non-approximate time, indicating that the sound has actually
* started playing. */
bool approximate;
const float fSeconds = g_Music->GetPositionSeconds( &approximate );
if( g_FirstSecond != -1 && fSeconds >= g_FirstSecond )
if( g_TimingDelayed && !approximate )
{
/* We've passed the start position of the new sound, so we should be OK.
* Load up the new timing data. */
g_Timing = g_MusicToPlay.timing;
g_FirstSecond = -1;
g_TimingDelayed = false;
}
if( g_FirstSecond != -1 )
RageTimer now;
now.Touch();
if( approximate )
{
/* We're still waiting for the new sound to start playing, so keep using the
* old timing data and fake the time. */
@@ -174,13 +131,6 @@ void RageSounds::Update( float fDeltaTime )
GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSeconds + fDeltaTime, g_Timing );
}
}
/* If we have a sound queued to play, try to start it. */
if( TryToStartQueuedMusic( fOldSeconds, GAMESTATE->m_fMusicSeconds ) )
{
/* New music started. Re-update. */
Update( 0 );
}
}
@@ -277,10 +227,35 @@ void RageSounds::PlayMusic( const CString &file, const CString &timing_file, boo
if( !g_HasTiming && !g_UpdatingTimer )
StartImmediately = true;
if( StartImmediately )
StartQueuedMusic();
if( g_MusicToPlay.file != "" )
LOG->Trace("Queued sound \"%s\"", g_MusicToPlay.file.c_str() );
if( g_MusicToPlay.file == "" )
return;
RageTimer when; /* zero */
if( !StartImmediately )
{
/* GetPlayLatency returns the minimum time until a sound starts. That's
* common when starting a precached sound, but our sound isn't, so it'll
* probably take a little longer. Nudge the latency up. */
const float PresumedLatency = SOUND->GetPlayLatency() + 0.040f;
const float fCurSecond = GAMESTATE->m_fMusicSeconds + PresumedLatency;
const float fCurBeat = g_Timing.GetBeatFromElapsedTime( fCurSecond );
const float fCurBeatFraction = fmodfp( fCurBeat,1 );
/* The beat that the new sound will start on. */
const float fStartBeat = g_MusicToPlay.timing.GetBeatFromElapsedTime( g_MusicToPlay.start_sec );
float fStartBeatFraction = fmodfp( fStartBeat, 1 );
if( fStartBeatFraction < fCurBeatFraction )
fStartBeatFraction += 1.0f; /* unwrap */
const float fCurBeatToStartOn = truncf(fCurBeat) + fStartBeatFraction;
const float fSecondToStartOn = g_Timing.GetElapsedTimeFromBeat( fCurBeatToStartOn );
const float fDistance = fSecondToStartOn - fCurSecond;
when.Touch();
when = when + fDistance;
}
StartQueuedMusic( when );
}
void RageSounds::HandleSongTimer( bool on )