remove RageSoundDriver_DSound (complicated hardware mixer)

This commit is contained in:
Glenn Maynard
2006-12-13 08:58:40 +00:00
parent fae5e9fafa
commit fb9639f52c
4 changed files with 0 additions and 525 deletions
-6
View File
@@ -1349,12 +1349,6 @@ cl /Zl /nologo /c verstub.cpp /Fo"$(IntDir)"\
<File
RelativePath="arch\Sound\RageSoundDriver.h">
</File>
<File
RelativePath="arch\Sound\RageSoundDriver_DSound.cpp">
</File>
<File
RelativePath="arch\Sound\RageSoundDriver_DSound.h">
</File>
<File
RelativePath="arch\Sound\RageSoundDriver_DSound_Software.cpp">
</File>
-8
View File
@@ -1796,14 +1796,6 @@
RelativePath="arch\Sound\RageSoundDriver.h"
>
</File>
<File
RelativePath="arch\Sound\RageSoundDriver_DSound.cpp"
>
</File>
<File
RelativePath="arch\Sound\RageSoundDriver_DSound.h"
>
</File>
<File
RelativePath="arch\Sound\RageSoundDriver_DSound_Software.cpp"
>
@@ -1,413 +0,0 @@
/* D3D implementation that uses multiple streams.
*
* Each sound gets its own stream, which allows for very little startup
* latency for each sound and lower CPU usage. */
#include "global.h"
#include "RageSoundDriver_DSound.h"
#include "DSoundHelpers.h"
#include "RageSoundManager.h"
#include "RageException.h"
#include "RageUtil.h"
#include "RageSound.h"
#include "RageLog.h"
#include "archutils/Win32/ErrorStrings.h"
REGISTER_SOUND_DRIVER_CLASS2( DirectSound, DSound );
const int channels = 2;
const int bytes_per_frame = 2 * channels; /* 16-bit */
const int samplerate = 44100;
/* The total write-ahead. Don't make this *too* high; we fill the entire
* buffer when we start playing, so it can cause frame skips. This should be
* high enough that sound cards won't skip. */
const int buffersize = 1024*8; /* in frames */
const int num_chunks = 8;
const int chunksize = buffersize / num_chunks;
int RageSoundDriver_DSound::MixerThread_start(void *p)
{
((RageSoundDriver_DSound *) p)->MixerThread();
return 0;
}
void RageSoundDriver_DSound::MixerThread()
{
if( !SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_ABOVE_NORMAL) )
LOG->Warn(werr_ssprintf(GetLastError(), "Failed to set sound thread priority"));
while( !shutdown )
{
CHECKPOINT;
/* Sleep for the size of one chunk. */
const int chunksize_frames = buffersize / num_chunks;
float sleep_secs = (float(chunksize_frames) / samplerate);
Sleep(int(1000 * sleep_secs));
CHECKPOINT;
LockMut( m_Mutex );
for( unsigned i = 0; i < stream_pool.size(); ++i )
{
/* We're only interested in PLAYING and FLUSHING sounds. */
while( stream_pool[i]->state == stream::PLAYING ||
stream_pool[i]->state == stream::FLUSHING )
{
/* Don't mix paused sounds. */
if( stream_pool[i]->bPaused )
break;
bool bEOF;
if( !stream_pool[i]->GetData( false, bEOF ) )
break;
if( bEOF )
{
/* FLUSHING tells the mixer thread to release the stream once str->flush_bufs
* buffers have been flushed. */
stream_pool[i]->state = stream_pool[i]->FLUSHING;
/* Keep playing until the data we currently have locked has played. */
stream_pool[i]->flush_pos = stream_pool[i]->pcm->GetOutputPosition();
}
}
}
/* When sounds are in FLUSHING, and we've finished flushing, stop the sound
* and move the sound to FINISHED. Once we do this, it's owned by the main
* thread and we can't touch it anymore. */
for( unsigned i = 0; i < stream_pool.size(); ++i )
{
if( stream_pool[i]->state != stream_pool[i]->FLUSHING )
continue;
const int64_t ps = stream_pool[i]->pcm->GetPosition();
if( ps < stream_pool[i]->flush_pos )
continue; /* still flushing */
stream_pool[i]->bPaused = false;
stream_pool[i]->pcm->Stop();
stream_pool[i]->state = stream::FINISHED;
}
}
/* I'm not sure why, but if we don't stop streams now, then the thread will take
* 90ms (our buffer size) longer to close. */
for(unsigned i = 0; i < stream_pool.size(); ++i)
if(stream_pool[i]->state != stream_pool[i]->INACTIVE)
stream_pool[i]->pcm->Stop();
}
void RageSoundDriver_DSound::Update()
{
/* SoundStopped might erase sounds out from under us, so make a copy
* of the sound list. */
vector<stream *> str = stream_pool;
for(unsigned i = 0; i < str.size(); ++i)
{
if( str[i]->state != stream::FINISHED )
continue;
/* The sound has stopped and flushed all of its buffers. */
str[i]->snd->SoundIsFinishedPlaying();
str[i]->snd = NULL;
/* Once we do this, the sound is once available for use; we must lock
* m_InactiveSoundMutex to take it out of INACTIVE again. */
str[i]->state = str[i]->INACTIVE;
}
}
/* If init is true, we're filling the buffer while it's stopped, so fill the
* entire buffer. If false, fill only one chunk. If EOF is reached, set bEOF. */
bool RageSoundDriver_DSound::stream::GetData( bool init, bool &bEOF )
{
CHECKPOINT;
bEOF = false;
char *locked_buf;
unsigned len;
const int64_t play_pos = pcm->GetOutputPosition();
const int64_t cur_play_pos = pcm->GetPosition();
if(init) {
/* We're initializing; fill the entire buffer. The buffer is supposed to
* be empty, so this should never fail. */
if(!pcm->get_output_buf(&locked_buf, &len, buffersize))
ASSERT(0);
} else {
/* Just fill one chunk. */
if(!pcm->get_output_buf(&locked_buf, &len, chunksize))
return false;
}
/* It might be INACTIVE, when we're prebuffering. We just don't want to
* fill anything in FLUSHING; in that case, we just clear the audio buffer. */
if(state != FLUSHING)
{
pcm->SetVolume( snd->GetAbsoluteVolume() );
int bytes_read = 0;
int bytes_left = len;
/* Does the sound have a start time? */
if( !start_time.IsZero() )
{
/* If the sound is supposed to start at a time past this buffer, insert silence. */
const int64_t iFramesUntilThisBuffer = play_pos - cur_play_pos;
const float fSecondsBeforeStart = -start_time.Ago();
const int64_t iFramesBeforeStart = int64_t(fSecondsBeforeStart * pcm->GetSampleRate());
const int64_t iSilentFramesInThisBuffer = iFramesBeforeStart-iFramesUntilThisBuffer;
const int iSilentBytesInThisBuffer = clamp( int(iSilentFramesInThisBuffer * bytes_per_frame), 0, bytes_left );
memset( locked_buf, 0, iSilentBytesInThisBuffer );
bytes_read += iSilentBytesInThisBuffer;
bytes_left -= iSilentBytesInThisBuffer;
/* If we didn't completely fill the buffer, then we've written all of the silence. */
if( bytes_left )
start_time.SetZero();
}
int got = snd->GetPCM( locked_buf+bytes_read, len-bytes_read, play_pos + (bytes_read/bytes_per_frame));
bytes_read += got;
if( bytes_read < (int) len )
{
/* Fill the remainder of the buffer with silence. */
memset( locked_buf+got, 0, len-bytes_read );
bEOF = true;
}
} else {
/* Silence the buffer. */
memset(locked_buf, 0, len);
}
pcm->release_output_buf(locked_buf, len);
return true;
}
RageSoundDriver_DSound::stream::~stream()
{
delete pcm;
}
RageSoundDriver_DSound::RageSoundDriver_DSound():
m_Mutex("DSoundMutex"),
m_InactiveSoundMutex("InactiveSoundMutex")
{
shutdown = false;
}
RString RageSoundDriver_DSound::Init()
{
RString sError = ds.Init();
if( sError != "" )
return sError;
/* Don't bother wasting time trying to create buffers if we're
* emulated. This also gives us better diagnostic information. */
if( ds.IsEmulated() )
return "Driver unusable (emulated device)";
/* Create a bunch of streams and put them into the stream pool. */
for( int i = 0; i < 32; ++i )
{
DSoundBuf *newbuf = new DSoundBuf;
RString sError = newbuf->Init( ds, DSoundBuf::HW_HARDWARE,
channels, DSoundBuf::DYNAMIC_SAMPLERATE, 16, buffersize );
if( sError != "" )
{
/* The channel failed to create. We may be out of hardware streams, or we
* may not have hardware mixing at all. If we didn't get at least 8, fail. */
delete newbuf;
if( i >= 8 )
break; /* OK */
if( i )
{
/* We created at least one hardware buffer. */
LOG->Trace( "Could only create %i buffers; need at least 8 (failed with %s). Hardware DirectSound driver can't be used.", i, sError.c_str() );
return "not enough hardware buffers available";
}
return "no hardware buffers available";
}
stream *s = new stream;
s->pcm = newbuf;
stream_pool.push_back(s);
}
LOG->Trace( "Got %i hardware buffers", stream_pool.size() );
MixingThread.SetName("Mixer thread");
MixingThread.Create( MixerThread_start, this );
return RString();
}
RageSoundDriver_DSound::~RageSoundDriver_DSound()
{
/* Signal the mixing thread to quit. */
if( MixingThread.IsCreated() )
{
shutdown = true;
LOG->Trace("Shutting down mixer thread ...");
LOG->Flush();
MixingThread.Wait();
LOG->Trace("Mixer thread shut down.");
LOG->Flush();
}
for(unsigned i = 0; i < stream_pool.size(); ++i)
delete stream_pool[i];
}
void RageSoundDriver_DSound::StartMixing( RageSoundBase *snd )
{
/* Lock INACTIVE sounds[], and reserve a slot. */
m_InactiveSoundMutex.Lock();
/* Find an unused buffer. */
unsigned i;
for( i = 0; i < stream_pool.size(); ++i )
if( stream_pool[i]->state == stream::INACTIVE )
break;
if( i == stream_pool.size() )
{
/* We don't have a free sound buffer. */
m_InactiveSoundMutex.Unlock();
return;
}
/* Place the sound in SETUP, where nobody else will touch it, until we put it
* in FLUSHING or PLAYING below. */
stream_pool[i]->state = stream::SETUP;
m_InactiveSoundMutex.Unlock();
/* Give the stream to the playing sound and remove it from the pool. */
stream_pool[i]->snd = snd;
stream_pool[i]->pcm->SetSampleRate(snd->GetSampleRate());
stream_pool[i]->start_time = snd->GetStartTime();
/* Pre-buffer the stream, and start it immediately. */
bool bEOF;
stream_pool[i]->GetData( true, bEOF );
stream_pool[i]->pcm->Play();
/* If bEOF is true, we actually finished the whole file in the prebuffering
* GetData call above, and the sound should go straight to FLUSHING. Otherwise,
* set PLAYING. */
if( bEOF )
{
stream_pool[i]->state = stream_pool[i]->FLUSHING;
stream_pool[i]->flush_pos = stream_pool[i]->pcm->GetOutputPosition();
}
else
stream_pool[i]->state = stream_pool[i]->PLAYING;
// LOG->Trace("new sound assigned to channel %i", i);
}
/* Called by a RageSound; asks us to stop mixing them. When this
* call completes, snd->GetPCM (which runs in a separate thread) will
* not be running and will not be called unless StartMixing is called
* again. */
void RageSoundDriver_DSound::StopMixing( RageSoundBase *snd )
{
/* Lock, to make sure the decoder thread isn't running on this sound while we do this. */
LockMut( m_Mutex );
ASSERT(snd != NULL);
unsigned i;
for(i = 0; i < stream_pool.size(); ++i)
if(stream_pool[i]->snd == snd) break;
if(i == stream_pool.size()) {
LOG->Trace("not stopping a sound because it's not playing");
return;
}
/* We need to make sure the sound stream is actually stopped before we return;
* don't wait for the buffered frames to finish. This is because exiting a
* thread before stopping its sounds causes glitches or worse. Other drivers
* don't need to guarantee this; this is just a peculiarity of DirectSound. */
stream_pool[i]->pcm->Stop();
stream_pool[i]->state = stream_pool[i]->INACTIVE;
}
bool RageSoundDriver_DSound::PauseMixing( RageSoundBase *snd, bool bStop )
{
unsigned i;
for( i = 0; i < stream_pool.size(); ++i )
if( stream_pool[i]->snd == snd )
break;
/* A sound can be paused in PLAYING or FLUSHING. (FLUSHING 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 == stream_pool.size() ||
(stream_pool[i]->state != stream::PLAYING && stream_pool[i]->state != stream::FLUSHING) )
{
LOG->Trace( "not pausing a sound because it's not playing" );
return false;
}
stream_pool[i]->bPaused = bStop;
return true;
}
int64_t RageSoundDriver_DSound::GetPosition( const RageSoundBase *snd ) const
{
unsigned i;
for(i = 0; i < stream_pool.size(); ++i)
if(stream_pool[i]->snd == snd) break;
if(i == stream_pool.size())
RageException::Throw("GetPosition: Sound %s is not being played", snd->GetLoadedFilePath().c_str());
ASSERT(i != stream_pool.size());
/* XXX: This isn't quite threadsafe: GetPosition uses two variables, and we might
* be caught in the middle. We don't want to lock, though ... */
return stream_pool[i]->pcm->GetPosition();
}
/*
* (c) 2002-2004 Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
@@ -1,98 +0,0 @@
#ifndef RAGE_SOUND_DSOUND
#define RAGE_SOUND_DSOUND
#include "RageSoundDriver.h"
#include "DSoundHelpers.h"
#include "RageThreads.h"
#include "RageTimer.h"
struct IDirectSound;
struct IDirectSoundBuffer;
class RageSoundDriver_DSound: public RageSoundDriver
{
public:
RageSoundDriver_DSound();
~RageSoundDriver_DSound();
RString Init();
private:
/* The only place that takes sounds out of INACTIVE is StartMixing; this mutex
* serializes inactive sounds. */
RageMutex m_InactiveSoundMutex;
struct stream {
/* Actual audio stream: */
DSoundBuf *pcm;
/* Sound object that's playing on this stream, or NULL if this
* channel is available: */
RageSoundBase *snd;
enum {
INACTIVE,
SETUP,
PLAYING,
FLUSHING,
FINISHED
} state;
int64_t flush_pos; /* state == FLUSHING only */
bool bPaused;
RageTimer start_time;
bool GetData( bool init, bool &bEOF );
stream() { pcm = NULL; snd = NULL; state = INACTIVE; bPaused = false; }
~stream();
};
/* Pool of available streams. */
vector<stream *> stream_pool;
DSound ds;
RageMutex m_Mutex;
bool shutdown; /* tells the MixerThread to shut down */
static int MixerThread_start(void *p);
void MixerThread();
RageThread MixingThread;
/* virtuals: */
void StartMixing( RageSoundBase *snd ); /* used by RageSound */
void StopMixing( RageSoundBase *snd ); /* used by RageSound */
bool PauseMixing( RageSoundBase *snd, bool bStop );
int64_t GetPosition( const RageSoundBase *snd ) const;
void Update();
int GetSampleRate( int rate ) const { return rate; }
};
#endif
/*
* (c) 2002-2004 Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/