#include "global.h" #include "RageSoundReader_Chain.h" #include "RageSoundReader_FileReader.h" #include "RageSoundReader_Resample_Good.h" #include "RageSoundReader_Preload.h" #include "RageSoundReader_Pan.h" #include "RageLog.h" #include "RageUtil.h" #include "RageSoundMixBuffer.h" #include "RageSoundUtil.h" #include "Foreach.h" /* * Keyed sounds should pass this object to SoundReader_Preload, to preprocess it. * Streaming more than two or three sounds is too expensive (keyed games can play * two dozen), and reading from disk is too latent. * * This can also be used for chained background music, which should always stream, * so we don't do the preloading in here. */ RageSoundReader_Chain::RageSoundReader_Chain() { m_iPreferredSampleRate = 44100; m_iActualSampleRate = -1; m_iChannels = 0; m_iCurrentFrame = 0; m_iNextSound = 0; } RageSoundReader_Chain::~RageSoundReader_Chain() { /* Clear m_apActiveSounds. */ while( !m_apActiveSounds.empty() ) ReleaseSound( m_apActiveSounds.front() ); FOREACH( RageSoundReader *, m_apLoadedSounds, it ) delete *it; } RageSoundReader_Chain *RageSoundReader_Chain::Copy() const { // XXX FAIL_M("unimplemented"); } /* The same sound may be used several times, and by several different chains. Avoid * loading the same sound multiple times. We need to make a Copy() if we need to * read it more than once at a time. */ void RageSoundReader_Chain::AddSound( int iIndex, float fOffsetSecs, float fPan ) { if( iIndex == -1 ) return; Sound s; s.iIndex = iIndex; s.iOffsetMS = lrintf( fOffsetSecs * 1000 ); s.fPan = fPan; s.pSound = NULL; m_aSounds.push_back( s ); } int RageSoundReader_Chain::LoadSound( RString sPath ) { sPath.MakeLower(); map::const_iterator it = m_apNamedSounds.find( sPath ); if( it != m_apNamedSounds.end() ) { const RageSoundReader *pReader = it->second; for( int i = 0; i < (int) m_apLoadedSounds.size(); ++i ) if( m_apLoadedSounds[i] == pReader ) return i; FAIL_M( sPath ); } RString sError; bool bPrebuffer; RageSoundReader *pReader = RageSoundReader_FileReader::OpenFile( sPath, sError, &bPrebuffer ); if( pReader == NULL ) { LOG->Warn( "RageSoundReader_Chain: error opening sound \"%s\": %s", sPath.c_str(), sError.c_str() ); return -1; } m_apNamedSounds[sPath] = pReader; m_apLoadedSounds.push_back( m_apNamedSounds[sPath] ); return m_apLoadedSounds.size()-1; } int RageSoundReader_Chain::LoadSound( RageSoundReader *pSound ) { m_apLoadedSounds.push_back( pSound ); return m_apLoadedSounds.size()-1; } /* If every sound has the same sample rate, return it. Otherwise, return -1. */ int RageSoundReader_Chain::GetSampleRateInternal() const { if( m_apLoadedSounds.empty() ) return m_iPreferredSampleRate; int iRate = -1; FOREACH_CONST( RageSoundReader *, m_apLoadedSounds, it ) { if( iRate == -1 ) iRate = (*it)->GetSampleRate(); else if( iRate != (*it)->GetSampleRate() ) return -1; } return iRate; } void RageSoundReader_Chain::Finish() { /* Figure out how many channels we have. All sounds must either have 1 or 2 channels, * which will be converted as needed, or have the same number of channels. */ m_iChannels = 1; FOREACH( RageSoundReader *, m_apLoadedSounds, it ) m_iChannels = max( m_iChannels, (*it)->GetNumChannels() ); if( m_iChannels > 2 ) { FOREACH( RageSoundReader *, m_apLoadedSounds, it ) { if( (*it)->GetNumChannels() != m_iChannels ) { LOG->Warn( "Discarded sound with %i channels, not %i", (*it)->GetNumChannels(), m_iChannels ); delete (*it); (*it) = NULL; } } } /* Remove any sounds that don't have corresponding RageSoundReaders. */ for( unsigned i = 0; i < m_aSounds.size(); ) { Sound &sound = m_aSounds[i]; if( m_apLoadedSounds[sound.iIndex] == NULL ) { m_aSounds.erase( m_aSounds.begin()+i ); continue; } ++i; } /* * We might get different sample rates from our sources. If they're all the same * sample rate, just leave it alone, so the whole sound can be resampled as a group. * If not, resample eveything to the preferred rate. (Using the preferred rate * should avoid redundant resampling later.) */ m_iActualSampleRate = GetSampleRateInternal(); if( m_iActualSampleRate == -1 ) { FOREACH( RageSoundReader *, m_apLoadedSounds, it ) { RageSoundReader *&pSound = (*it); RageSoundReader_Resample_Good *pResample = new RageSoundReader_Resample_Good( pSound, m_iPreferredSampleRate ); pSound = pResample; } m_iActualSampleRate = m_iPreferredSampleRate; } /* Attempt to preload all sounds. */ FOREACH( RageSoundReader *, m_apLoadedSounds, it ) { RageSoundReader *&pSound = (*it); RageSoundReader_Preload::PreloadSound( pSound ); } /* Sort the sounds by start time. */ sort( m_aSounds.begin(), m_aSounds.end() ); } int RageSoundReader_Chain::SetPosition( int iFrame ) { /* Clear m_apActiveSounds. */ while( !m_apActiveSounds.empty() ) ReleaseSound( m_apActiveSounds.front() ); m_iCurrentFrame = iFrame; /* Run through all sounds in the chain, and activate all sounds which have data * at iFrame. */ for( m_iNextSound = 0; m_iNextSound < m_aSounds.size(); ++m_iNextSound ) { Sound *pSound = &m_aSounds[m_iNextSound]; int iOffsetFrame = pSound->GetOffsetFrame( GetSampleRate() ); /* If this sound is in the future, skip it. */ if( iOffsetFrame > iFrame ) break; /* Find the RageSoundReader. */ ActivateSound( pSound ); RageSoundReader *pReader = pSound->pSound; int iOffsetFrames = iFrame - iOffsetFrame; if( pReader->SetPosition(iOffsetFrames) == 0 ) { /* We're past the end of this sound. */ ReleaseSound( pSound ); continue; } } /* If no sounds were started, and we have no sounds ahead of us, we've seeked * past EOF. */ if( m_apActiveSounds.empty() && m_iNextSound == m_aSounds.size() ) return 0; return 1; } void RageSoundReader_Chain::ActivateSound( Sound *s ) { RageSoundReader *pSound = m_apLoadedSounds[s->iIndex]; s->pSound = pSound->Copy(); /* Add a balance filter. If this source has the same number of channels * as this sound, and does not need to be panned, we can omit this. */ if( s->fPan != 0.0f || s->pSound->GetNumChannels() != this->GetNumChannels() ) { s->pSound = new RageSoundReader_Pan( s->pSound ); s->pSound->SetProperty( "Pan", s->fPan ); } m_apActiveSounds.push_back( s ); } void RageSoundReader_Chain::ReleaseSound( Sound *s ) { vector::iterator it = find( m_apActiveSounds.begin(), m_apActiveSounds.end(), s ); ASSERT( it != m_apActiveSounds.end() ); RageSoundReader *&pSound = s->pSound; delete pSound; pSound = NULL; m_apActiveSounds.erase( it ); } bool RageSoundReader_Chain::SetProperty( const RString &sProperty, float fValue ) { bool bRet = false; for( unsigned i = 0; i < m_apActiveSounds.size(); ++i ) { if( m_apActiveSounds[i]->pSound->SetProperty(sProperty, fValue) ) bRet = true; } return bRet; } int RageSoundReader_Chain::GetNextSourceFrame() const { return m_iCurrentFrame; /* if( m_apActiveSounds.empty() ) return m_iCurrentFrame; int iPosition = m_apActiveSounds[0]->pSound->GetNextSourceFrame(); iPosition += m_apActiveSounds[0]->GetOffsetFrame( GetSampleRate() ); for( unsigned i = 1; i < m_apActiveSounds.size(); ++i ) { int iThisPosition = m_apActiveSounds[i]->pSound->GetNextSourceFrame(); iThisPosition += m_apActiveSounds[i]->GetOffsetFrame( GetSampleRate() ); if( iThisPosition != iPosition ) LOG->Warn( "RageSoundReader_Chain: sound positions moving at different rates" ); } return iPosition; */ } float RageSoundReader_Chain::GetStreamToSourceRatio() const { if( m_apActiveSounds.empty() ) return 1.0f; float iRate = m_apActiveSounds[0]->pSound->GetStreamToSourceRatio(); for( unsigned i = 1; i < m_apActiveSounds.size(); ++i ) { if( m_apActiveSounds[i]->pSound->GetStreamToSourceRatio() != iRate ) LOG->Warn( "RageSoundReader_Chain: sound rates changing differently" ); } return iRate; } /* As we iterate through the sound tree, we'll find that we need data from different * sounds; a sound may be needed by more than one other sound. */ int RageSoundReader_Chain::Read( float *pBuffer, int iFrames ) { while( m_iNextSound < m_aSounds.size() && m_iCurrentFrame == m_aSounds[m_iNextSound].GetOffsetFrame(m_iActualSampleRate) ) { Sound *pSound = &m_aSounds[m_iNextSound]; ActivateSound( pSound ); ++m_iNextSound; } if( m_iNextSound == m_aSounds.size() && m_apActiveSounds.empty() ) return END_OF_FILE; /* Clamp iFrames to the beginning of the next sound we need to start. */ if( m_iNextSound < m_aSounds.size() ) { int iOffsetFrame = m_aSounds[m_iNextSound].GetOffsetFrame( m_iActualSampleRate ); ASSERT_M( iOffsetFrame >= m_iCurrentFrame, ssprintf("%i %i", iOffsetFrame, m_iCurrentFrame) ); int iFramesToRead = iOffsetFrame - m_iCurrentFrame; iFrames = min( iFramesToRead, iFrames ); } if( m_apActiveSounds.size() == 1 && m_apActiveSounds.front()->pSound->GetNumChannels() == m_iChannels && m_apActiveSounds.front()->pSound->GetSampleRate() == m_iActualSampleRate ) { /* We have only one source, and it matches our target. Don't mix; read * directly from the source into the destination. This is to optimize * the common case of having one BGM track and no autoplay sounds. */ iFrames = m_apActiveSounds.front()->pSound->Read( pBuffer, iFrames ); if( iFrames < 0 ) ReleaseSound( m_apActiveSounds.front() ); if( iFrames > 0 ) m_iCurrentFrame += iFrames; return iFrames; } if( m_apActiveSounds.empty() ) { /* If we have more sounds ahead of us, pretend we read the entire block, since * there's silence in between. Otherwise, we're at EOF. */ memset( pBuffer, 0, iFrames * m_iChannels * sizeof(float) ); m_iCurrentFrame += iFrames; return iFrames; } RageSoundMixBuffer mix; /* Read iFrames from each sound. */ float Buffer[2048]; iFrames = min( iFrames, (int) (ARRAYLEN(Buffer) / m_iChannels) ); for( unsigned i = 0; i < m_apActiveSounds.size(); ) { RageSoundReader *pSound = m_apActiveSounds[i]->pSound; ASSERT( pSound->GetNumChannels() == m_iChannels ); // guaranteed by ActivateSound and Finish /* If we receive less than we were asked for, keep asking for more data. Most * filters would simply return what they have in this situation, but we want * to deal transparently with separate sounds returning differently-sized partial * blocks. */ int iFramesRead = 0; while( iFramesRead < iFrames ) { int iGotFrames = pSound->RetriedRead( Buffer, iFrames - iFramesRead ); if( iGotFrames < 0 ) { iFramesRead = iGotFrames; break; } mix.SetWriteOffset( iFramesRead * pSound->GetNumChannels() ); mix.write( Buffer, iGotFrames * pSound->GetNumChannels() ); iFramesRead += iGotFrames; } if( iFramesRead < 0 ) ReleaseSound( m_apActiveSounds[i] ); else ++i; } /* Read mixed frames into the output buffer. */ int iMaxFramesRead = mix.size() / m_iChannels; mix.read( pBuffer ); m_iCurrentFrame += iMaxFramesRead; return iMaxFramesRead; } int RageSoundReader_Chain::GetLength() const { int iLength = 0; for( unsigned i = 0; i < m_aSounds.size(); ++i ) { const Sound &sound = m_aSounds[i]; const RageSoundReader *pSound = m_apLoadedSounds[sound.iIndex]; int iThisLength = pSound->GetLength(); if( iThisLength ) iLength = max( iLength, iThisLength + sound.iOffsetMS ); } return iLength; } int RageSoundReader_Chain::GetLength_Fast() const { int iLength = 0; for( unsigned i = 0; i < m_aSounds.size(); ++i ) { const Sound &sound = m_aSounds[i]; const RageSoundReader *pSound = m_apLoadedSounds[sound.iIndex]; int iThisLength = pSound->GetLength_Fast(); if( iThisLength ) iLength = max( iLength, iThisLength + sound.iOffsetMS ); } return iLength; } /* * Copyright (c) 2004-2006 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. */