#include "global.h" #include "RageSoundReader_Chain.h" #include "RageSoundReader_FileReader.h" #include "RageSoundReader_Resample.h" #include "RageSoundReader_Preload.h" #include "RageLog.h" #include "RageUtil.h" #include "RageSoundMixBuffer.h" #include "RageSoundUtil.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( 0 ); map::iterator it; for( it = m_apLoadedSounds.begin(); it != m_apLoadedSounds.end(); ++it ) delete it->second; } SoundReader *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. */ bool RageSoundReader_Chain::AddSound( RString sPath, float fOffsetSecs, float fPan ) { sPath.MakeLower(); map::const_iterator it; it = m_apLoadedSounds.find( sPath ); if( it == m_apLoadedSounds.end() ) { RString error; SoundReader *pReader = SoundReader_FileReader::OpenFile( sPath, error ); if( pReader == NULL ) { LOG->Warn( "RageSoundReader_Chain: error opening sound \"%s\": %s", sPath.c_str(), error.c_str() ); return false; } m_apLoadedSounds[sPath] = pReader; } sound s; s.sPath = sPath; s.iOffsetMS = lrintf( fOffsetSecs * 1000 ); s.fPan = fPan; m_Sounds.push_back( s ); return true; } /* 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; map::const_iterator it; int iRate = -1; for( it = m_apLoadedSounds.begin(); it != m_apLoadedSounds.end(); ++it ) { if( iRate == -1 ) iRate = it->second->GetSampleRate(); else if( iRate != it->second->GetSampleRate() ) return -1; } return iRate; } void RageSoundReader_Chain::Finish() { /* Remove any sounds that don't have corresponding SoundReaders. */ for( unsigned i = 0; i < m_Sounds.size(); ) { sound &sound = m_Sounds[i]; map::iterator it = m_apLoadedSounds.find( sound.sPath ); if( it == m_apLoadedSounds.end() ) { m_Sounds.erase( m_Sounds.begin()+i ); continue; } ++i; } /* Figure out how many channels we have. */ m_iChannels = 1; map::iterator it; for( it = m_apLoadedSounds.begin(); it != m_apLoadedSounds.end(); ++it ) m_iChannels = max( m_iChannels, it->second->GetNumChannels() ); /* If any sounds have a non-0 pan, we're stereo. */ for( unsigned i = 0; i < m_Sounds.size(); ++i ) if( fabs(m_Sounds[i].fPan) > 0.0001f ) m_iChannels = 2; /* * We might get different sample rates fro mour 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 ) { for( it = m_apLoadedSounds.begin(); it != m_apLoadedSounds.end(); ++it ) { SoundReader *&pSound = it->second; /* We're preprocessing this; let's just use high quality resampling. */ RageSoundReader_Resample *pResample = RageSoundReader_Resample::MakeResampler( RageSoundReader_Resample::RESAMP_HIGHQUALITY ); pResample->Open( pSound ); pResample->SetSampleRate( m_iPreferredSampleRate ); pSound = pResample; } m_iActualSampleRate = m_iPreferredSampleRate; } /* Attempt to preload all sounds. */ for( it = m_apLoadedSounds.begin(); it != m_apLoadedSounds.end(); ++it ) { SoundReader *&pSound = it->second; RageSoundReader_Preload::PreloadSound( pSound ); } /* Sort the sounds by start time. */ sort( m_Sounds.begin(), m_Sounds.end() ); } int RageSoundReader_Chain::SetPosition_Accurate( int ms ) { /* Clear m_apActiveSounds. */ while( !m_apActiveSounds.empty() ) ReleaseSound( 0 ); m_iCurrentFrame = int( int64_t(ms) * m_iActualSampleRate / 1000 ); /* Run through all sounds in the chain, and activate all sounds which have data * at ms. */ for( unsigned i = 0; i < m_Sounds.size(); ++i ) { sound &sound = m_Sounds[i]; /* If this sound is in the future, skip it. */ if( sound.iOffsetMS > ms ) continue; /* Find the SoundReader. */ int n = ActivateSound( sound ); SoundReader *pSound = m_apActiveSounds[n].pSound; int iOffsetMS = ms - sound.iOffsetMS; if( pSound->SetPosition_Accurate(iOffsetMS) == 0 ) { /* We're past the end of this sound. */ ReleaseSound( n ); continue; } } m_iNextSound = GetNextSoundIndex(); /* 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_Sounds.size() ) return 0; return ms; } unsigned RageSoundReader_Chain::ActivateSound( const sound &s ) { SoundReader *pSound = m_apLoadedSounds[s.sPath]; ActiveSound add; add.fPan = s.fPan; add.pSound = pSound->Copy(); m_apActiveSounds.push_back( add ); return m_apActiveSounds.size() - 1; } void RageSoundReader_Chain::ReleaseSound( unsigned n ) { ASSERT_M( n < m_apActiveSounds.size(), ssprintf("%u, %u", n, unsigned(m_apActiveSounds.size())) ); SoundReader *pSound = m_apActiveSounds[n].pSound; delete pSound; m_apActiveSounds.erase( m_apActiveSounds.begin()+n ); } bool RageSoundReader_Chain::IsStreamingFromDisk() const { map::const_iterator it; for( it = m_apLoadedSounds.begin(); it != m_apLoadedSounds.end(); ++it ) if( it->second->IsStreamingFromDisk() ) return true; return false; } /* Find the next sound we'll need to start, if any. m_Sounds is sorted by time. */ unsigned RageSoundReader_Chain::GetNextSoundIndex() const { unsigned iNextSound = 0; while( iNextSound < m_Sounds.size() && m_iCurrentFrame > m_Sounds[iNextSound].GetOffsetFrame(m_iActualSampleRate) ) ++iNextSound; return iNextSound; } int RageSoundReader_Chain::ReadBlock( int16_t *pBuffer, int iFrames ) { /* How many samples should we read before we need to start up a sound? */ int iFramesToRead = INT_MAX; if( m_iNextSound < m_Sounds.size() ) { int iStartFrame = m_iCurrentFrame; int iOffsetFrame = m_Sounds[m_iNextSound].GetOffsetFrame(m_iActualSampleRate); ASSERT_M( iOffsetFrame >= iStartFrame, ssprintf("%i %i", iOffsetFrame, iStartFrame) ); iFramesToRead = iOffsetFrame - iStartFrame; } iFramesToRead = min( iFramesToRead, iFrames ); if( iFramesToRead > 0 && m_apActiveSounds.size() == 1 && m_apActiveSounds.front().fPan == 0 && 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. */ int iBytes = m_apActiveSounds.front().pSound->Read( (char *) pBuffer, iFramesToRead * sizeof(int16_t) * m_iChannels ); if( iBytes == 0 ) ReleaseSound( 0 ); return iBytes / (sizeof(int16_t) * m_iChannels); } if( iFramesToRead > 0 && !m_apActiveSounds.empty() ) { RageSoundMixBuffer mix; /* Read iFramesToRead from each sound. */ int16_t Buffer[2048]; iFramesToRead = min( iFramesToRead, 1024 ); int iMaxFramesRead = 0; for( unsigned i = 0; i < m_apActiveSounds.size(); ) { ActiveSound &s = m_apActiveSounds[i]; SoundReader *pSound = s.pSound; int iSamples = min( iFramesToRead * pSound->GetNumChannels(), ARRAYLEN(Buffer) ); int iBytesRead = pSound->Read( (char *) Buffer, iSamples*sizeof(int16_t) ); if( iBytesRead == -1 || iBytesRead == 0 ) { /* The sound is at EOF. Release it. */ ReleaseSound( i ); continue; } int iSamplesRead = iBytesRead / sizeof(int16_t); int iFramesRead = iSamplesRead / pSound->GetNumChannels(); iMaxFramesRead = max( iMaxFramesRead, iFramesRead ); if( m_iChannels == 2 && pSound->GetNumChannels() == 1 ) { RageSoundUtil::ConvertMonoToStereoInPlace( Buffer, iSamplesRead ); iSamplesRead *= 2; } if( fabsf(s.fPan) > 0.0001f ) RageSoundUtil::Pan( Buffer, iFramesRead, s.fPan ); mix.write( Buffer, iSamplesRead ); ++i; } /* Read mixed frames into the output buffer. */ mix.read( (int16_t *) pBuffer ); return iMaxFramesRead; } /* 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. */ if( iFramesToRead > 0 ) { memset( pBuffer, 0, iFramesToRead * m_iChannels * sizeof(int16_t) ); return iFramesToRead; } return 0; } int RageSoundReader_Chain::Read( char *pBuffer, unsigned iLength ) { int iNumFramesToRead = iLength / (sizeof(int16_t) * m_iChannels); int iTotalFramesRead = 0; /* If we have no sources, and no more sounds to play, EOF. */ while( iNumFramesToRead > 0 && (!m_apActiveSounds.empty() || m_iNextSound < m_Sounds.size()) ) { int iFramesRead = ReadBlock( (int16_t *) pBuffer, iNumFramesToRead ); if( iFramesRead == -1 ) return -1; m_iCurrentFrame += iFramesRead; iNumFramesToRead -= iFramesRead; iTotalFramesRead += iFramesRead; pBuffer += iFramesRead * sizeof(int16_t) * m_iChannels; while( m_iNextSound < m_Sounds.size() && m_iCurrentFrame == m_Sounds[m_iNextSound].GetOffsetFrame(m_iActualSampleRate) ) { sound &sound = m_Sounds[m_iNextSound]; ActivateSound( sound ); ++m_iNextSound; } } return iTotalFramesRead * sizeof(int16_t) * m_iChannels; } int RageSoundReader_Chain::GetLength() const { int iLength = 0; for( unsigned i = 0; i < m_Sounds.size(); ++i ) { const sound &sound = m_Sounds[i]; const SoundReader *pSound = m_apLoadedSounds.find( sound.sPath )->second; 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_Sounds.size(); ++i ) { const sound &sound = m_Sounds[i]; const SoundReader *pSound = m_apLoadedSounds.find( sound.sPath )->second; int iThisLength = pSound->GetLength_Fast(); if( iThisLength ) iLength = max( iLength, iThisLength + sound.iOffsetMS ); } return iLength; } /* * Copyright (c) 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. */