#include "global.h" #include "RageSoundDriver_Null.h" #include "RageTimer.h" #include "RageLog.h" #include "RageSound.h" #include "RageUtil.h" #include "SDL.h" const int channels = 2; const int samplesize = channels*2; /* 16-bit */ const int samplerate = 44100; const int buffersize_frames = 1024*8; /* in frames */ const int buffersize = buffersize_frames * samplesize; /* in bytes */ const int num_chunks = 8; const int chunksize_frames = buffersize_frames / num_chunks; const int chunksize = buffersize / num_chunks; int RageSound_Null::MixerThread_start(void *p) { ((RageSound_Null *) p)->MixerThread(); return 0; } void RageSound_Null::MixerThread() { /* SOUNDMAN will be set once RageSoundManager's ctor returns and * assigns it; we might get here before that happens, though. */ while(!SOUNDMAN && !shutdown) SDL_Delay(10); /* not sure if a nansleep is needed, but certainly helps * when there is LOG->Trace in GetData() */ struct timespec delay, remaining; delay.tv_sec = 0; delay.tv_nsec = 1000; while(!shutdown) { GetData(); nanosleep(&delay, &remaining); } } bool RageSound_Null::GetData() { LockMutex L(SOUNDMAN->lock); /* Create a 32-bit buffer to mix sounds. */ static Sint16 *buf = NULL; int bufsize = chunksize_frames * channels; if(!buf) buf = new Sint16[bufsize]; for(unsigned i = 0; i < sounds.size(); ++i) { if(sounds[i]->stopping) continue; /* Call the callback. */ unsigned got = sounds[i]->snd->GetPCM((char *) buf, chunksize, last_cursor_pos); if(got < chunksize) { /* This sound is finishing. */ sounds[i]->stopping = true; sounds[i]->flush_pos = last_cursor_pos + (got / samplesize); } } // and, do nothing! it's silence //XXX to make timing more accurate, nanosleep here // as if playing the chunk /* Increment last_cursor_pos. */ last_cursor_pos += chunksize_frames; return true; } void RageSound_Null::StartMixing(RageSound *snd) { sound *s = new sound; s->snd = snd; SDL_LockAudio(); sounds.push_back(s); SDL_UnlockAudio(); } void RageSound_Null::Update(float delta) { LockMutex L(SOUNDMAN->lock); /* SoundStopped might erase sounds out from under us, so make a copy * of the sound list. */ vector snds = sounds; for(unsigned i = 0; i < snds.size(); ++i) { if(!sounds[i]->stopping) continue; if(GetPosition(snds[i]->snd) < sounds[i]->flush_pos) continue; /* stopping but still flushing */ /* This sound is done. */ snds[i]->snd->StopPlaying(); } } void RageSound_Null::StopMixing(RageSound *snd) { LockMutex L(SOUNDMAN->lock); /* Find the sound. */ unsigned i; for(i = 0; i < sounds.size(); ++i) if(sounds[i]->snd == snd) break; if(i == sounds.size()) { LOG->Trace("not stopping a sound because it's not playing"); return; } delete sounds[i]; sounds.erase(sounds.begin()+i, sounds.begin()+i+1); } int RageSound_Null::GetPosition(const RageSound *snd) const { LockMutex L(SOUNDMAN->lock); return time(NULL)-startup_time; } RageSound_Null::RageSound_Null() { shutdown = false; last_cursor_pos = 0; startup_time = time(NULL); MixerThreadPtr = SDL_CreateThread(MixerThread_start, this); } RageSound_Null::~RageSound_Null() { /* Signal the mixing thread to quit. */ shutdown = true; LOG->Trace("Shutting down mixer thread ..."); SDL_WaitThread(MixerThreadPtr, NULL); LOG->Trace("Mixer thread shut down."); } float RageSound_Null::GetPlayLatency() const { return 0; /* silence is fast! */ } /* * Copyright (c) 2002 by the person(s) listed below. All rights reserved. * * Glenn Maynard (RageSoundDriver_WaveOut) * * 2003-02 RageSoundDriver_Null created from RageSoundDriver_WaveOut * Aaron VonderHaar */