#include "global.h" #include "RageSoundManager.h" #include "RageSounds.h" #include "RageSound.h" #include "RageLog.h" #include "RageUtil.h" #include "GameState.h" #include "TimingData.h" #include "MsdFile.h" #include "NotesLoaderSM.h" RageSounds *SOUND = NULL; /* * When playing music, automatically search for an SM file for timing data. If one is * found, automatically handle GAMESTATE->m_fSongBeat, etc. * * modf(GAMESTATE->m_fSongBeat) should always be continuously moving from 0 to 1. To do * this, wait before starting a sound until the fractional portion of the beat will be * the same. * * If PlayMusic(length_sec) is set, peek at the beat, and extend the length so we'll be * on the same fractional beat when we loop. (XXX: should we increase fade_len, too? * That would cause the extra pad time to be silence.) */ /* Lock this before touching any of these globals. */ static RageMutex *g_Mutex; static bool g_UpdatingTimer; static bool g_ThreadedMusicStart = true; static bool g_Shutdown; struct MusicPlaying { bool m_TimingDelayed; bool m_HasTiming; /* The timing data that we're currently using. */ TimingData m_Timing; /* If m_TimingDelayed is true, this will be the timing data for the song that's starting. * We'll copy it to m_Timing once sound is heard. */ TimingData m_NewTiming; RageSound m_Music; MusicPlaying() { m_Timing.AddBPMSegment( BPMSegment(0,120) ); m_NewTiming.AddBPMSegment( BPMSegment(0,120) ); m_HasTiming = false; m_TimingDelayed = false; } }; struct MusicToPlay { CString file, timing_file; bool HasTiming; bool force_loop; float start_sec, length_sec, fade_len; }; static MusicToPlay g_MusicToPlay; static MusicPlaying *g_Playing; static RageThread MusicThread; void StartPlayingQueuedMusic( const RageTimer &when, const MusicToPlay &ToPlay, MusicPlaying &Playing ) { Playing.m_HasTiming = ToPlay.HasTiming; Playing.m_TimingDelayed = true; Playing.m_Music.Load( ToPlay.file, false ); if( ToPlay.force_loop ) Playing.m_Music.SetStopMode( RageSound::M_LOOP ); Playing.m_Music.SetStartSeconds( ToPlay.start_sec ); if( ToPlay.length_sec == -1 ) Playing.m_Music.SetLengthSeconds(); else Playing.m_Music.SetLengthSeconds( ToPlay.length_sec ); Playing.m_Music.SetFadeLength( ToPlay.fade_len ); Playing.m_Music.SetPositionSeconds(); Playing.m_Music.SetStartTime( when ); Playing.m_Music.StartPlaying(); } void StartQueuedMusic( MusicToPlay &ToPlay ) { LockMutex L( *g_Mutex ); MusicPlaying *NewMusic = new MusicPlaying; NewMusic->m_Timing = g_Playing->m_Timing; /* See if we can find timing data. */ ToPlay.HasTiming = false; if( IsAFile(ToPlay.timing_file) ) { LOG->Trace("Found '%s'", ToPlay.timing_file.c_str()); MsdFile msd; bool bResult = msd.ReadFile( ToPlay.timing_file ); if( !bResult ) LOG->Warn( "Couldn't load %s, \"%s\"", ToPlay.timing_file.c_str(), msd.GetError().c_str() ); else { SMLoader::LoadTimingFromSMFile( msd, NewMusic->m_NewTiming ); ToPlay.HasTiming = true; } } if( ToPlay.HasTiming && ToPlay.force_loop && ToPlay.length_sec != -1 ) { float fStartBeat = NewMusic->m_NewTiming.GetBeatFromElapsedTime( ToPlay.start_sec ); float fEndSec = ToPlay.start_sec + ToPlay.length_sec; float fEndBeat = NewMusic->m_NewTiming.GetBeatFromElapsedTime( fEndSec ); const float fStartBeatFraction = fmodfp( fStartBeat, 1 ); const float fEndBeatFraction = fmodfp( fEndBeat, 1 ); float fBeatDifference = fStartBeatFraction - fEndBeatFraction; if( fBeatDifference < 0 ) fBeatDifference += 1.0f; /* unwrap */ fEndBeat += fBeatDifference; float fRealEndSec = NewMusic->m_NewTiming.GetElapsedTimeFromBeat( fEndBeat ); ToPlay.length_sec = fRealEndSec - ToPlay.start_sec; } bool StartImmediately = false; if( !ToPlay.HasTiming ) { /* This song has no real timing data. The offset is arbitrary. Change it so * the beat will line up to where we are now, so we don't have to delay. */ float fDestBeat = fmodfp( GAMESTATE->m_fSongBeat, 1 ); float fTime = NewMusic->m_NewTiming.GetElapsedTimeFromBeat( fDestBeat ); NewMusic->m_NewTiming.m_fBeat0OffsetInSeconds = fTime; StartImmediately = true; } /* If we have an active timer, try to start on the next update. Otherwise, * start now. */ if( !g_Playing->m_HasTiming && !g_UpdatingTimer ) StartImmediately = true; 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_Playing->m_Timing.GetBeatFromElapsedTime( fCurSecond ); const float fCurBeatFraction = fmodfp( fCurBeat,1 ); /* The beat that the new sound will start on. */ const float fStartBeat = NewMusic->m_NewTiming.GetBeatFromElapsedTime( ToPlay.start_sec ); float fStartBeatFraction = fmodfp( fStartBeat, 1 ); if( fStartBeatFraction < fCurBeatFraction ) fStartBeatFraction += 1.0f; /* unwrap */ const float fCurBeatToStartOn = truncf(fCurBeat) + fStartBeatFraction; const float fSecondToStartOn = g_Playing->m_Timing.GetElapsedTimeFromBeat( fCurBeatToStartOn ); const float fDistance = fSecondToStartOn - fCurSecond; when = GAMESTATE->m_LastBeatUpdate + PresumedLatency + fDistance; } /* Important: don't hold the mutex while we load the actual sound. */ L.Unlock(); StartPlayingQueuedMusic( when, ToPlay, *NewMusic ); LockMut( *g_Mutex ); delete g_Playing; g_Playing = NewMusic; } int MusicThread_start( void *p ) { while( !g_Shutdown ) { SDL_Delay( 10 ); LockMutex L( *g_Mutex ); if( !g_MusicToPlay.file.size() ) continue; /* We have a sound to start. Don't keep the lock while we do this; if another * music tries to start in the meantime, it'll cause a skip. */ MusicToPlay ToPlay = g_MusicToPlay; g_MusicToPlay.file = ""; L.Unlock(); StartQueuedMusic( ToPlay ); } return 0; } RageSounds::RageSounds() { /* Init RageSoundMan first: */ ASSERT( SOUNDMAN ); g_Mutex = new RageMutex; g_Playing = new MusicPlaying; g_UpdatingTimer = false; if( g_ThreadedMusicStart ) { g_Shutdown = false; MusicThread.SetName( "MusicThread" ); MusicThread.Create( MusicThread_start, this ); } } RageSounds::~RageSounds() { if( g_ThreadedMusicStart ) { /* Signal the mixing thread to quit. */ g_Shutdown = true; LOG->Trace("Shutting down music start thread ..."); MusicThread.Wait(); LOG->Trace("Music start thread shut down."); } delete g_Playing; delete g_Mutex; } void RageSounds::Update( float fDeltaTime ) { LockMut( *g_Mutex ); if( !g_UpdatingTimer ) return; if( !g_Playing->m_Music.IsPlaying() ) { /* There's no song playing. Fake it. */ GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSeconds + fDeltaTime, g_Playing->m_Timing ); return; } /* 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_Playing->m_Music.GetPositionSeconds( &approximate ); if( g_Playing->m_TimingDelayed && !approximate ) { /* We've passed the start position of the new sound, so we should be OK. * Load up the new timing data. */ g_Playing->m_Timing = g_Playing->m_NewTiming; g_Playing->m_TimingDelayed = false; } if( approximate ) { /* We're still waiting for the new sound to start playing, so keep using the * old timing data and fake the time. */ GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSeconds + fDeltaTime, g_Playing->m_Timing ); return; } GAMESTATE->UpdateSongPosition( fSeconds, g_Playing->m_Timing ); } CString RageSounds::GetMusicPath() const { LockMut( *g_Mutex ); return g_Playing->m_Music.GetLoadedFilePath(); } /* This function should not touch the disk at all. */ void RageSounds::PlayMusic( const CString &file, const CString &timing_file, bool force_loop, float start_sec, float length_sec, float fade_len ) { LockMut( *g_Mutex ); // LOG->Trace("play '%s' (current '%s')", file.c_str(), g_Playing->m_Music.GetLoadedFilePath().c_str()); if( g_Playing->m_Music.IsPlaying() ) { if( !g_Playing->m_Music.GetLoadedFilePath().CompareNoCase(file) ) return; // do nothing g_Playing->m_Music.StopPlaying(); } g_Playing->m_Music.Unload(); /* If file is blank, just stop. */ if( file.empty() ) return; MusicToPlay ToPlay; ToPlay.file = file; ToPlay.force_loop = force_loop; ToPlay.start_sec = start_sec; ToPlay.length_sec = length_sec; ToPlay.fade_len = fade_len; ToPlay.timing_file = timing_file; /* If no timing file was specified, look for one in the same place as the music file. */ if( ToPlay.timing_file == "" ) ToPlay.timing_file = SetExtension( file, "sm" ); if( g_ThreadedMusicStart ) { g_MusicToPlay = ToPlay; /* XXX: kick the music start thread */ } else StartQueuedMusic( ToPlay ); } void RageSounds::HandleSongTimer( bool on ) { LockMut( *g_Mutex ); g_UpdatingTimer = on; } void RageSounds::PlayOnce( CString sPath ) { SOUNDMAN->PlayOnce( sPath ); } void RageSounds::PlayOnceFromDir( CString PlayOnceFromDir ) { SOUNDMAN->PlayOnceFromDir( PlayOnceFromDir ); } float RageSounds::GetPlayLatency() const { return SOUNDMAN->GetPlayLatency(); } /* ----------------------------------------------------------------------------- Copyright (c) 2002-2003 by the person(s) listed below. All rights reserved. Glenn Maynard ----------------------------------------------------------------------------- */