/* * Handle loading and decoding of sounds through SDL_sound. This file * is portable; actual playing is handled in RageSoundManager. * For small files, pre-decode the entire file into a regular buffer. We * might want to play many samples at once, and we don't want to have to decode * 5-10 mp3s simultaneously during play. * * For larger files, decode them on the fly. These are usually music, and there's * usually only one of those playing at a time. When we get updates, decode data * at the same rate we're playing it. If we don't do this, and we're being read * in large chunks, we're forced to decode in larger chunks as well, which can * cause framerate problems. * * Error handling: * Decoding errors (eg. CRC failures) will be recovered from when possible. * * When they can't be recovered, the sound will stop (unless loop or !autostop) * and the error will be available in GetError(). * * Seeking past the end of the file will throw a warning and rewind. */ #include "global.h" #include "RageSound.h" #include "RageSoundManager.h" #include "RageUtil.h" #include "RageLog.h" #include "RageException.h" #include "PrefsManager.h" #include "arch/ArchHooks/ArchHooks.h" #include "RageSoundReader_Preload.h" #include "RageSoundReader_Resample.h" #include "RageSoundReader_FileReader.h" const int channels = 2; const int framesize = 2 * channels; /* 16-bit */ #define samplerate() Sample->GetSampleRate() /* The most data to buffer when streaming. This should generally be at least as large * as the largest hardware buffer. */ const int internal_buffer_size = 1024*16; /* The amount of data to read from SDL_sound at once. */ const unsigned read_block_size = 1024; /* The number of frames we should keep pos_map data for. This being too high * is mostly harmless; the data is small. */ const int pos_map_backlog_frames = 100000; RageSoundParams::RageSoundParams(): StartTime( RageZeroTimer ) { m_StartSecond = 0; m_LengthSeconds = -1; m_FadeLength = 0; m_Volume = -1.0f; // use SOUNDMAN->GetMixVolume() m_Balance = 0; // center speed_input_samples = speed_output_samples = 1; AccurateSync = false; StopMode = M_AUTO; } RageSound::RageSound() { ASSERT(SOUNDMAN); LockMut(SOUNDMAN->lock); original = this; Sample = NULL; position = 0; stopped_position = 0; playing = false; databuf.reserve(internal_buffer_size); /* Register ourself, so we have a unique ID and receive Update()s. */ ID = SOUNDMAN->RegisterSound( this ); } RageSound::~RageSound() { /* If we're a "master" sound (not a copy), tell RageSoundManager to * stop mixing us and everything that's copied from us. */ if(original == this) SOUNDMAN->StopPlayingAllCopiesOfSound(*this); Unload(); /* Unregister ourself. */ SOUNDMAN->UnregisterSound( this ); } RageSound::RageSound(const RageSound &cpy): RageSoundBase( cpy ) { ASSERT(SOUNDMAN); LockMut(SOUNDMAN->lock); Sample = NULL; original = cpy.original; m_Param = cpy.m_Param; position = cpy.position; stopped_position = cpy.stopped_position; playing = false; databuf.reserve(internal_buffer_size); Sample = cpy.Sample->Copy(); /* Load() won't work on a copy if m_sFilePath is already set, so * copy this down here. */ m_sFilePath = cpy.m_sFilePath; /* Register ourself, so we receive Update()s. We have a different ID than * our parent. */ ID = SOUNDMAN->RegisterSound( this ); } void RageSound::Unload() { if(IsPlaying()) StopPlaying(); delete Sample; Sample = NULL; m_sFilePath = ""; databuf.clear(); } void RageSound::Fail(CString reason) { LOG->Warn("Decoding %s failed: %s", GetLoadedFilePath().c_str(), reason.c_str() ); error = reason; } bool RageSound::Load(CString sSoundFilePath, int precache) { LOG->Trace( "RageSound::LoadSound( '%s' )", sSoundFilePath.c_str() ); if(precache == 2) precache = false; /* Don't load over copies. */ ASSERT(original == this || m_sFilePath == ""); Unload(); m_sFilePath = sSoundFilePath; position = stopped_position = 0; CString error; Sample = SoundReader_FileReader::OpenFile( m_sFilePath, error ); if( Sample == NULL ) RageException::Throw( "RageSoundManager::RageSoundManager: error opening sound '%s': '%s'", m_sFilePath.c_str(), error.c_str()); const int NeededRate = SOUNDMAN->GetDriverSampleRate( Sample->GetSampleRate() ); if( NeededRate != Sample->GetSampleRate() ) { RageSoundReader_Resample *Resample = RageSoundReader_Resample::MakeResampler( (RageSoundReader_Resample::ResampleQuality) PREFSMAN->m_iSoundResampleQuality ); Resample->Open(Sample); Resample->SetSampleRate( NeededRate ); Sample = Resample; } /* Try to precache. */ if(precache) { SoundReader_Preload *Preload = new SoundReader_Preload; if(Preload->Open(Sample)) { Sample = Preload; } else { /* Preload failed. It read some data, so we need to rewind the * reader. */ Sample->SetPosition_Fast(0); delete Preload; } } return true; } /* Read data at the rate we're playing it. We only do this to smooth out the rate * we read data; the sound thread will always read more if it's needed. * * Actually, this isn't a good idea. The sound driver will read in small chunks, * interleaving between files. For example, if four files are playing, and each * is two chunks behind, it'll read a chunk from each file twice, instead of reading * two chunks for each file at a time, which reduces the chance of underrun. */ void RageSound::Update(float delta) { LockMut(SOUNDMAN->lock); /* Erase old pos_map data. */ CleanPosMap( pos_map ); } /* Return the number of bytes available in the input buffer. */ int RageSound::Bytes_Available() const { return databuf.num_readable(); } void RageSound::RateChange(char *buf, int &cnt, int speed_input_samples, int speed_output_samples, int channels) { if(speed_input_samples == speed_output_samples) return; /* Rate change. Change speed_input_samples into speed_output_samples. * Do this per-channel. */ static char *inbuf_tmp = NULL; static int maxcnt = 0; if(cnt > maxcnt) { maxcnt = cnt; delete [] inbuf_tmp; inbuf_tmp = new char[cnt]; } memcpy(inbuf_tmp, buf, cnt); for(int c = 0; c < channels; ++c) { const Sint16 *in = (const Sint16 *) inbuf_tmp; Sint16 *out = (Sint16 *) buf; in += c; out += c; for(unsigned n = 0; n < cnt/(channels * sizeof(Sint16)); n += speed_input_samples) { /* Input 4 samples, output 5; 25% slowdown with no * rounding error. */ Sint16 samps[20]; // max 2x rate ASSERT(size_t(speed_input_samples) <= sizeof(samps)/sizeof(*samps)); int s; for(s = 0; s < speed_input_samples; ++s) { samps[s] = *in; in += channels; } float pos = 0; float incr = float(speed_input_samples) / speed_output_samples; for(s = 0; s < speed_output_samples; ++s) { float frac = pos - floorf(pos); int p = int(pos); int val = int(samps[p] * (1-frac)); if(s+1 < speed_output_samples) val += int(samps[p+1] * frac); *out = Sint16(val); pos += incr; out += channels; } } } cnt = (cnt * speed_output_samples) / speed_input_samples; } /* Fill the buffer by about "bytes" worth of data. (We might go a little * over, and we won't overflow our buffer.) Return the number of bytes * actually read; 0 = EOF. */ int RageSound::FillBuf( int frames ) { LockMut(SOUNDMAN->lock); ASSERT(Sample); bool got_something = false; while( frames > 0 ) { if(read_block_size > databuf.num_writable()) break; /* full */ char inbuf[10240]; unsigned read_size = read_block_size; int cnt = 0; if( m_Param.speed_input_samples != m_Param.speed_output_samples ) { /* Read enough data to produce read_block_size. */ read_size = read_size * m_Param.speed_input_samples / m_Param.speed_output_samples; /* Read in blocks that are a multiple of a sample, the number of * channels and the number of input samples. */ int block_size = sizeof(Sint16) * channels * m_Param.speed_input_samples; read_size = (read_size / block_size) * block_size; ASSERT(read_size < sizeof(inbuf)); } ASSERT(read_size < sizeof(inbuf)); cnt = Sample->Read(inbuf, read_size); if(cnt == 0) return got_something; /* EOF */ if(cnt == -1) { Fail(Sample->GetError()); /* Pretend we got EOF. */ return 0; } RateChange( inbuf, cnt, m_Param.speed_input_samples, m_Param.speed_output_samples, channels ); /* Add the data to the buffer. */ databuf.write((const char *) inbuf, cnt); frames -= cnt/framesize; got_something = true; } return got_something; } /* Get a block of data from the input. If buffer is NULL, just return the amount * that would be read. */ int RageSound::GetData( char *buffer, int frames ) { if( m_Param.m_LengthSeconds != -1 ) { /* We have a length; only read up to the end. */ const float LastSecond = m_Param.m_StartSecond + m_Param.m_LengthSeconds; int FramesToRead = int(LastSecond*samplerate()) - position; /* If it's negative, we're past the end, so cap it at 0. Don't read * more than size. */ frames = clamp( FramesToRead, 0, frames ); } int got; if( position < 0 ) { /* We havn't *really* started playing yet, so just feed silence. How * many more bytes of silence do we need? */ got = -position; got = min( got, frames ); if( buffer ) memset( buffer, 0, got*framesize ); } else { /* Feed data out of our streaming buffer. */ ASSERT(Sample); got = min( int(databuf.num_readable()/framesize), frames ); if( buffer ) databuf.read( buffer, got*framesize ); } return got; } /* Retrieve audio data, for mixing. At the time of this call, the frameno at which the * sound will be played doesn't have to be known. Once committed, and the frameno * is known, call CommitPCMData. size is in bytes. * * If the data returned is at the end of the stream, return false. * * size is in frames * sound_frame is in frames (abstract) */ bool RageSound::GetDataToPlay( int16_t *buffer, int size, int &sound_frame, int &frames_stored ) { int NumRewindsThisCall = 0; LockMut(SOUNDMAN->lock); ASSERT(playing); frames_stored = 0; sound_frame = position; while( 1 ) { /* If we don't have any data left buffered, fill the buffer by * up to as much as we need. */ if( !Bytes_Available() ) FillBuf( size ); /* Get a block of data. */ int got_frames = GetData( (char *) buffer, size ); if( !got_frames ) { /* EOF. */ switch( GetStopMode() ) { case RageSoundParams::M_STOP: /* Not looping. Normally, we'll just stop here. */ return false; case RageSoundParams::M_LOOP: /* Rewind and restart. */ NumRewindsThisCall++; if(NumRewindsThisCall > 3) { /* We're rewinding a bunch of times in one call. This probably means * that the length is too short. It might also mean that the start * position is very close to the end of the file, so we're looping * over the remainder. If we keep doing this, we'll chew CPU rewinding, * so stop. */ LOG->Warn( "Sound %s is busy looping. Sound stopped (start = %f, length = %f)", GetLoadedFilePath().c_str(), m_Param.m_StartSecond, m_Param.m_LengthSeconds ); return false; } /* Rewind and start over. */ SetPositionSeconds( m_Param.m_StartSecond ); /* Make sure we can get some data. If we can't, then we'll have * nothing to send and we'll just end up coming back here. */ if( !Bytes_Available() ) FillBuf( size ); if( GetData(NULL, size) == 0 ) { LOG->Warn( "Can't loop data in %s; no data available at start point %f", GetLoadedFilePath().c_str(), m_Param.m_StartSecond ); /* Stop here. */ return false; } continue; case RageSoundParams::M_CONTINUE: /* Keep playing silence. */ memset( buffer, 0, size*framesize ); got_frames = size; break; default: ASSERT(0); } } /* This block goes from position to position+got_frames. */ /* We want to fade when there's FADE_TIME seconds left, but if * m_LengthFrames is -1, we don't know the length we're playing. * (m_LengthFrames is the length to play, not the length of the * source.) If we don't know the length, don't fade. */ if( m_Param.m_FadeLength != 0 && m_Param.m_LengthSeconds != -1 ) { Sint16 *p = (Sint16 *) buffer; int this_position = position; for(int samp = 0; samp < got_frames; ++samp) { const float fLastSecond = m_Param.m_StartSecond+m_Param.m_LengthSeconds; const float fSecsUntilSilent = fLastSecond - float(this_position) / samplerate(); float fVolPercent = fSecsUntilSilent / m_Param.m_FadeLength; fVolPercent = clamp(fVolPercent, 0.f, 1.f); for(int i = 0; i < channels; ++i) { *p = short(*p * fVolPercent); p++; } this_position++; } } if( m_Param.m_Balance != 0 ) { Sint16 *p = (Sint16 *) buffer; float fBalance = m_Param.m_Balance; bool bSwap = fBalance < 0; if( bSwap ) fBalance = -fBalance; float fLeftFactors[2] ={ 1-fBalance, 0 }; float fRightFactors[2] = { SCALE( fBalance, 0, 1, 0.5f, 0 ), SCALE( fBalance, 0, 1, 0.5f, 1 ) }; if( bSwap ) { swap( fLeftFactors[0], fRightFactors[0] ); swap( fLeftFactors[1], fRightFactors[1] ); } RAGE_ASSERT_M( channels == 2, ssprintf("%i", channels) ); for( int samp = 0; samp < got_frames; ++samp ) { Sint16 l = Sint16(p[0]*fLeftFactors[0] + p[1]*fLeftFactors[1]); Sint16 r = Sint16(p[0]*fRightFactors[0] + p[1]*fRightFactors[1]); p[0] = l; p[1] = r; p+=2; } } sound_frame = position; frames_stored = got_frames; position += got_frames; return true; } } /* Indicate that a block of audio data has been written to the device. */ void RageSound::CommitPlayingPosition( int64_t frameno, int pos, int got_frames ) { LockMut(SOUNDMAN->lock); if( pos_map.size() ) { /* Optimization: If the last entry lines up with this new entry, just merge them. */ pos_map_t &last = pos_map.back(); if( last.frameno+last.frames == frameno && last.position+last.frames == pos ) { last.frames += got_frames; return; } } pos_map.push_back( pos_map_t( frameno, pos, got_frames ) ); } /* Called by the mixer: return a block of sound data. * Be careful; this is called in a separate thread. */ int RageSound::GetPCM( char *buffer, int size, int64_t frameno ) { LockMut(SOUNDMAN->lock); ASSERT(playing); /* * "frameno" is the audio driver's conception of time. "position" * is ours. Keep track of frameno->position mappings. * * This way, when we query the time later on, we can derive position * values from the frameno values returned from GetPosition. */ /* Now actually put data from the correct buffer into the output. */ int bytes_stored = 0; while( bytes_stored < size ) { int pos, got_frames; bool eof = !GetDataToPlay( (int16_t *)(buffer+bytes_stored), (size-bytes_stored)/framesize, pos, got_frames ); /* Save this frameno/position map. */ SOUNDMAN->CommitPlayingPosition( GetID(), frameno, pos, got_frames ); bytes_stored += got_frames * framesize; frameno += got_frames; if( eof ) break; } return bytes_stored; } /* Start playing from the current position. If the sound is already * playing, Stop is called. */ void RageSound::StartPlaying() { LockMut(SOUNDMAN->lock); // If no volume is set, use the default. if( m_Param.m_Volume == -1 ) m_Param.m_Volume = SOUNDMAN->GetMixVolume(); ASSERT(!playing); /* If StartTime is in the past, then we probably set a start time but took too * long loading. We don't want that; log it, since it can be unobvious. */ if( !m_Param.StartTime.IsZero() && m_Param.StartTime.Ago() > 0 ) LOG->Trace("Sound \"%s\" has a start time %f seconds in the past", GetLoadedFilePath().c_str(), m_Param.StartTime.Ago() ); /* Tell the sound manager to start mixing us. */ playing = true; SOUNDMAN->StartMixing(this); SOUNDMAN->playing_sounds.insert( this ); } void RageSound::StopPlaying() { if(!playing) return; stopped_position = (int) GetPositionSecondsInternal(); /* Tell the sound driver to stop mixing this sound. */ SOUNDMAN->StopMixing(this); SOUNDMAN->lock.Lock(); SOUNDMAN->playing_sounds.erase( this ); SOUNDMAN->lock.Unlock(); playing = false; pos_map.clear(); } RageSound *RageSound::Play( const RageSoundParams *params ) { return SOUNDMAN->PlaySound( *this, params ); } void RageSound::Stop() { SOUNDMAN->StopPlayingAllCopiesOfSound(*this); } float RageSound::GetLengthSeconds() { ASSERT(Sample); int len = Sample->GetLength(); if(len < 0) { LOG->Warn("GetLengthSeconds failed on %s: %s", GetLoadedFilePath().c_str(), Sample->GetError().c_str() ); return -1; } return len / 1000.f; /* ms -> secs */ } int64_t RageSound::SearchPosMap( const deque &pos_map, int64_t cur_frame, bool *approximate ) { /* cur_frame is probably in pos_map. Search to figure out what position * it maps to. */ int64_t closest_position = 0, closest_position_dist = INT_MAX; int closest_block = 0; /* print only */ for( unsigned i = 0; i < pos_map.size(); ++i ) { if( cur_frame >= pos_map[i].frameno && cur_frame < pos_map[i].frameno+pos_map[i].frames ) { /* cur_frame lies in this block; it's an exact match. Figure * out the exact position. */ int64_t diff = pos_map[i].position - pos_map[i].frameno; return cur_frame + diff; } /* See if the current position is close to the beginning of this block. */ int64_t dist = llabs( pos_map[i].frameno - cur_frame ); if( dist < closest_position_dist ) { closest_position_dist = dist; closest_block = i; closest_position = pos_map[i].position - dist; } /* See if the current position is close to the end of this block. */ dist = llabs( pos_map[i].frameno + pos_map[i].frames - cur_frame ); if( dist < closest_position_dist ) { closest_position_dist = dist; closest_position = pos_map[i].position + pos_map[i].frames + dist; } } /* The frame is out of the range of data we've actually sent. * Return the closest position. * * There are three cases when this happens: * 1. After the first GetPCM call, but before it actually gets heard. * 2. After GetPCM returns EOF and the sound has flushed, but before * SoundStopped has been called. * 3. Underflow; we'll be given a larger frame number than we know about. */ /* XXX: %lli normally, %I64i in Windows */ LOG->Trace( "Approximate sound time: driver frame %lli, pos_map frame %lli (dist %lli), closest position is %lli", cur_frame, pos_map[closest_block].frameno, closest_position_dist, closest_position ); if( approximate ) *approximate = true; return closest_position; } void RageSound::CleanPosMap( deque &pos_map ) { LockMut( SOUNDMAN->lock ); /* Determine the number of frames of data we have. */ int64_t total_frames = 0; for( unsigned i = 0; i < pos_map.size(); ++i ) total_frames += pos_map[i].frames; /* Remove the oldest entry so long we'll stil have enough data. Don't delete every * frame, so we'll always have some data to extrapolate from. */ while( pos_map.size() > 1 && total_frames - pos_map.front().frames > pos_map_backlog_frames ) { total_frames -= pos_map.front().frames; pos_map.pop_front(); } } /* Get the position in frames. */ int64_t RageSound::GetPositionSecondsInternal( bool *approximate ) const { LockMut(SOUNDMAN->lock); if( approximate ) *approximate = false; /* If we're not playing, just report the static position. */ if( !IsPlaying() ) return stopped_position; /* If we don't yet have any position data, GetPCM hasn't yet been called at all, * so guess what we think the real time is. */ if(pos_map.empty()) { LOG->Trace("no data yet; %i", position); if( approximate ) *approximate = true; return stopped_position; } /* Get our current hardware position. */ int64_t cur_frame = SOUNDMAN->GetPosition(this); /* Before using pos_map, flush any incoming positions. */ SOUNDMAN->FlushPosMapQueue(); return SearchPosMap( pos_map, cur_frame, approximate ); } /* * If non-NULL, approximate is set to true if the returned time is approximated because of * underrun, the sound not having started (after Play()) or finished (after EOF) yet. * * If non-NULL, Timestamp is set to the real clock time associated with the returned sound * position. We might take a variable amount of time before grabbing the timestamp (to * lock SOUNDMAN); we might lose the scheduler after grabbing it, when releasing SOUNDMAN. */ float RageSound::GetPositionSeconds( bool *approximate, RageTimer *Timestamp ) const { LockMut(SOUNDMAN->lock); if( Timestamp ) { HOOKS->EnterTimeCriticalSection(); Timestamp->Touch(); } const float pos = GetPositionSecondsInternal( approximate ) / float(samplerate()); if( Timestamp ) HOOKS->ExitTimeCriticalSection(); return GetPlaybackRate() * pos; } bool RageSound::SetPositionSeconds( float fSeconds ) { return SetPositionFrames( int(fSeconds * samplerate()) ); } /* This is always the desired sample rate of the current driver. */ int RageSound::GetSampleRate() const { return Sample->GetSampleRate(); } bool RageSound::SetPositionFrames( int frames ) { /* This can take a while. Only lock the sound buffer if we're actually playing. */ LockMutex L(SOUNDMAN->lock); if(!playing) L.Unlock(); { /* "position" records the number of frames we've output to the * speaker. If the rate isn't 1.0, this will be different from the * position in the sound data itself. For example, if we're playing * at 0.5x, and we're seeking to the 10th frame, we would have actually * played 20 frames, and it's the number of real speaker frames that * "position" represents. */ const int scaled_frames = int( frames / GetPlaybackRate() ); /* If we're already there, don't do anything. */ if( position == scaled_frames ) return true; stopped_position = position = scaled_frames; } /* The position we're going to seek the input stream to. We have * to do this in floating point to avoid overflow. */ int ms = int( float(frames) * 1000.f / samplerate() ); ms = max(ms, 0); databuf.clear(); ASSERT(Sample); int ret; if( m_Param.AccurateSync ) ret = Sample->SetPosition_Accurate(ms); else ret = Sample->SetPosition_Fast(ms); if(ret == -1) { /* XXX untested */ Fail(Sample->GetError()); return false; /* failed */ } if(ret == 0 && ms != 0) { /* We were told to seek somewhere, and we got 0 instead, which means * we passed EOF. This could be a truncated file or invalid data. */ LOG->Warn("SetPositionFrames: %i ms is beyond EOF in %s", ms, GetLoadedFilePath().c_str()); return false; /* failed */ } return true; } void RageSoundParams::SetPlaybackRate( float NewSpeed ) { if( NewSpeed == 1.00f ) { speed_input_samples = 1; speed_output_samples = 1; } else { /* Approximate it to the nearest tenth. */ speed_input_samples = int( roundf(NewSpeed * 10) ); speed_output_samples = 10; } } float RageSound::GetVolume() const { return m_Param.m_Volume; } float RageSound::GetPlaybackRate() const { return float(m_Param.speed_input_samples) / m_Param.speed_output_samples; } RageTimer RageSound::GetStartTime() const { return m_Param.StartTime; } void RageSound::SetParams( const RageSoundParams &p ) { m_Param = p; } RageSoundParams::StopMode_t RageSound::GetStopMode() const { if( m_Param.StopMode != RageSoundParams::M_AUTO ) return m_Param.StopMode; if( m_sFilePath.Find("loop") != -1 ) return RageSoundParams::M_LOOP; else return RageSoundParams::M_STOP; } /* ----------------------------------------------------------------------------- Copyright (c) 2002-2004 by the person(s) listed below. All rights reserved. Glenn Maynard ----------------------------------------------------------------------------- */