#include "global.h" #include "RageSoundDriver_DSound_Software.h" #include "DSoundHelpers.h" #include "RageTimer.h" #include "RageLog.h" #include "RageSound.h" #include "RageUtil.h" #include "RageSoundManager.h" #include "SDL.h" /* samples */ const int channels = 2; const int bytes_per_frame = channels*2; /* 16-bit */ const int samplerate = 44100; const int buffersize_frames = 1024*4; /* in frames */ const int buffersize = buffersize_frames * bytes_per_frame; /* in bytes */ /* We'll fill the buffer in chunks this big. This should evenly divide the * buffer size. */ const int num_chunks = 8; const int chunksize = buffersize / num_chunks; int RageSound_DSound_Software::MixerThread_start(void *p) { ((RageSound_DSound_Software *) p)->MixerThread(); return 0; } void RageSound_DSound_Software::MixerThread() { /* SOUNDMAN will be set once RageSoundManager's ctor returns and * assigns it; we might get here before that happens, though. */ while(!SOUNDMAN && !shutdown) Sleep(10); if(!SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_ABOVE_NORMAL)) LOG->Warn(werr_ssprintf(GetLastError(), "Failed to set sound thread priority")); /* Fill a buffer before we start playing, so we don't play whatever junk is * in the buffer. */ while(GetData()) ; /* Start playing. */ pcm->Play(); while(!shutdown) { Sleep(10); while(GetData()) ; } /* I'm not sure why, but if we don't stop the stream now, then the thread will take * 90ms (our buffer size) longer to close. */ pcm->Stop(); } bool RageSound_DSound_Software::GetData() { LockMut(SOUNDMAN->lock); char *locked_buf; unsigned len; const int64_t play_pos = pcm->GetOutputPosition(); int64_t cur_play_pos = -1; if(!pcm->get_output_buf(&locked_buf, &len, chunksize)) return false; /* Silence the buffer. */ memset(locked_buf, 0, len); static Sint16 *buf = NULL; int bufsize = buffersize_frames * channels; if(!buf) { buf = new Sint16[bufsize]; } memset(buf, 0, bufsize*sizeof(Uint16)); static SoundMixBuffer mix; for(unsigned i = 0; i < sounds.size(); ++i) { if(sounds[i]->stopping) continue; int bytes_read = 0; int bytes_left = len; if( !sounds[i]->start_time.IsZero() ) { /* If the sound is supposed to start at a time past this buffer, insert silence. */ if( cur_play_pos == -1 ) cur_play_pos = pcm->GetPosition(); const int64_t iFramesUntilThisBuffer = play_pos - cur_play_pos; const float fSecondsBeforeStart = -sounds[i]->start_time.Ago(); const int64_t iFramesBeforeStart = int64_t(fSecondsBeforeStart * samplerate); const int64_t iSilentFramesInThisBuffer = iFramesBeforeStart-iFramesUntilThisBuffer; const int iSilentBytesInThisBuffer = clamp( int(iSilentFramesInThisBuffer * bytes_per_frame), 0, bytes_left ); memset( buf+bytes_read, 0, iSilentBytesInThisBuffer ); bytes_read += iSilentBytesInThisBuffer; bytes_left -= iSilentBytesInThisBuffer; if( !iSilentBytesInThisBuffer ) sounds[i]->start_time.SetZero(); } /* Call the callback. */ int got = sounds[i]->snd->GetPCM( (char *) buf+bytes_read, bytes_left, play_pos+bytes_read/bytes_per_frame ); bytes_read += got; bytes_left -= got; mix.write( (Sint16 *) buf, bytes_read / sizeof(Sint16), sounds[i]->snd->GetVolume() ); if( bytes_left > 0 ) { /* This sound is finishing. */ sounds[i]->stopping = true; sounds[i]->flush_pos = pcm->GetOutputPosition(); } } mix.read((Sint16 *) locked_buf); pcm->release_output_buf(locked_buf, len); return true; } void RageSound_DSound_Software::StartMixing( RageSoundBase *snd ) { sound *s = new sound; s->snd = snd; s->start_time = snd->GetStartTime(); LockMut(SOUNDMAN->lock); sounds.push_back(s); } void RageSound_DSound_Software::Update(float delta) { ASSERT(SOUNDMAN); LockMut(SOUNDMAN->lock); /* StopPlaying 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(!snds[i]->stopping) continue; if(GetPosition(snds[i]->snd) < snds[i]->flush_pos) continue; /* stopping but still flushing */ /* This sound is done. */ snds[i]->snd->StopPlaying(); } } void RageSound_DSound_Software::StopMixing( RageSoundBase *snd ) { LockMut(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); } int64_t RageSound_DSound_Software::GetPosition( const RageSoundBase *snd ) const { LockMut(SOUNDMAN->lock); return pcm->GetPosition(); } RageSound_DSound_Software::RageSound_DSound_Software() { shutdown = false; /* If we're emulated, we're better off with the WaveOut driver; DS * emulation tends to be desynced. */ if(ds.IsEmulated()) RageException::ThrowNonfatal("Driver unusable (emulated device)"); /* Create a DirectSound stream, but don't force it into hardware. */ pcm = new DSoundBuf(ds, DSoundBuf::HW_DONT_CARE, channels, samplerate, 16, buffersize); MixingThread.SetName("Mixer thread"); MixingThread.Create( MixerThread_start, this ); } RageSound_DSound_Software::~RageSound_DSound_Software() { /* Signal the mixing thread to quit. */ shutdown = true; LOG->Trace("Shutting down mixer thread ..."); LOG->Flush(); MixingThread.Wait(); LOG->Trace("Mixer thread shut down."); LOG->Flush(); delete pcm; } float RageSound_DSound_Software::GetPlayLatency() const { return (1.0f / samplerate) * buffersize_frames; } int RageSound_DSound_Software::GetSampleRate( int rate ) const { return samplerate; } /* * Copyright (c) 2002-2004 by the person(s) listed below. All rights reserved. * * Glenn Maynard */