#include "global.h" #include "RageSoundManager.h" #include "GameSoundManager.h" #include "RageSound.h" #include "RageLog.h" #include "RageUtil.h" #include "GameState.h" #include "TimingData.h" #include "NotesLoaderSM.h" #include "PrefsManager.h" #include "RageDisplay.h" #include "AnnouncerManager.h" GameSoundManager *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 g_UpdatingTimer or g_Playing. */ static RageEvent *g_Mutex; static bool g_UpdatingTimer; static bool g_Shutdown; static bool g_bFlushing = false; 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( RageSound *Music ) { m_Timing.AddBPMSegment( BPMSegment(0,120) ); m_NewTiming.AddBPMSegment( BPMSegment(0,120) ); m_HasTiming = false; m_TimingDelayed = false; m_Music = Music; } ~MusicPlaying() { SOUNDMAN->DeleteSound( m_Music ); } }; static MusicPlaying *g_Playing; static RageThread MusicThread; vector g_SoundsToPlayOnce; vector g_SoundsToPlayOnceFromDir; vector g_SoundsToPlayOnceFromAnnouncer; struct MusicToPlay { CString file, timing_file; bool HasTiming; TimingData timing_data; bool force_loop; float start_sec, length_sec, fade_len; bool align_beat; MusicToPlay() { HasTiming = false; } }; vector g_MusicsToPlay; static void StartMusic( MusicToPlay &ToPlay ) { CHECKPOINT; LockMutex L( *g_Mutex ); CHECKPOINT; if( g_Playing->m_Music->IsPlaying() && !g_Playing->m_Music->GetLoadedFilePath().CompareNoCase(ToPlay.file) ) return; CHECKPOINT; if( ToPlay.file.empty() ) { /* StopPlaying() can take a while, so don't hold the lock while we stop the sound. * Be sure to leave the rest of g_Playing in place. */ RageSound *pOldSound = g_Playing->m_Music; g_Playing->m_Music = new RageSound; L.Unlock(); /* We're not allowed to delete the sound in a separate thread, because * RageSoundManager::FlushPosMapQueue might be running. Stop the sound, * and give it to RageSoundManager to delete. */ SOUNDMAN->DeleteSound( pOldSound ); return; } CHECKPOINT; /* Unlock, load the sound here, and relock. Loading may take a while if we're * reading from CD and we have to seek far, which can throw off the timing below. */ MusicPlaying *NewMusic; { g_Mutex->Unlock(); RageSound *pSound = new RageSound; pSound->Load( ToPlay.file, false ); g_Mutex->Lock(); NewMusic = new MusicPlaying( pSound ); } NewMusic->m_Timing = g_Playing->m_Timing; CHECKPOINT; /* See if we can find timing data, if it's not already loaded. */ if( !ToPlay.HasTiming && IsAFile(ToPlay.timing_file) ) { LOG->Trace("Found '%s'", ToPlay.timing_file.c_str()); if( SMLoader::LoadTimingFromFile( ToPlay.timing_file, ToPlay.timing_data ) ) ToPlay.HasTiming = true; } CHECKPOINT; if( ToPlay.HasTiming ) NewMusic->m_NewTiming = ToPlay.timing_data; if( ToPlay.align_beat && ToPlay.HasTiming && ToPlay.force_loop && ToPlay.length_sec != -1 ) { /* Extend the loop period so it always starts and ends on the same fractional * beat. That is, if it starts on beat 1.5, and ends on beat 10.2, extend it * to end on beat 10.5. This way, effects always loop cleanly. */ 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; const float fRealEndSec = NewMusic->m_NewTiming.GetElapsedTimeFromBeat( fEndBeat ); const float fNewLengthSec = fRealEndSec - ToPlay.start_sec; /* Extend the fade_len, so the added time is faded out. */ ToPlay.fade_len += fNewLengthSec - ToPlay.length_sec; ToPlay.length_sec = fNewLengthSec; } CHECKPOINT; 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 ); CHECKPOINT_M(ssprintf("%f",GAMESTATE->m_fSongBeat)); CHECKPOINT_M(ssprintf("%p",NewMusic)); float fTime = NewMusic->m_NewTiming.GetElapsedTimeFromBeat( fDestBeat ); NewMusic->m_NewTiming.m_fBeat0OffsetInSeconds = fTime; StartImmediately = true; } CHECKPOINT; /* 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; if( !ToPlay.align_beat ) StartImmediately = true; CHECKPOINT; 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 fMaximumDistance = 2; const float fDistance = min( fSecondToStartOn - fCurSecond, fMaximumDistance ); when = GAMESTATE->m_LastBeatUpdate + PresumedLatency + fDistance; } CHECKPOINT; /* Important: don't hold the mutex while we load and seek the actual sound. */ L.Unlock(); { NewMusic->m_HasTiming = ToPlay.HasTiming; if( ToPlay.HasTiming ) NewMusic->m_NewTiming = ToPlay.timing_data; NewMusic->m_TimingDelayed = true; // NewMusic->m_Music->Load( ToPlay.file, false ); RageSoundParams p; p.m_StartSecond = ToPlay.start_sec; p.m_LengthSeconds = ToPlay.length_sec; p.m_FadeLength = ToPlay.fade_len; p.StartTime = when; if( ToPlay.force_loop ) p.StopMode = RageSoundParams::M_LOOP; NewMusic->m_Music->SetParams( p ); NewMusic->m_Music->SetPositionSeconds( p.m_StartSecond ); NewMusic->m_Music->StartPlaying(); } CHECKPOINT; LockMut( *g_Mutex ); delete g_Playing; g_Playing = NewMusic; CHECKPOINT; } static void DoPlayOnceFromDir( CString sPath ) { if( sPath == "" ) return; // make sure there's a slash at the end of this path if( sPath.Right(1) != "/" ) sPath += "/"; CStringArray arraySoundFiles; GetDirListing( sPath + "*.mp3", arraySoundFiles ); GetDirListing( sPath + "*.wav", arraySoundFiles ); GetDirListing( sPath + "*.ogg", arraySoundFiles ); if( arraySoundFiles.empty() ) return; int index = rand() % arraySoundFiles.size(); SOUNDMAN->PlayOnce( sPath + arraySoundFiles[index] ); } static bool SoundWaiting() { return !g_SoundsToPlayOnce.empty() || !g_SoundsToPlayOnceFromDir.empty() || !g_SoundsToPlayOnceFromAnnouncer.empty() || !g_MusicsToPlay.empty(); } static void StartQueuedSounds() { g_Mutex->Lock(); vector aSoundsToPlayOnce = g_SoundsToPlayOnce; g_SoundsToPlayOnce.clear(); vector aSoundsToPlayOnceFromDir = g_SoundsToPlayOnceFromDir; g_SoundsToPlayOnceFromDir.clear(); vector aSoundsToPlayOnceFromAnnouncer = g_SoundsToPlayOnceFromAnnouncer; g_SoundsToPlayOnceFromAnnouncer.clear(); vector aMusicsToPlay = g_MusicsToPlay; g_MusicsToPlay.clear(); g_Mutex->Unlock(); for( unsigned i = 0; i < aSoundsToPlayOnce.size(); ++i ) if( aSoundsToPlayOnce[i] != "" ) SOUNDMAN->PlayOnce( aSoundsToPlayOnce[i] ); for( unsigned i = 0; i < aSoundsToPlayOnceFromDir.size(); ++i ) DoPlayOnceFromDir( aSoundsToPlayOnceFromDir[i] ); for( unsigned i = 0; i < aSoundsToPlayOnceFromAnnouncer.size(); ++i ) { CString sPath = aSoundsToPlayOnceFromAnnouncer[i]; if( sPath != "" ) { sPath = ANNOUNCER->GetPathTo( sPath ); DoPlayOnceFromDir( sPath ); } } for( unsigned i = 0; i < aMusicsToPlay.size(); ++i ) { /* Don't bother starting this music if there's another one in the queue after it. */ /* Actually, it's a little trickier: the editor gives us a stop and then a sound in * quick succession; if we ignore the stop, we won't rewind the sound if it was * already playing. We don't want to waste time loading a sound if it's going * to be replaced immediately, though. So, if we have more music in the queue, * then forcibly stop the current sound. */ if( i+1 == aMusicsToPlay.size() ) StartMusic( aMusicsToPlay[i] ); else { CHECKPOINT; /* StopPlaying() can take a while, so don't hold the lock while we stop the sound. */ g_Mutex->Lock(); RageSound *pOldSound = g_Playing->m_Music; g_Playing->m_Music = new RageSound; g_Mutex->Unlock(); SOUNDMAN->DeleteSound( pOldSound ); } } } void GameSoundManager::Flush() { g_Mutex->Lock(); g_bFlushing = true; g_Mutex->Broadcast(); while( g_bFlushing ) g_Mutex->Wait(); g_Mutex->Unlock(); /* The thread won't actually delete the sound, waiting for SOUNDMAN to do it in * the main thread. Update it now, to make sure that the sound is actually deleted * before returning. */ SOUNDMAN->Update(0); } int MusicThread_start( void *p ) { while( !g_Shutdown ) { g_Mutex->Lock(); while( !SoundWaiting() && !g_Shutdown && !g_bFlushing ) g_Mutex->Wait(); g_Mutex->Unlock(); /* This is a little hack: we want to make sure that we go through * StartQueuedSounds after Flush() is called, to be sure we're flushed, * so check g_bFlushing before calling. This won't work if more than * one thread might call Flush(), but only the main thread is allowed * to make SOUND calls. */ bool bFlushing = g_bFlushing; StartQueuedSounds(); if( bFlushing ) { g_Mutex->Lock(); g_Mutex->Signal(); g_bFlushing = false; g_Mutex->Unlock(); } } return 0; } GameSoundManager::GameSoundManager() { /* Init RageSoundMan first: */ ASSERT( SOUNDMAN ); g_Mutex = new RageEvent("GameSoundManager"); g_Playing = new MusicPlaying( new RageSound ); g_UpdatingTimer = false; g_Shutdown = false; MusicThread.SetName( "MusicThread" ); MusicThread.Create( MusicThread_start, this ); } GameSoundManager::~GameSoundManager() { /* Signal the mixing thread to quit. */ LOG->Trace("Shutting down music start thread ..."); g_Mutex->Lock(); g_Shutdown = true; g_Mutex->Broadcast(); g_Mutex->Unlock(); MusicThread.Wait(); LOG->Trace("Music start thread shut down."); SAFE_DELETE( g_Playing ); SAFE_DELETE( g_Mutex ); } float GameSoundManager::GetFrameTimingAdjustment( float fDeltaTime ) { /* * We get one update per frame, and we're updated early, almost immediately after vsync, * near the beginning of the game loop. However, it's very likely that we'll lose the * scheduler while waiting for vsync, and some other thread will be working. Especially * with a low-resolution scheduler (Linux 2.4, Win9x), we may not get the scheduler back * immediately after the vsync; there may be up to a ~10ms delay. This can cause jitter * in the rendered arrows. * * Compensate. If vsync is enabled, and we're maintaining the refresh rate consistently, * we should have a very precise game loop interval. If we have that, but we're off by * a small amount (less than the interval), adjust the time to line it up. As long as we * adjust both the sound time and the timestamp, this won't adversely affect input timing. * If we're off by more than that, we probably had a frame skip, in which case we have * bigger skip problems, so don't adjust. */ static int iLastFPS = 0; int iThisFPS = DISPLAY->GetFPS(); if( iThisFPS != DISPLAY->GetVideoModeParams().rate || iThisFPS != iLastFPS ) { iLastFPS = iThisFPS; return 0; } const float fExpectedDelay = 1.0f / iThisFPS; const float fExtraDelay = fDeltaTime - fExpectedDelay; if( fabsf(fExtraDelay) >= fExpectedDelay ) return 0; /* Subtract the extra delay. */ return min( -fExtraDelay, 0 ); } void GameSoundManager::Update( float fDeltaTime ) { LockMut( *g_Mutex ); if( !g_UpdatingTimer ) return; const float fAdjust = GetFrameTimingAdjustment( fDeltaTime ); if( !g_Playing->m_Music->IsPlaying() ) { /* There's no song playing. Fake it. */ CHECKPOINT_M( ssprintf("%f, delta %f", GAMESTATE->m_fMusicSeconds, fDeltaTime) ); 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; RageTimer tm; const float fSeconds = g_Playing->m_Music->GetPositionSeconds( &approximate, &tm ); if( g_Playing->m_TimingDelayed ) { if( approximate ) { /* We're still waiting for the new sound to start playing, so keep using the * old timing data and fake the time. */ CHECKPOINT_M( ssprintf("%f, delta %f", GAMESTATE->m_fMusicSeconds, fDeltaTime) ); GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSeconds + fDeltaTime, g_Playing->m_Timing ); return; } else { /* 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; } } else if( PREFSMAN->m_bLogSkips ) { const float fExpectedTimePassed = (tm - GAMESTATE->m_LastBeatUpdate) * g_Playing->m_Music->GetPlaybackRate(); const float fSoundTimePassed = fSeconds - GAMESTATE->m_fMusicSeconds; const float fDiff = fExpectedTimePassed - fSoundTimePassed; static CString sLastFile = ""; const CString ThisFile = g_Playing->m_Music->GetLoadedFilePath(); /* If fSoundTimePassed < 0, the sound has probably looped. */ if( sLastFile == ThisFile && fSoundTimePassed >= 0 && fabsf(fDiff) > 0.003f ) LOG->Trace("Song position skip in %s: expected %.3f, got %.3f (cur %f, prev %f) (%.3f difference)", Basename(ThisFile).c_str(), fExpectedTimePassed, fSoundTimePassed, fSeconds, GAMESTATE->m_fMusicSeconds, fDiff ); sLastFile = ThisFile; } CHECKPOINT_M( ssprintf("%f", fSeconds) ); GAMESTATE->UpdateSongPosition( fSeconds+fAdjust, g_Playing->m_Timing, tm+fAdjust ); } CString GameSoundManager::GetMusicPath() const { LockMut( *g_Mutex ); return g_Playing->m_Music->GetLoadedFilePath(); } /* This function should not touch the disk at all. */ void GameSoundManager::PlayMusic( const CString &file, const CString &timing_file, bool force_loop, float start_sec, float length_sec, float fade_len, bool align_beat ) { // LOG->Trace("play '%s' (current '%s')", file.c_str(), g_Playing->m_Music->GetLoadedFilePath().c_str()); 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; ToPlay.align_beat = align_beat; /* If no timing file was specified, look for one in the same place as the music file. */ if( ToPlay.timing_file == "" && file != "" ) ToPlay.timing_file = SetExtension( file, "sm" ); /* Add the MusicToPlay to the g_MusicsToPlay queue. */ g_Mutex->Lock(); g_MusicsToPlay.push_back( ToPlay ); g_Mutex->Broadcast(); g_Mutex->Unlock(); } void GameSoundManager::PlayMusic( const CString &file, TimingData *pTiming, bool force_loop, float start_sec, float length_sec, float fade_len, bool align_beat ) { MusicToPlay ToPlay; ToPlay.file = file; if( pTiming ) { ToPlay.HasTiming = true; ToPlay.timing_data = *pTiming; } else ToPlay.timing_file = SetExtension( file, "sm" ); ToPlay.force_loop = force_loop; ToPlay.start_sec = start_sec; ToPlay.length_sec = length_sec; ToPlay.fade_len = fade_len; ToPlay.align_beat = align_beat; /* Add the MusicToPlay to the g_MusicsToPlay queue. */ g_Mutex->Lock(); g_MusicsToPlay.push_back( ToPlay ); g_Mutex->Broadcast(); g_Mutex->Unlock(); } void GameSoundManager::HandleSongTimer( bool on ) { LockMut( *g_Mutex ); g_UpdatingTimer = on; } void GameSoundManager::PlayOnce( CString sPath ) { /* Add the sound to the g_SoundsToPlayOnce queue. */ g_Mutex->Lock(); g_SoundsToPlayOnce.push_back( sPath ); g_Mutex->Broadcast(); g_Mutex->Unlock(); } void GameSoundManager::PlayOnceFromDir( CString sPath ) { /* Add the path to the g_SoundsToPlayOnceFromDir queue. */ g_Mutex->Lock(); g_SoundsToPlayOnceFromDir.push_back( sPath ); g_Mutex->Broadcast(); g_Mutex->Unlock(); } void GameSoundManager::PlayOnceFromAnnouncer( CString sPath ) { /* Add the path to the g_SoundsToPlayOnceFromDir queue. */ g_Mutex->Lock(); g_SoundsToPlayOnceFromDir.push_back( sPath ); g_Mutex->Broadcast(); g_Mutex->Unlock(); } float GameSoundManager::GetPlayLatency() const { return SOUNDMAN->GetPlayLatency(); } void GameSoundManager::SetPlayerBalance( PlayerNumber pn, RageSoundParams ¶ms ) { /* If two players are active, play sounds on each players' side. */ if( GAMESTATE->GetNumPlayersEnabled() == 2 ) params.m_Balance = (pn == PLAYER_1)? -1.0f:1.0f; else params.m_Balance = 0; } /* * Copyright (c) 2003-2005 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. */