#include "global.h" #include "RageSoundDriver_Generic_Software.h" #include "RageLog.h" #include "RageSound.h" #include "RageUtil.h" #include "RageSoundManager.h" static const int channels = 2; static const int bytes_per_frame = channels*2; /* 16-bit */ static int frames_to_buffer; static const int num_chunks = 8; static int chunksize() { return frames_to_buffer / num_chunks; } static int underruns = 0, logged_underruns = 0; RageSound_Generic_Software::sound::sound() { snd = NULL; state = STOPPED; available = true; } void RageSound_Generic_Software::sound::Init() { /* Reserve enough blocks in the buffer to hold the buffer; plus some extra, since blocks * are partially read by Mix(); plus some more extra, since we can buffer one block * over frames_to_buffer (we buffer until filled >= frames_to_buffer). */ const int frames_per_block = samples_per_block / channels; const int blocks_to_prebuffer = frames_to_buffer / frames_per_block; buffer.reserve( blocks_to_prebuffer + 4 ); } int RageSound_Generic_Software::DecodeThread_start( void *p ) { ((RageSound_Generic_Software *) p)->DecodeThread(); return 0; } void RageSound_Generic_Software::Mix( int16_t *buf, int frames, int64_t frameno, int64_t current_frameno ) { RAGE_ASSERT_M( m_DecodeThread.IsCreated(), "RageSound_Generic_Software::StartDecodeThread() was never called" ); static SoundMixBuffer mix; CHECKPOINT; for( unsigned i = 0; i < ARRAYSIZE(sounds); ++i ) { /* s.snd can not safely be accessed from here. */ sound &s = sounds[i]; if( s.state == sound::HALTING ) { /* This indicates that this stream can be reused. */ s.state = sound::STOPPED; s.available = true; // LOG->Trace("set %p from HALTING to STOPPED", sounds[i].snd); continue; } if( s.state != sound::STOPPING && s.state != sound::PLAYING ) continue; /* STOPPING or PLAYING. Read sound data. */ int got_frames = 0; int frames_left = frames; /* Does the sound have a start time? */ if( !s.start_time.IsZero() && current_frameno != -1 ) { /* If the sound is supposed to start at a time past this buffer, insert silence. */ const int64_t iFramesUntilThisBuffer = frameno - current_frameno; const float fSecondsBeforeStart = -s.start_time.Ago(); const int64_t iFramesBeforeStart = int64_t(fSecondsBeforeStart * GetSampleRate(0)); const int iSilentFramesInThisBuffer = clamp( int(iFramesBeforeStart-iFramesUntilThisBuffer), 0, frames_left ); got_frames += iSilentFramesInThisBuffer; frames_left -= iSilentFramesInThisBuffer; /* If we didn't completely fill the buffer, then we've written all of the silence. */ if( frames_left ) s.start_time.SetZero(); } /* Fill actual data. */ sound_block *p[2]; unsigned pSize[2]; s.buffer.get_read_pointers( p, pSize ); while( frames_left && pSize[0] ) { if( !p[0]->frames_in_buffer ) { /* We've processed all of the sound in this block. Mark it read. */ s.buffer.advance_read_pointer( 1 ); ++p[0]; --pSize[0]; /* If we have more data in p[0], keep going. */ if( pSize[0] ) continue; // more data /* We've used up p[0]. Try p[1]. */ swap( p[0], p[1] ); swap( pSize[0], pSize[1] ); continue; } /* Note that, until we call advance_read_pointer, we can safely write to p[0]. */ const int frames_to_read = min( frames_left, p[0]->frames_in_buffer ); mix.write( p[0]->p, frames_to_read * channels, s.volume, got_frames*channels ); SOUNDMAN->CommitPlayingPosition( s.sound_id, frameno+got_frames, p[0]->position, frames_to_read ); p[0]->p += frames_to_read*channels; p[0]->frames_in_buffer -= frames_to_read; p[0]->position += frames_to_read; // int OldFramesRead = (int) s.frames_read; s.frames_read += frames_to_read; // LOG->Trace( "incr fr rd %i += %i = %i (%i left) (state %i) (%p)", // OldFramesRead, (int) frames_to_read, (int) s.frames_read, (int) s.frames_buffered(), s.state, s.snd ); got_frames += frames_to_read; frames_left -= frames_to_read; } /* If we don't have enough to fill the buffer, we've underrun. */ if( got_frames < frames && s.state == sound::PLAYING ) ++underruns; } memset( buf, 0, frames*bytes_per_frame ); mix.read( buf ); } void RageSound_Generic_Software::DecodeThread() { /* SOUNDMAN will be set once RageSoundManager's ctor returns and * assigns it; we might get here before that happens, though. */ while( !SOUNDMAN && !shutdown_decode_thread ) usleep( 10000 ); SetupDecodingThread(); while( !shutdown_decode_thread ) { /* Fill each playing sound, round-robin. */ usleep( 1000000*chunksize() / GetSampleRate(0) ); LockMut( m_Mutex ); // LOG->Trace("begin mix"); unsigned i; for( i = 0; i < ARRAYSIZE(sounds); ++i ) { /* The volume can change while the sound is playing; update it. */ if( sounds[i].state == sound::PLAYING || sounds[i].state == sound::STOPPING ) sounds[i].volume = sounds[i].snd->GetVolume(); } /* Fill PLAYING sounds, prioritizing sounds that have less sound buffered. */ while( 1 ) { sound *pSound = NULL; int64_t frames_buffered = 0; for( i = 0; i < ARRAYSIZE(sounds); ++i ) { if( sounds[i].state != sound::PLAYING ) continue; if( pSound == NULL || sounds[i].frames_buffered() < frames_buffered ) { frames_buffered = sounds[i].frames_buffered(); pSound = &sounds[i]; } } if( pSound == NULL ) break; if( frames_buffered >= frames_to_buffer ) break; CHECKPOINT; if( !GetDataForSound( *pSound ) ) { /* This sound is finishing. */ pSound->state = sound::STOPPING; // LOG->Trace("mixer: (#%i) eof (%i buffered) (%p)", i, (int) pSound->frames_buffered(), pSound->snd ); } } // LOG->Trace("end mix"); } } /* Buffer a block of sound data for the given sound. If end of file is reached, * return false. */ bool RageSound_Generic_Software::GetDataForSound( sound &s ) { sound_block *p[2]; unsigned psize[2]; s.buffer.get_write_pointers( p, psize ); /* If we have no open buffer slot, we have a buffer overflow. */ RAGE_ASSERT_M( psize[0] > 0, ssprintf("%i", (int)s.frames_buffered()) ); sound_block *b = p[0]; bool eof = !s.snd->GetDataToPlay( b->buf, ARRAYSIZE(b->buf)/channels, b->position, b->frames_in_buffer ); b->p = b->buf; s.buffer.advance_write_pointer( 1 ); // int OldFramesWritten = (int) s.frames_written; s.frames_written += b->frames_in_buffer; // LOG->Trace( "incr fr wr %i += %i = %i (%i left) (state %i) (%p)", // OldFramesWritten, (int) b->frames_in_buffer, (int) s.frames_written, (int) s.frames_buffered(), s.state, s.snd ); return !eof; } void RageSound_Generic_Software::Update(float delta) { /* We must not lock here, since the decoder thread might hold the lock for a * while at a time. This is threadsafe, because once a sound is in STOPPING, * this is the only place it'll be changed (to STOPPED). */ unsigned i; for( i = 0; i < ARRAYSIZE(sounds); ++i ) { if( sounds[i].state != sound::STOPPING ) continue; if( sounds[i].buffer.num_readable() != 0 ) continue; // LOG->Trace("finishing sound %i", i); sounds[i].snd->SoundIsFinishedPlaying(); /* This sound is done. Set it to HALTING, since the mixer thread might * be accessing it; it'll change it back to STOPPED once it's ready to * be used again. */ sounds[i].state = sound::HALTING; // LOG->Trace("set (#%i) %p from STOPPING to HALTING", i, sounds[i].snd); } static float fNext = 0; if( RageTimer::GetTimeSinceStart() >= fNext ) { /* Lockless: only Mix() can write to underruns. */ int current_underruns = underruns; if( current_underruns > logged_underruns ) { LOG->Trace( "Mixing underruns: %i", current_underruns - logged_underruns ); logged_underruns = current_underruns; /* Don't log again for at least a second, or we'll burst output * and possibly cause more underruns. */ fNext = RageTimer::GetTimeSinceStart() + 1; } } } void RageSound_Generic_Software::StartMixing( RageSoundBase *snd ) { /* Lock available sounds[], and reserve a slot. */ m_SoundListMutex.Lock(); unsigned i; for( i = 0; i < ARRAYSIZE(sounds); ++i ) if( sounds[i].available ) break; if( i == ARRAYSIZE(sounds) ) { m_SoundListMutex.Unlock(); return; } sound &s = sounds[i]; s.available = false; /* We've reserved our slot; we can safely unlock now. Don't hold onto it longer * than needed, since prebuffering might take some time. */ m_SoundListMutex.Unlock(); s.snd = snd; s.start_time = snd->GetStartTime(); s.frames_read = s.frames_written = 0; s.sound_id = snd->GetID(); s.volume = snd->GetVolume(); s.buffer.clear(); // LOG->Trace("StartMixing(%s) (%p)", s.snd->GetLoadedFilePath().c_str(), s.snd ); /* Prebuffer some frames before changing the sound to PLAYING. */ bool ReachedEOF = false; while( !ReachedEOF && s.frames_buffered() < frames_to_buffer ) { // LOG->Trace("StartMixing: (#%i) buffered %i of %i (%i writable) (%p)", i, (int) s.frames_buffered(), (int) frames_to_buffer, s.buffer.num_writable(), s.snd ); if( !GetDataForSound( s ) ) { // LOG->Trace("StartMixing: XXX hit EOF (%p)", s.snd ); ReachedEOF = true; } } /* If we hit EOF already, while prebuffering, then go right to STOPPING. */ s.state = ReachedEOF? sound::STOPPING: sound::PLAYING; // LOG->Trace("StartMixing: (#%i) finished prebuffering(%s) (%p)", i, s.snd->GetLoadedFilePath().c_str(), s.snd ); } void RageSound_Generic_Software::StopMixing( RageSoundBase *snd ) { /* Lock, to make sure the decoder thread isn't running on this sound while we do this. */ LockMut( m_Mutex ); /* Find the sound. */ unsigned i; for( i = 0; i < ARRAYSIZE(sounds); ++i ) if( !sounds[i].available && sounds[i].snd == snd ) break; if( i == ARRAYSIZE(sounds) ) { LOG->Trace( "not stopping a sound because it's not playing" ); return; } /* If we're already in STOPPED, there's nothing to do. */ if( sounds[i].state == sound::STOPPED ) { LOG->Trace( "not stopping a sound because it's already in STOPPED" ); return; } // LOG->Trace("StopMixing: set %p (%s) to HALTING", sounds[i].snd, sounds[i].snd->GetLoadedFilePath().c_str()); /* Tell the mixing thread to flush the buffer. We don't have to worry about * the decoding thread, since we've locked m_Mutex. */ sounds[i].state = sound::HALTING; /* Invalidate the snd pointer to guarantee we don't make any further references to * it. Once this call returns, the sound may no longer exist. */ sounds[i].snd = NULL; // LOG->Trace("end StopMixing"); } void RageSound_Generic_Software::StartDecodeThread() { ASSERT( !m_DecodeThread.IsCreated() ); /* Initialize the sound buffers, now that frames_to_buffer is finalized. */ for( unsigned i = 0; i < ARRAYSIZE(sounds); ++i ) sounds[i].Init(); m_DecodeThread.Create( DecodeThread_start, this ); } void RageSound_Generic_Software::SetDecodeBufferSize( int frames ) { ASSERT( !m_DecodeThread.IsCreated() ); frames_to_buffer = frames; } RageSound_Generic_Software::RageSound_Generic_Software(): m_Mutex("RageSound_Generic_Software"), m_SoundListMutex("SoundListMutex") { shutdown_decode_thread = false; SetDecodeBufferSize( 4096 ); m_DecodeThread.SetName("Decode thread"); } RageSound_Generic_Software::~RageSound_Generic_Software() { /* Signal the decoding thread to quit. */ if( m_DecodeThread.IsCreated() ) { shutdown_decode_thread = true; LOG->Trace("Shutting down decode thread ..."); LOG->Flush(); m_DecodeThread.Wait(); LOG->Trace("Decode thread shut down."); LOG->Flush(); } } /* * Copyright (c) 2002-2004 by the person(s) listed below. All rights reserved. * * Glenn Maynard */