Files
itgmania212121/stepmania/src/arch/Sound/RageSoundDriver_DSound_Software.cpp
T
Glenn Maynard 08b081bbf8 cleanup
fix buffersize
2004-01-22 07:51:17 +00:00

233 lines
5.7 KiB
C++

#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<sound *> 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
*/