Files
itgmania212121/stepmania/src/RageSound.cpp
T
2004-04-11 04:01:07 +00:00

912 lines
24 KiB
C++

/*
* 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;
decode_position = 0;
stopped_position = 0;
playing = false;
playing_thread = 0;
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;
decode_position = cpy.decode_position;
stopped_position = cpy.stopped_position;
playing = false;
playing_thread = 0;
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;
decode_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()) - decode_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( decode_position < 0 )
{
/* We havn't *really* started playing yet, so just feed silence. How
* many more bytes of silence do we need? */
got = -decode_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;
}
/* Adjust the balance of buffer; fBalance is -1...+1. */
void AdjustBalance( Sint16 *buffer, int frames, float fBalance )
{
if( fBalance == 0 )
return; /* no change */
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 < frames; ++samp )
{
Sint16 l = Sint16(buffer[0]*fLeftFactors[0] + buffer[1]*fLeftFactors[1]);
Sint16 r = Sint16(buffer[0]*fRightFactors[0] + buffer[1]*fRightFactors[1]);
buffer[0] = l;
buffer[1] = r;
buffer += 2;
}
}
void FadeSound( Sint16 *buffer, int frames, float fStartVolume, float fEndVolume )
{
for( int samp = 0; samp < frames; ++samp )
{
float fVolPercent = SCALE( samp, 0, frames, fStartVolume, fEndVolume );
fVolPercent = clamp( fVolPercent, 0.f, 1.f );
for(int i = 0; i < channels; ++i)
{
*buffer = short(*buffer * fVolPercent);
buffer++;
}
}
}
/* 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 = decode_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 decode_position to decode_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 )
{
const float fLastSecond = m_Param.m_StartSecond+m_Param.m_LengthSeconds;
const float fStartVolume = fLastSecond - float(decode_position) / samplerate();
const float fEndVolume = fLastSecond - float(decode_position+got_frames) / samplerate();
FadeSound( (Sint16 *) buffer, got_frames, fStartVolume, fEndVolume );
}
AdjustBalance( (Sint16 *) buffer, got_frames, m_Param.m_Balance );
sound_frame = decode_position;
frames_stored = got_frames;
decode_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;
playing_thread = RageThread::GetCurrentThreadID();
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;
playing_thread = 0;
pos_map.clear();
}
/* This is similar to StopPlaying, except it's called by sound drivers when we're done
* playing, rather than by users to as us to stop. (The only difference is that this
* doesn't call SOUNDMAN->StopMixing; there's no reason to tell the sound driver to
* stop mixing, since they're the one telling us we're done.) */
void RageSound::SoundIsFinishedPlaying()
{
if(!playing)
return;
stopped_position = (int) GetPositionSecondsInternal();
SOUNDMAN->lock.Lock();
SOUNDMAN->playing_sounds.erase( this );
SOUNDMAN->lock.Unlock();
playing = false;
playing_thread = 0;
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_t> &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_t> &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", stopped_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();
{
/* "decode_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
* "decode_position" represents. */
const int scaled_frames = int( frames / GetPlaybackRate() );
/* If we're already there, don't do anything. */
if( decode_position == scaled_frames )
return true;
stopped_position = decode_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
-----------------------------------------------------------------------------
*/