912 lines
24 KiB
C++
912 lines
24 KiB
C++
/*
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* Handle loading and decoding of sounds through SDL_sound. This file
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* is portable; actual playing is handled in RageSoundManager.
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* For small files, pre-decode the entire file into a regular buffer. We
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* might want to play many samples at once, and we don't want to have to decode
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* 5-10 mp3s simultaneously during play.
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*
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* For larger files, decode them on the fly. These are usually music, and there's
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* usually only one of those playing at a time. When we get updates, decode data
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* at the same rate we're playing it. If we don't do this, and we're being read
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* in large chunks, we're forced to decode in larger chunks as well, which can
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* cause framerate problems.
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*
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* Error handling:
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* Decoding errors (eg. CRC failures) will be recovered from when possible.
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*
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* When they can't be recovered, the sound will stop (unless loop or !autostop)
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* and the error will be available in GetError().
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*
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* Seeking past the end of the file will throw a warning and rewind.
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*/
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#include "global.h"
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#include "RageSound.h"
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#include "RageSoundManager.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "RageException.h"
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#include "PrefsManager.h"
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#include "arch/ArchHooks/ArchHooks.h"
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#include "RageSoundReader_Preload.h"
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#include "RageSoundReader_Resample.h"
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#include "RageSoundReader_FileReader.h"
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const int channels = 2;
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const int framesize = 2 * channels; /* 16-bit */
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#define samplerate() Sample->GetSampleRate()
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/* The most data to buffer when streaming. This should generally be at least as large
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* as the largest hardware buffer. */
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const int internal_buffer_size = 1024*16;
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/* The amount of data to read from SDL_sound at once. */
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const unsigned read_block_size = 1024;
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/* The number of frames we should keep pos_map data for. This being too high
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* is mostly harmless; the data is small. */
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const int pos_map_backlog_frames = 100000;
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RageSoundParams::RageSoundParams():
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StartTime( RageZeroTimer )
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{
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m_StartSecond = 0;
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m_LengthSeconds = -1;
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m_FadeLength = 0;
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m_Volume = -1.0f; // use SOUNDMAN->GetMixVolume()
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m_Balance = 0; // center
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speed_input_samples = speed_output_samples = 1;
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AccurateSync = false;
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StopMode = M_AUTO;
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}
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RageSound::RageSound()
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{
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ASSERT(SOUNDMAN);
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LockMut(SOUNDMAN->lock);
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original = this;
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Sample = NULL;
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decode_position = 0;
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stopped_position = 0;
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playing = false;
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playing_thread = 0;
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databuf.reserve(internal_buffer_size);
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/* Register ourself, so we have a unique ID and receive Update()s. */
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ID = SOUNDMAN->RegisterSound( this );
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}
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RageSound::~RageSound()
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{
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/* If we're a "master" sound (not a copy), tell RageSoundManager to
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* stop mixing us and everything that's copied from us. */
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if(original == this)
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SOUNDMAN->StopPlayingAllCopiesOfSound(*this);
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Unload();
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/* Unregister ourself. */
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SOUNDMAN->UnregisterSound( this );
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}
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RageSound::RageSound(const RageSound &cpy):
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RageSoundBase( cpy )
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{
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ASSERT(SOUNDMAN);
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LockMut(SOUNDMAN->lock);
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Sample = NULL;
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original = cpy.original;
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m_Param = cpy.m_Param;
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decode_position = cpy.decode_position;
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stopped_position = cpy.stopped_position;
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playing = false;
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playing_thread = 0;
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databuf.reserve(internal_buffer_size);
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Sample = cpy.Sample->Copy();
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/* Load() won't work on a copy if m_sFilePath is already set, so
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* copy this down here. */
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m_sFilePath = cpy.m_sFilePath;
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/* Register ourself, so we receive Update()s. We have a different ID than
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* our parent. */
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ID = SOUNDMAN->RegisterSound( this );
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}
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void RageSound::Unload()
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{
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if(IsPlaying())
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StopPlaying();
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delete Sample;
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Sample = NULL;
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m_sFilePath = "";
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databuf.clear();
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}
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void RageSound::Fail(CString reason)
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{
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LOG->Warn("Decoding %s failed: %s", GetLoadedFilePath().c_str(), reason.c_str() );
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error = reason;
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}
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bool RageSound::Load(CString sSoundFilePath, int precache)
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{
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LOG->Trace( "RageSound::LoadSound( '%s' )", sSoundFilePath.c_str() );
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if(precache == 2)
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precache = false;
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/* Don't load over copies. */
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ASSERT(original == this || m_sFilePath == "");
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Unload();
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m_sFilePath = sSoundFilePath;
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decode_position = stopped_position = 0;
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CString error;
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Sample = SoundReader_FileReader::OpenFile( m_sFilePath, error );
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if( Sample == NULL )
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RageException::Throw( "RageSoundManager::RageSoundManager: error opening sound '%s': '%s'",
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m_sFilePath.c_str(), error.c_str());
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const int NeededRate = SOUNDMAN->GetDriverSampleRate( Sample->GetSampleRate() );
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if( NeededRate != Sample->GetSampleRate() )
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{
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RageSoundReader_Resample *Resample = RageSoundReader_Resample::MakeResampler( (RageSoundReader_Resample::ResampleQuality) PREFSMAN->m_iSoundResampleQuality );
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Resample->Open(Sample);
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Resample->SetSampleRate( NeededRate );
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Sample = Resample;
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}
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/* Try to precache. */
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if(precache)
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{
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SoundReader_Preload *Preload = new SoundReader_Preload;
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if(Preload->Open(Sample)) {
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Sample = Preload;
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} else {
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/* Preload failed. It read some data, so we need to rewind the
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* reader. */
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Sample->SetPosition_Fast(0);
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delete Preload;
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}
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}
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return true;
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}
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/* Read data at the rate we're playing it. We only do this to smooth out the rate
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* we read data; the sound thread will always read more if it's needed.
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*
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* Actually, this isn't a good idea. The sound driver will read in small chunks,
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* interleaving between files. For example, if four files are playing, and each
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* is two chunks behind, it'll read a chunk from each file twice, instead of reading
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* two chunks for each file at a time, which reduces the chance of underrun. */
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void RageSound::Update(float delta)
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{
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LockMut(SOUNDMAN->lock);
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/* Erase old pos_map data. */
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CleanPosMap( pos_map );
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}
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/* Return the number of bytes available in the input buffer. */
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int RageSound::Bytes_Available() const
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{
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return databuf.num_readable();
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}
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void RageSound::RateChange(char *buf, int &cnt,
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int speed_input_samples, int speed_output_samples, int channels)
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{
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if(speed_input_samples == speed_output_samples)
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return;
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/* Rate change. Change speed_input_samples into speed_output_samples.
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* Do this per-channel. */
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static char *inbuf_tmp = NULL;
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static int maxcnt = 0;
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if(cnt > maxcnt)
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{
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maxcnt = cnt;
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delete [] inbuf_tmp;
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inbuf_tmp = new char[cnt];
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}
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memcpy(inbuf_tmp, buf, cnt);
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for(int c = 0; c < channels; ++c)
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{
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const Sint16 *in = (const Sint16 *) inbuf_tmp;
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Sint16 *out = (Sint16 *) buf;
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in += c;
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out += c;
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for(unsigned n = 0; n < cnt/(channels * sizeof(Sint16)); n += speed_input_samples)
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{
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/* Input 4 samples, output 5; 25% slowdown with no
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* rounding error. */
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Sint16 samps[20]; // max 2x rate
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ASSERT(size_t(speed_input_samples) <= sizeof(samps)/sizeof(*samps));
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int s;
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for(s = 0; s < speed_input_samples; ++s) {
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samps[s] = *in; in += channels;
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}
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float pos = 0;
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float incr = float(speed_input_samples) / speed_output_samples;
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for(s = 0; s < speed_output_samples; ++s) {
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float frac = pos - floorf(pos);
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int p = int(pos);
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int val = int(samps[p] * (1-frac));
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if(s+1 < speed_output_samples)
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val += int(samps[p+1] * frac);
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*out = Sint16(val);
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pos += incr;
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out += channels;
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}
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}
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}
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cnt = (cnt * speed_output_samples) / speed_input_samples;
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}
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/* Fill the buffer by about "bytes" worth of data. (We might go a little
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* over, and we won't overflow our buffer.) Return the number of bytes
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* actually read; 0 = EOF. */
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int RageSound::FillBuf( int frames )
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{
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LockMut(SOUNDMAN->lock);
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ASSERT(Sample);
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bool got_something = false;
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while( frames > 0 )
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{
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if(read_block_size > databuf.num_writable())
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break; /* full */
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char inbuf[10240];
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unsigned read_size = read_block_size;
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int cnt = 0;
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if( m_Param.speed_input_samples != m_Param.speed_output_samples )
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{
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/* Read enough data to produce read_block_size. */
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read_size = read_size * m_Param.speed_input_samples / m_Param.speed_output_samples;
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/* Read in blocks that are a multiple of a sample, the number of
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* channels and the number of input samples. */
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int block_size = sizeof(Sint16) * channels * m_Param.speed_input_samples;
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read_size = (read_size / block_size) * block_size;
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ASSERT(read_size < sizeof(inbuf));
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}
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ASSERT(read_size < sizeof(inbuf));
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cnt = Sample->Read(inbuf, read_size);
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if(cnt == 0)
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return got_something; /* EOF */
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if(cnt == -1)
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{
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Fail(Sample->GetError());
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/* Pretend we got EOF. */
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return 0;
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}
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RateChange( inbuf, cnt, m_Param.speed_input_samples, m_Param.speed_output_samples, channels );
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/* Add the data to the buffer. */
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databuf.write((const char *) inbuf, cnt);
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frames -= cnt/framesize;
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got_something = true;
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}
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return got_something;
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}
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/* Get a block of data from the input. If buffer is NULL, just return the amount
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* that would be read. */
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int RageSound::GetData( char *buffer, int frames )
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{
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if( m_Param.m_LengthSeconds != -1 )
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{
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/* We have a length; only read up to the end. */
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const float LastSecond = m_Param.m_StartSecond + m_Param.m_LengthSeconds;
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int FramesToRead = int(LastSecond*samplerate()) - decode_position;
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/* If it's negative, we're past the end, so cap it at 0. Don't read
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* more than size. */
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frames = clamp( FramesToRead, 0, frames );
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}
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int got;
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if( decode_position < 0 )
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{
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/* We havn't *really* started playing yet, so just feed silence. How
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* many more bytes of silence do we need? */
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got = -decode_position;
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got = min( got, frames );
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if( buffer )
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memset( buffer, 0, got*framesize );
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} else {
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/* Feed data out of our streaming buffer. */
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ASSERT(Sample);
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got = min( int(databuf.num_readable()/framesize), frames );
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if( buffer )
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databuf.read( buffer, got*framesize );
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}
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return got;
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}
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/* Adjust the balance of buffer; fBalance is -1...+1. */
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void AdjustBalance( Sint16 *buffer, int frames, float fBalance )
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{
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if( fBalance == 0 )
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return; /* no change */
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bool bSwap = fBalance < 0;
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if( bSwap )
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fBalance = -fBalance;
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float fLeftFactors[2] ={ 1-fBalance, 0 };
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float fRightFactors[2] =
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{
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SCALE( fBalance, 0, 1, 0.5f, 0 ),
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SCALE( fBalance, 0, 1, 0.5f, 1 )
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};
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if( bSwap )
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{
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swap( fLeftFactors[0], fRightFactors[0] );
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swap( fLeftFactors[1], fRightFactors[1] );
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}
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RAGE_ASSERT_M( channels == 2, ssprintf("%i", channels) );
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for( int samp = 0; samp < frames; ++samp )
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{
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Sint16 l = Sint16(buffer[0]*fLeftFactors[0] + buffer[1]*fLeftFactors[1]);
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Sint16 r = Sint16(buffer[0]*fRightFactors[0] + buffer[1]*fRightFactors[1]);
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buffer[0] = l;
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buffer[1] = r;
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buffer += 2;
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}
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}
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void FadeSound( Sint16 *buffer, int frames, float fStartVolume, float fEndVolume )
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{
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for( int samp = 0; samp < frames; ++samp )
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{
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float fVolPercent = SCALE( samp, 0, frames, fStartVolume, fEndVolume );
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fVolPercent = clamp( fVolPercent, 0.f, 1.f );
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for(int i = 0; i < channels; ++i)
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{
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*buffer = short(*buffer * fVolPercent);
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buffer++;
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}
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}
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}
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/* Retrieve audio data, for mixing. At the time of this call, the frameno at which the
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* sound will be played doesn't have to be known. Once committed, and the frameno
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* is known, call CommitPCMData. size is in bytes.
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*
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* If the data returned is at the end of the stream, return false.
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*
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* size is in frames
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* sound_frame is in frames (abstract)
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*/
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bool RageSound::GetDataToPlay( int16_t *buffer, int size, int &sound_frame, int &frames_stored )
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{
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int NumRewindsThisCall = 0;
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LockMut(SOUNDMAN->lock);
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ASSERT(playing);
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frames_stored = 0;
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sound_frame = decode_position;
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while( 1 )
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{
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/* If we don't have any data left buffered, fill the buffer by
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* up to as much as we need. */
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if( !Bytes_Available() )
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FillBuf( size );
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/* Get a block of data. */
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int got_frames = GetData( (char *) buffer, size );
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if( !got_frames )
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{
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/* EOF. */
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switch( GetStopMode() )
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{
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case RageSoundParams::M_STOP:
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/* Not looping. Normally, we'll just stop here. */
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return false;
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case RageSoundParams::M_LOOP:
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/* Rewind and restart. */
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NumRewindsThisCall++;
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if(NumRewindsThisCall > 3)
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{
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/* We're rewinding a bunch of times in one call. This probably means
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* that the length is too short. It might also mean that the start
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* position is very close to the end of the file, so we're looping
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* over the remainder. If we keep doing this, we'll chew CPU rewinding,
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* so stop. */
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LOG->Warn( "Sound %s is busy looping. Sound stopped (start = %f, length = %f)",
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GetLoadedFilePath().c_str(), m_Param.m_StartSecond, m_Param.m_LengthSeconds );
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return false;
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}
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/* Rewind and start over. */
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SetPositionSeconds( m_Param.m_StartSecond );
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/* Make sure we can get some data. If we can't, then we'll have
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* nothing to send and we'll just end up coming back here. */
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if( !Bytes_Available() )
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FillBuf( size );
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if( GetData(NULL, size) == 0 )
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{
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LOG->Warn( "Can't loop data in %s; no data available at start point %f",
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GetLoadedFilePath().c_str(), m_Param.m_StartSecond );
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/* Stop here. */
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return false;
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}
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continue;
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case RageSoundParams::M_CONTINUE:
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/* Keep playing silence. */
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memset( buffer, 0, size*framesize );
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got_frames = size;
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break;
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default:
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ASSERT(0);
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}
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}
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/* This block goes from decode_position to decode_position+got_frames. */
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/* We want to fade when there's FADE_TIME seconds left, but if
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* m_LengthFrames is -1, we don't know the length we're playing.
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* (m_LengthFrames is the length to play, not the length of the
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* source.) If we don't know the length, don't fade. */
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if( m_Param.m_FadeLength != 0 && m_Param.m_LengthSeconds != -1 )
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{
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const float fLastSecond = m_Param.m_StartSecond+m_Param.m_LengthSeconds;
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const float fStartVolume = fLastSecond - float(decode_position) / samplerate();
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const float fEndVolume = fLastSecond - float(decode_position+got_frames) / samplerate();
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FadeSound( (Sint16 *) buffer, got_frames, fStartVolume, fEndVolume );
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}
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AdjustBalance( (Sint16 *) buffer, got_frames, m_Param.m_Balance );
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sound_frame = decode_position;
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frames_stored = got_frames;
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decode_position += got_frames;
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return true;
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}
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}
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/* Indicate that a block of audio data has been written to the device. */
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void RageSound::CommitPlayingPosition( int64_t frameno, int pos, int got_frames )
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{
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LockMut(SOUNDMAN->lock);
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if( pos_map.size() )
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{
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/* Optimization: If the last entry lines up with this new entry, just merge them. */
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pos_map_t &last = pos_map.back();
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if( last.frameno+last.frames == frameno &&
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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
|
|
-----------------------------------------------------------------------------
|
|
*/
|