215 lines
5.6 KiB
C++
215 lines
5.6 KiB
C++
/* Handle and provide an interface to the sound driver. Delete sounds that
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* have been detached from their owner when they're finished playing. Distribute Update
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* calls to all sounds. */
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#include "stdafx.h"
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#include "RageSoundManager.h"
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#include "RageException.h"
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#include "RageUtil.h"
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#include "RageSound.h"
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#include "RageLog.h"
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#include "RageTimer.h"
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#include "arch/arch.h"
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#include "arch/Sound/RageSoundDriver.h"
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RageSoundManager::RageSoundManager(CString drivers)
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{
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driver = MakeRageSoundDriver(drivers);
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if(!driver)
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throw RageException("Couldn't find a sound driver that works");
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}
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RageSoundManager::~RageSoundManager()
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{
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/* Clear any sounds that we own and havn't freed yet. */
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set<RageSound *>::iterator j = owned_sounds.begin();
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while(j != owned_sounds.end())
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delete *(j++);
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delete driver;
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}
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void RageSoundManager::StartMixing(RageSound *snd)
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{
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driver->StartMixing(snd);
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}
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void RageSoundManager::StopMixing(RageSound *snd)
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{
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driver->StopMixing(snd);
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/* The sound is finished, and should be deleted if it's in owned_sounds.
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* However, this call might be *from* the sound itself, and it'd be
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* a mess to delete it while it's on the call stack. Instead, put it
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* in a queue to delete, and delete it on the next update. */
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if(owned_sounds.find(snd) != owned_sounds.end()) {
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sounds_to_delete.insert(snd);
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owned_sounds.erase(snd);
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}
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}
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int RageSoundManager::GetPosition(const RageSound *snd) const
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{
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return driver->GetPosition(snd);
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}
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void RageSoundManager::Update(float delta)
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{
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while(!sounds_to_delete.empty())
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{
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delete *sounds_to_delete.begin();
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sounds_to_delete.erase(sounds_to_delete.begin());
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}
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for(set<RageSound *>::iterator i = all_sounds.begin();
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i != all_sounds.end(); ++i)
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(*i)->Update(delta);
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driver->Update(delta);
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}
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float RageSoundManager::GetPlayLatency() const
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{
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return driver->GetPlayLatency();
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}
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void RageSoundManager::PlayCopy( const RageSound &snd )
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{
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/* Make a copy of the sound and play it; this detaches the sound
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* from the screen. This has a few effects:
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*
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* 1. If this is called more than once, it actually plays a new
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* copy of the sound, rather than rewinding the currently-playing
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* one. (This is important for keyed games.)
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*
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* 2. If the screen closes, the sound plays to completion.
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*
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* I'm not sure if copying will become a performance problem. As a
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* flag, we could play snd instead of a copy if snd isn't actually
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* playing. This would keep property 1 and lose 2, which would be
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* fine for keyed games. Copying a streamed sound reopens the sound;
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* copying a prebuffered sound makes a new copy of the buffer (unless
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* std::basic_string happens to be refcounted). That's not too bad,
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* but we might do five of these in the same frame ...
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*/
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RageSound *newsnd = new RageSound(snd);
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/* PlayCopy's sounds must always stop on their own. */
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newsnd->SetLooping(true);
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newsnd->SetAutoStop(true);
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/* We're responsible for freeing it. */
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owned_sounds.insert(newsnd);
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newsnd->Play();
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}
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void RageSoundManager::PlayOnce( CString sPath )
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{
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/* We want this to start quickly, so don't try to prebuffer it. */
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RageSound *snd = new RageSound;
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snd->Load(sPath, false);
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/* We're responsible for freeing it. */
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owned_sounds.insert(snd);
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snd->Play();
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}
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void RageSoundManager::PlayOnceFromDir( CString sDir )
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{
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if( sDir == "" )
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return;
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// make sure there's a backslash at the end of this path
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if( sDir[sDir.GetLength()-1] != '\\' )
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sDir += "\\";
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CStringArray arraySoundFiles;
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GetDirListing( sDir + "*.mp3", arraySoundFiles );
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GetDirListing( sDir + "*.wav", arraySoundFiles );
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GetDirListing( sDir + "*.ogg", arraySoundFiles );
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if( arraySoundFiles.empty() )
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return;
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int index = rand() % arraySoundFiles.size();
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PlayOnce( sDir + arraySoundFiles[index] );
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}
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/* Standalone helpers: */
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/* The volume ranges from 0 - 128 */
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#define ADJUST_VOLUME(s, v) (s = Sint16((s*v)/SDL_MIX_MAXVOLUME))
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/* Mix audio. This is from SDL, but doesn't depend on the sound being
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* initialized. We need higher-quality mixing; that'll probably require
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* having a 32-bit output buffer and another function to scale down to
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* 16-bit. I don't know how to do that, though, and I can't find any
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* code; I don't even know how this is supposed to work (what should volume
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* be to mix an arbitrary number of sounds with *equal* volume?), so XXX. */
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void RageSoundManager::MixAudio(Uint8 *dst, const Uint8 *src, Uint32 len, int volume)
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{
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Uint16 format = AUDIO_S16SYS;
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if ( volume == 0 )
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return;
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switch (format) {
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case AUDIO_S16LSB: {
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Sint16 src1, src2;
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int dst_sample;
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const int max_audioval = ((1<<(16-1))-1);
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const int min_audioval = -(1<<(16-1));
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len /= 2;
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while ( len-- ) {
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src1 = ((src[1])<<8|src[0]);
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ADJUST_VOLUME(src1, volume);
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src2 = ((dst[1])<<8|dst[0]);
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src += 2;
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dst_sample = src1+src2;
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if ( dst_sample > max_audioval ) {
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dst_sample = max_audioval;
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} else
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if ( dst_sample < min_audioval ) {
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dst_sample = min_audioval;
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}
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dst[0] = Uint8(dst_sample&0xFF);
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dst_sample >>= 8;
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dst[1] = Uint8(dst_sample&0xFF);
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dst += 2;
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}
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}
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break;
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case AUDIO_S16MSB: {
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Sint16 src1, src2;
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int dst_sample;
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const int max_audioval = ((1<<(16-1))-1);
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const int min_audioval = -(1<<(16-1));
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len /= 2;
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while ( len-- ) {
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src1 = ((src[0])<<8|src[1]);
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ADJUST_VOLUME(src1, volume);
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src2 = ((dst[0])<<8|dst[1]);
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src += 2;
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dst_sample = src1+src2;
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if ( dst_sample > max_audioval ) {
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dst_sample = max_audioval;
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} else
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if ( dst_sample < min_audioval ) {
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dst_sample = min_audioval;
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}
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dst[1] = Uint8(dst_sample&0xFF);
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dst_sample >>= 8;
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dst[0] = Uint8(dst_sample&0xFF);
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dst += 2;
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}
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}
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break;
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}
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}
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