Files
itgmania212121/stepmania/src/RageSoundReader_Chain.cpp
T
2006-09-13 03:11:38 +00:00

403 lines
12 KiB
C++

#include "global.h"
#include "RageSoundReader_Chain.h"
#include "RageSoundReader_FileReader.h"
#include "RageSoundReader_Resample.h"
#include "RageSoundReader_Preload.h"
#include "RageLog.h"
#include "RageUtil.h"
#include "RageSoundMixBuffer.h"
#include "RageSoundUtil.h"
/*
* Keyed sounds should pass this object to SoundReader_Preload, to preprocess it.
* Streaming more than two or three sounds is too expensive (keyed games can play
* two dozen), and reading from disk is too latent.
*
* This can also be used for chained background music, which should always stream,
* so we don't do the preloading in here.
*/
RageSoundReader_Chain::RageSoundReader_Chain()
{
m_iPreferredSampleRate = 44100;
m_iActualSampleRate = -1;
m_iChannels = 0;
m_iCurrentFrame = 0;
m_iNextSound = 0;
}
RageSoundReader_Chain::~RageSoundReader_Chain()
{
/* Clear m_apActiveSounds. */
while( !m_apActiveSounds.empty() )
ReleaseSound( 0 );
map<RString, SoundReader *>::iterator it;
for( it = m_apLoadedSounds.begin(); it != m_apLoadedSounds.end(); ++it )
delete it->second;
}
SoundReader *RageSoundReader_Chain::Copy() const
{
// XXX
FAIL_M("unimplemented");
}
/* The same sound may be used several times, and by several different chains. Avoid
* loading the same sound multiple times. We need to make a Copy() if we need to
* read it more than once at a time. */
bool RageSoundReader_Chain::AddSound( RString sPath, float fOffsetSecs, float fPan )
{
sPath.MakeLower();
map<RString, SoundReader *>::const_iterator it;
it = m_apLoadedSounds.find( sPath );
if( it == m_apLoadedSounds.end() )
{
RString error;
SoundReader *pReader = SoundReader_FileReader::OpenFile( sPath, error );
if( pReader == NULL )
{
LOG->Warn( "RageSoundReader_Chain: error opening sound \"%s\": %s",
sPath.c_str(), error.c_str() );
return false;
}
m_apLoadedSounds[sPath] = pReader;
}
sound s;
s.sPath = sPath;
s.iOffsetMS = lrintf( fOffsetSecs * 1000 );
s.fPan = fPan;
m_Sounds.push_back( s );
return true;
}
/* If every sound has the same sample rate, return it. Otherwise, return -1. */
int RageSoundReader_Chain::GetSampleRateInternal() const
{
if( m_apLoadedSounds.empty() )
return m_iPreferredSampleRate;
map<RString, SoundReader *>::const_iterator it;
int iRate = -1;
for( it = m_apLoadedSounds.begin(); it != m_apLoadedSounds.end(); ++it )
{
if( iRate == -1 )
iRate = it->second->GetSampleRate();
else if( iRate != it->second->GetSampleRate() )
return -1;
}
return iRate;
}
void RageSoundReader_Chain::Finish()
{
/* Remove any sounds that don't have corresponding SoundReaders. */
for( unsigned i = 0; i < m_Sounds.size(); )
{
sound &sound = m_Sounds[i];
map<RString, SoundReader *>::iterator it = m_apLoadedSounds.find( sound.sPath );
if( it == m_apLoadedSounds.end() )
{
m_Sounds.erase( m_Sounds.begin()+i );
continue;
}
++i;
}
/* Figure out how many channels we have. */
m_iChannels = 1;
map<RString, SoundReader *>::iterator it;
for( it = m_apLoadedSounds.begin(); it != m_apLoadedSounds.end(); ++it )
m_iChannels = max( m_iChannels, it->second->GetNumChannels() );
/* If any sounds have a non-0 pan, we're stereo. */
for( unsigned i = 0; i < m_Sounds.size(); ++i )
if( fabs(m_Sounds[i].fPan) > 0.0001f )
m_iChannels = 2;
/*
* We might get different sample rates fro mour sources. If they're all the same
* sample rate, just leave it alone, so the whole sound can be resampled as a group.
* If not, resample eveything to the preferred rate. (Using the preferred rate
* should avoid redundant resampling later.)
*/
m_iActualSampleRate = GetSampleRateInternal();
if( m_iActualSampleRate == -1 )
{
for( it = m_apLoadedSounds.begin(); it != m_apLoadedSounds.end(); ++it )
{
SoundReader *&pSound = it->second;
/* We're preprocessing this; let's just use high quality resampling. */
RageSoundReader_Resample *pResample = RageSoundReader_Resample::MakeResampler( RageSoundReader_Resample::RESAMP_HIGHQUALITY );
pResample->Open( pSound );
pResample->SetSampleRate( m_iPreferredSampleRate );
pSound = pResample;
}
m_iActualSampleRate = m_iPreferredSampleRate;
}
/* Attempt to preload all sounds. */
for( it = m_apLoadedSounds.begin(); it != m_apLoadedSounds.end(); ++it )
{
SoundReader *&pSound = it->second;
RageSoundReader_Preload::PreloadSound( pSound );
}
/* Sort the sounds by start time. */
sort( m_Sounds.begin(), m_Sounds.end() );
}
int RageSoundReader_Chain::SetPosition_Accurate( int ms )
{
/* Clear m_apActiveSounds. */
while( !m_apActiveSounds.empty() )
ReleaseSound( 0 );
m_iCurrentFrame = int( int64_t(ms) * m_iActualSampleRate / 1000 );
/* Run through all sounds in the chain, and activate all sounds which have data
* at ms. */
for( unsigned i = 0; i < m_Sounds.size(); ++i )
{
sound &sound = m_Sounds[i];
/* If this sound is in the future, skip it. */
if( sound.iOffsetMS > ms )
continue;
/* Find the SoundReader. */
int n = ActivateSound( sound );
SoundReader *pSound = m_apActiveSounds[n].pSound;
int iOffsetMS = ms - sound.iOffsetMS;
if( pSound->SetPosition_Accurate(iOffsetMS) == 0 )
{
/* We're past the end of this sound. */
ReleaseSound( n );
continue;
}
}
m_iNextSound = GetNextSoundIndex();
/* If no sounds were started, and we have no sounds ahead of us, we've seeked
* past EOF. */
if( m_apActiveSounds.empty() && m_iNextSound == m_Sounds.size() )
return 0;
return ms;
}
unsigned RageSoundReader_Chain::ActivateSound( const sound &s )
{
SoundReader *pSound = m_apLoadedSounds[s.sPath];
ActiveSound add;
add.fPan = s.fPan;
add.pSound = pSound->Copy();
m_apActiveSounds.push_back( add );
return m_apActiveSounds.size() - 1;
}
void RageSoundReader_Chain::ReleaseSound( unsigned n )
{
ASSERT_M( n < m_apActiveSounds.size(), ssprintf("%u, %u", n, unsigned(m_apActiveSounds.size())) );
SoundReader *pSound = m_apActiveSounds[n].pSound;
delete pSound;
m_apActiveSounds.erase( m_apActiveSounds.begin()+n );
}
bool RageSoundReader_Chain::IsStreamingFromDisk() const
{
map<RString, SoundReader *>::const_iterator it;
for( it = m_apLoadedSounds.begin(); it != m_apLoadedSounds.end(); ++it )
if( it->second->IsStreamingFromDisk() )
return true;
return false;
}
/* Find the next sound we'll need to start, if any. m_Sounds is sorted by time. */
unsigned RageSoundReader_Chain::GetNextSoundIndex() const
{
unsigned iNextSound = 0;
while( iNextSound < m_Sounds.size() && m_iCurrentFrame > m_Sounds[iNextSound].GetOffsetFrame(m_iActualSampleRate) )
++iNextSound;
return iNextSound;
}
int RageSoundReader_Chain::ReadBlock( int16_t *pBuffer, int iFrames )
{
/* How many samples should we read before we need to start up a sound? */
int iFramesToRead = INT_MAX;
if( m_iNextSound < m_Sounds.size() )
{
int iStartFrame = m_iCurrentFrame;
int iOffsetFrame = m_Sounds[m_iNextSound].GetOffsetFrame(m_iActualSampleRate);
ASSERT_M( iOffsetFrame >= iStartFrame, ssprintf("%i %i", iOffsetFrame, iStartFrame) );
iFramesToRead = iOffsetFrame - iStartFrame;
}
iFramesToRead = min( iFramesToRead, iFrames );
if( iFramesToRead > 0 && m_apActiveSounds.size() == 1 &&
m_apActiveSounds.front().fPan == 0 &&
m_apActiveSounds.front().pSound->GetNumChannels() == m_iChannels &&
m_apActiveSounds.front().pSound->GetSampleRate() == m_iActualSampleRate )
{
/* We have only one source, and it matches our target. Don't mix; read
* directly from the source into the destination. This is to optimize
* the common case of having one BGM track and no autoplay sounds. */
int iBytes = m_apActiveSounds.front().pSound->Read( (char *) pBuffer, iFramesToRead * sizeof(int16_t) * m_iChannels );
if( iBytes == 0 )
ReleaseSound( 0 );
return iBytes / (sizeof(int16_t) * m_iChannels);
}
if( iFramesToRead > 0 && !m_apActiveSounds.empty() )
{
RageSoundMixBuffer mix;
/* Read iFramesToRead from each sound. */
int16_t Buffer[2048];
iFramesToRead = min( iFramesToRead, 1024 );
int iMaxFramesRead = 0;
for( unsigned i = 0; i < m_apActiveSounds.size(); )
{
ActiveSound &s = m_apActiveSounds[i];
SoundReader *pSound = s.pSound;
int iSamples = min( iFramesToRead * pSound->GetNumChannels(), ARRAYLEN(Buffer) );
int iBytesRead = pSound->Read( (char *) Buffer, iSamples*sizeof(int16_t) );
if( iBytesRead == -1 || iBytesRead == 0 )
{
/* The sound is at EOF. Release it. */
ReleaseSound( i );
continue;
}
int iSamplesRead = iBytesRead / sizeof(int16_t);
int iFramesRead = iSamplesRead / pSound->GetNumChannels();
iMaxFramesRead = max( iMaxFramesRead, iFramesRead );
if( m_iChannels == 2 && pSound->GetNumChannels() == 1 )
{
RageSoundUtil::ConvertMonoToStereoInPlace( Buffer, iSamplesRead );
iSamplesRead *= 2;
}
if( fabsf(s.fPan) > 0.0001f )
RageSoundUtil::Pan( Buffer, iFramesRead, s.fPan );
mix.write( Buffer, iSamplesRead );
++i;
}
/* Read mixed frames into the output buffer. */
mix.read( (int16_t *) pBuffer );
return iMaxFramesRead;
}
/* If we have more sounds ahead of us, pretend we read the entire block, since
* there's silence in between. Otherwise, we're at EOF. */
if( iFramesToRead > 0 )
{
memset( pBuffer, 0, iFramesToRead * m_iChannels * sizeof(int16_t) );
return iFramesToRead;
}
return 0;
}
int RageSoundReader_Chain::Read( char *pBuffer, unsigned iLength )
{
int iNumFramesToRead = iLength / (sizeof(int16_t) * m_iChannels);
int iTotalFramesRead = 0;
/* If we have no sources, and no more sounds to play, EOF. */
while( iNumFramesToRead > 0 && (!m_apActiveSounds.empty() || m_iNextSound < m_Sounds.size()) )
{
int iFramesRead = ReadBlock( (int16_t *) pBuffer, iNumFramesToRead );
if( iFramesRead == -1 )
return -1;
m_iCurrentFrame += iFramesRead;
iNumFramesToRead -= iFramesRead;
iTotalFramesRead += iFramesRead;
pBuffer += iFramesRead * sizeof(int16_t) * m_iChannels;
while( m_iNextSound < m_Sounds.size() && m_iCurrentFrame == m_Sounds[m_iNextSound].GetOffsetFrame(m_iActualSampleRate) )
{
sound &sound = m_Sounds[m_iNextSound];
ActivateSound( sound );
++m_iNextSound;
}
}
return iTotalFramesRead * sizeof(int16_t) * m_iChannels;
}
int RageSoundReader_Chain::GetLength() const
{
int iLength = 0;
for( unsigned i = 0; i < m_Sounds.size(); ++i )
{
const sound &sound = m_Sounds[i];
const SoundReader *pSound = m_apLoadedSounds.find( sound.sPath )->second;
int iThisLength = pSound->GetLength();
if( iThisLength )
iLength = max( iLength, iThisLength + sound.iOffsetMS );
}
return iLength;
}
int RageSoundReader_Chain::GetLength_Fast() const
{
int iLength = 0;
for( unsigned i = 0; i < m_Sounds.size(); ++i )
{
const sound &sound = m_Sounds[i];
const SoundReader *pSound = m_apLoadedSounds.find( sound.sPath )->second;
int iThisLength = pSound->GetLength_Fast();
if( iThisLength )
iLength = max( iLength, iThisLength + sound.iOffsetMS );
}
return iLength;
}
/*
* Copyright (c) 2004 Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/