388 lines
11 KiB
C++
388 lines
11 KiB
C++
/*
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* This manager has several distinct purposes:
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*
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* Load the sound driver, and handle most communication between it and RageSound.
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* Factory and reference count RageSoundReader objects for RageSound.
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* User-level:
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* - global volume management
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* - sound detaching ("play and delete when done playing")
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*/
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#include "global.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 "RageSoundReader_Preload.h"
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#include "Foreach.h"
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#include "LocalizedString.h"
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#include "Preference.h"
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#include "arch/Sound/RageSoundDriver.h"
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#include "arch/arch.h"
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#include "arch/arch_default.h"
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/*
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* The lock ordering requirements are:
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* RageSound::Lock before g_SoundManMutex
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* RageSound::Lock must not be locked when calling driver calls (since the driver
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* may lock a mutex and then make RageSound calls back)
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*
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* Do not make RageSound calls that might lock while holding g_SoundManMutex.
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*/
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static RageMutex g_SoundManMutex("SoundMan");
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static Preference<RString> g_sSoundDrivers( "SoundDrivers", "" ); // "" == DEFAULT_SOUND_DRIVER_LIST
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RageSoundManager *SOUNDMAN = NULL;
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RageSoundManager::RageSoundManager()
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{
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pos_map_queue.reserve( 1024 );
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m_fMixVolume = 1.0f;
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m_bPlayOnlyCriticalSounds = false;
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}
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static LocalizedString COULDNT_FIND_SOUND_DRIVER( "RageSoundManager", "Couldn't find a sound driver that works" );
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void RageSoundManager::Init()
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{
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RString sDrivers = g_sSoundDrivers;
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if( sDrivers.empty() )
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sDrivers = DEFAULT_SOUND_DRIVER_LIST;
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m_pDriver = MakeRageSoundDriver( sDrivers );
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if( m_pDriver == NULL )
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RageException::Throw( COULDNT_FIND_SOUND_DRIVER.GetValue() );
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}
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RageSoundManager::~RageSoundManager()
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{
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g_SoundManMutex.Lock(); /* lock for access to owned_sounds */
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set<RageSound *> sounds = owned_sounds;
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g_SoundManMutex.Unlock(); /* finished with owned_sounds */
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/* Clear any sounds that we own and havn't freed yet. */
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set<RageSound *>::iterator j = sounds.begin();
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while(j != sounds.end())
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delete *(j++);
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/* Don't lock while deleting the driver (the decoder thread might deadlock). */
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delete m_pDriver;
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}
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/*
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* Previously, we went to some lengths to shut down sounds before exiting threads.
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* The only other thread that actually starts sounds is SOUND. Doing this was ugly;
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* instead, let's shut down the driver early, stopping all sounds. We don't want
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* to delete SOUNDMAN early, since those threads are still using it; just shut down
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* the driver.
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*/
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void RageSoundManager::Shutdown()
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{
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SAFE_DELETE( m_pDriver );
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}
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void RageSoundManager::StartMixing( RageSoundBase *pSound )
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{
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if( m_pDriver != NULL )
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m_pDriver->StartMixing( pSound );
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}
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void RageSoundManager::StopMixing( RageSoundBase *pSound )
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{
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if( m_pDriver != NULL )
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m_pDriver->StopMixing( pSound );
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}
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bool RageSoundManager::Pause( RageSoundBase *pSound, bool bPause )
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{
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if( m_pDriver == NULL )
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return false;
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else
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return m_pDriver->PauseMixing( pSound, bPause );
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}
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int64_t RageSoundManager::GetPosition( const RageSoundBase *pSound ) const
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{
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if( m_pDriver == NULL )
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return 0;
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return m_pDriver->GetPosition( pSound );
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}
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void RageSoundManager::Update( float fDeltaTime )
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{
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FlushPosMapQueue();
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/* Scan m_mapPreloadedSounds for sounds that are no longer loaded, and delete them. */
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g_SoundManMutex.Lock(); /* lock for access to m_mapPreloadedSounds, owned_sounds */
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{
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map<RString, RageSoundReader_Preload *>::iterator it, next;
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it = m_mapPreloadedSounds.begin();
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while( it != m_mapPreloadedSounds.end() )
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{
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next = it; ++next;
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if( it->second->GetReferenceCount() == 1 )
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{
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LOG->Trace( "Deleted old sound \"%s\"", it->first.c_str() );
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delete it->second;
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m_mapPreloadedSounds.erase( it );
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}
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it = next;
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}
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}
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/* Scan the owned_sounds list for sounds that are no longer playing, and delete them. */
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set<RageSound *> ToDelete;
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for( set<RageSound *>::iterator it = owned_sounds.begin(); it != owned_sounds.end(); ++it )
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{
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RageSound *pSound = *it;
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if( pSound->IsPlaying() )
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continue;
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LOG->Trace("XXX: deleting '%s'", pSound->GetLoadedFilePath().c_str());
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ToDelete.insert( pSound );
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}
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for( set<RageSound *>::iterator it = ToDelete.begin(); it != ToDelete.end(); ++it )
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owned_sounds.erase( *it );
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g_SoundManMutex.Unlock(); /* finished with owned_sounds */
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/* Be sure to release g_SoundManMutex before deleting sounds. */
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for( set<RageSound *>::iterator it = ToDelete.begin(); it != ToDelete.end(); ++it )
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delete *it;
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if( m_pDriver != NULL )
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m_pDriver->Update( fDeltaTime );
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}
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/* Register the given sound, and return a unique ID. */
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void RageSoundManager::RegisterSound( RageSound *p )
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{
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g_SoundManMutex.Lock(); /* lock for access to all_sounds */
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all_sounds[p->GetID()] = p;
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g_SoundManMutex.Unlock(); /* finished with all_sounds */
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}
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void RageSoundManager::UnregisterSound( RageSound *p )
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{
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g_SoundManMutex.Lock(); /* lock for access to all_sounds */
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all_sounds.erase( p->GetID() );
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g_SoundManMutex.Unlock(); /* finished with all_sounds */
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}
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/* Return a unique ID. */
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int RageSoundManager::GetUniqueID()
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{
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LockMut(g_SoundManMutex); /* serialize iID */
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static int iID = 0;
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return ++iID;
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}
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void RageSoundManager::CommitPlayingPosition( int ID, int64_t frameno, int pos, int got_frames )
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{
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/* This can be called from realtime threads; don't lock any mutexes. */
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queued_pos_map_t p;
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p.ID = ID;
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p.frameno = frameno;
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p.pos = pos;
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p.got_frames = got_frames;
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pos_map_queue.write( &p, 1 );
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}
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RageSound *RageSoundManager::GetSoundByID( int ID )
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{
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LockMut( g_SoundManMutex );
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/* Find the sound with p.ID. */
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map<int,RageSound *>::iterator it;
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it = all_sounds.find( ID );
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if( it == all_sounds.end() )
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return NULL;
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return it->second;
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}
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/* This is only called by RageSoundManager::Update. */
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void RageSoundManager::FlushPosMapQueue()
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{
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queued_pos_map_t p;
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/* We don't need to lock to access pos_map_queue. */
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while( pos_map_queue.read( &p, 1 ) )
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{
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RageSound *pSound = GetSoundByID( p.ID );
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/* If we can't find the ID, the sound was probably deleted before we got here. */
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if( pSound == NULL )
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{
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// LOG->Trace("ignored unknown (stale?) commit ID %i", p.ID);
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continue;
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}
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pSound->CommitPlayingPosition( p.frameno, p.pos, p.got_frames );
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}
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}
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float RageSoundManager::GetPlayLatency() const
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{
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if( m_pDriver == NULL )
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return 0;
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return m_pDriver->GetPlayLatency();
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}
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int RageSoundManager::GetDriverSampleRate( int iRate ) const
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{
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if( m_pDriver == NULL )
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return 44100;
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return m_pDriver->GetSampleRate( iRate );
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}
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/* The return value of PlaySound and PlayCopyOfSound is only valid in the main
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* thread, until the next call to Update(). After that, it may be deleted. */
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RageSound *RageSoundManager::PlaySound( RageSound &snd, const RageSoundParams *params )
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{
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if( snd.IsPlaying() )
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return PlayCopyOfSound( snd, params );
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if( params )
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snd.SetParams( *params );
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// Move to the start position.
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snd.SetPositionSeconds( snd.GetParams().m_StartSecond );
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snd.StartPlaying();
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return &snd;
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}
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RageSound *RageSoundManager::PlayCopyOfSound( RageSound &snd, const RageSoundParams *pParams )
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{
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RageSound *pSound = new RageSound( snd );
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DeleteSoundWhenFinished( pSound );
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if( pParams )
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pSound->SetParams( *pParams );
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// Move to the start position.
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pSound->SetPositionSeconds( pSound->GetParams().m_StartSecond );
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pSound->StartPlaying();
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return pSound;
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}
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void RageSoundManager::DeleteSound( RageSound *pSound )
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{
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/* Stop playing the sound. */
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pSound->StopPlaying();
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/* We might be in a thread, so don't delete it here. */
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DeleteSoundWhenFinished( pSound );
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}
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void RageSoundManager::DeleteSoundWhenFinished( RageSound *pSound )
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{
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g_SoundManMutex.Lock(); /* lock for access to owned_sounds */
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owned_sounds.insert( pSound );
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g_SoundManMutex.Unlock(); /* finished with owned_sounds */
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}
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/* If the given path is loaded, return a copy; otherwise return NULL.
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* It's the caller's responsibility to delete the result. */
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SoundReader *RageSoundManager::GetLoadedSound( const RString &sPath_ )
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{
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LockMut(g_SoundManMutex); /* lock for access to m_mapPreloadedSounds */
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RString sPath(sPath_);
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sPath.MakeLower();
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map<RString, RageSoundReader_Preload *>::const_iterator it;
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it = m_mapPreloadedSounds.find( sPath );
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if( it == m_mapPreloadedSounds.end() )
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return NULL;
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return it->second->Copy();
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}
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/* Add the sound to the set of loaded sounds that can be copied for reuse.
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* The sound will be kept in memory as long as there are any other references
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* to it; once we hold the last one, we'll release it. */
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void RageSoundManager::AddLoadedSound( const RString &sPath_, RageSoundReader_Preload *pSound )
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{
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LockMut(g_SoundManMutex); /* lock for access to m_mapPreloadedSounds */
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/* Don't AddLoadedSound a sound that's already registered. It should have been
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* used in GetLoadedSound. */
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RString sPath(sPath_);
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sPath.MakeLower();
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map<RString, RageSoundReader_Preload *>::const_iterator it;
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it = m_mapPreloadedSounds.find( sPath );
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ASSERT_M( it == m_mapPreloadedSounds.end(), sPath );
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m_mapPreloadedSounds[sPath] = (RageSoundReader_Preload *) pSound->Copy();
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}
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/* Don't hold the lock when we don't have to. We call this function from other
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* threads, to avoid stalling the gameplay thread. */
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void RageSoundManager::PlayOnce( RString 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 *pSound = new RageSound;
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pSound->Load( sPath, false );
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pSound->Play();
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/* We're responsible for freeing it. Add it to owned_sounds *after* we start
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* playing, so RageSoundManager::Update doesn't free it before we actually start
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* it. */
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DeleteSoundWhenFinished( pSound );
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}
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void RageSoundManager::SetMixVolume( float fMixVol )
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{
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ASSERT_M( fMixVol >= 0 && fMixVol <= 1, ssprintf("%f",fMixVol) );
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g_SoundManMutex.Lock(); /* lock for access to m_fMixVolume */
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m_fMixVolume = fMixVol;
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g_SoundManMutex.Unlock(); /* finished with m_fMixVolume */
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}
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void RageSoundManager::SetPlayOnlyCriticalSounds( bool bPlayOnlyCriticalSounds )
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{
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g_SoundManMutex.Lock(); /* lock for access to m_bPlayOnlyCriticalSounds */
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m_bPlayOnlyCriticalSounds = bPlayOnlyCriticalSounds;
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g_SoundManMutex.Unlock(); /* finished with m_bPlayOnlyCriticalSounds */
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}
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/*
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* Copyright (c) 2002-2004 Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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