Files
itgmania212121/stepmania/src/arch/Sound/RageSoundDriver_Generic_Software.cpp
T
2004-04-06 23:18:40 +00:00

341 lines
8.9 KiB
C++

#include "global.h"
#include "RageSoundDriver_Generic_Software.h"
#include "RageLog.h"
#include "RageSound.h"
#include "RageUtil.h"
#include "RageSoundManager.h"
static const int channels = 2;
static const int bytes_per_frame = channels*2; /* 16-bit */
static int frames_to_buffer;
static const int num_chunks = 8;
static int chunksize() { return frames_to_buffer / num_chunks; }
RageSound_Generic_Software::sound::sound()
{
snd = NULL;
state = STOPPED;
}
void RageSound_Generic_Software::sound::Init()
{
/* Reserve enough blocks in the buffer to hold the buffer; plus some extra, since blocks
* are partially read by Mix(); plus some more extra, since we can buffer one block
* over frames_to_buffer (we buffer until filled >= frames_to_buffer). */
const int frames_per_block = samples_per_block / channels;
const int blocks_to_prebuffer = frames_to_buffer / frames_per_block;
buffer.reserve( blocks_to_prebuffer + 4 );
}
int RageSound_Generic_Software::DecodeThread_start( void *p )
{
((RageSound_Generic_Software *) p)->DecodeThread();
return 0;
}
void RageSound_Generic_Software::Mix( int16_t *buf, int frames, int64_t frameno, int64_t current_frameno )
{
RAGE_ASSERT_M( m_DecodeThread.IsCreated(), "RageSound_Generic_Software::StartDecodeThread() was never called" );
static SoundMixBuffer mix;
CHECKPOINT;
for( unsigned i = 0; i < ARRAYSIZE(sounds); ++i )
{
/* s.snd can not safely be accessed from here. */
sound &s = sounds[i];
if( s.state == sound::HALTING )
{
/* The main thread is waiting for us. */
s.buffer.clear();
s.state = sound::STOPPED;
continue;
}
if( s.state == sound::STOPPED )
continue;
/* STOPPING or PLAYING. Read sound data. */
int got_frames = 0;
int frames_left = frames;
/* Does the sound have a start time? */
if( !s.start_time.IsZero() && current_frameno != -1 )
{
/* If the sound is supposed to start at a time past this buffer, insert silence. */
const int64_t iFramesUntilThisBuffer = frameno - current_frameno;
const float fSecondsBeforeStart = -s.start_time.Ago();
const int64_t iFramesBeforeStart = int64_t(fSecondsBeforeStart * GetSampleRate(0));
const int iSilentFramesInThisBuffer = clamp( int(iFramesBeforeStart-iFramesUntilThisBuffer), 0, frames_left );
got_frames += iSilentFramesInThisBuffer;
frames_left -= iSilentFramesInThisBuffer;
/* If we didn't completely fill the buffer, then we've written all of the silence. */
if( frames_left )
s.start_time.SetZero();
}
/* Fill actual data. */
sound_block *p[2];
unsigned pSize[2];
s.buffer.get_read_pointers( p, pSize );
while( frames_left && pSize[0] )
{
if( !p[0]->frames_in_buffer )
{
/* We've processed all of the sound in this block. Mark it read. */
s.buffer.advance_read_pointer( 1 );
++p[0];
--pSize[0];
/* If we have more data in p[0], keep going. */
if( pSize[0] )
continue; // more data
/* We've used up p[0]. Try p[1]. */
swap( p[0], p[1] );
swap( pSize[0], pSize[1] );
continue;
}
/* Note that, until we call advance_read_pointer, we can safely write to p[0]. */
const int frames_to_read = min( frames_left, p[0]->frames_in_buffer );
mix.write( (Sint16*)p[0]->p, frames_to_read * channels, s.volume, got_frames*channels );
SOUNDMAN->CommitPlayingPosition( s.sound_id, frameno+got_frames, p[0]->position, frames_to_read );
p[0]->p += frames_to_read*channels;
p[0]->frames_in_buffer -= frames_to_read;
p[0]->position += frames_to_read;
s.frames_read += frames_to_read;
got_frames += frames_to_read;
frames_left -= frames_to_read;
}
/* If we don't have enough to fill the buffer, we've underrun. */
// if( got_frames < frames && s.state == sound::PLAYING )
// s.underruns++
}
memset( buf, 0, frames*bytes_per_frame );
mix.read( (Sint16*)buf );
}
void RageSound_Generic_Software::DecodeThread()
{
/* SOUNDMAN will be set once RageSoundManager's ctor returns and
* assigns it; we might get here before that happens, though. */
while( !SOUNDMAN && !shutdown_decode_thread )
SDL_Delay( 10 );
SetupDecodingThread();
while( !shutdown_decode_thread )
{
/* Fill each playing sound, round-robin. */
SDL_Delay( 1000*chunksize() / GetSampleRate(0) );
LockMut(SOUNDMAN->lock);
unsigned i;
/* The volume can change while the sound is playing; update it. */
for( i = 0; i < ARRAYSIZE(sounds); ++i )
if( sounds[i].state == sound::PLAYING || sounds[i].state == sound::STOPPING )
sounds[i].volume = sounds[i].snd->GetVolume();
/* Fill PLAYING sounds, prioritizing sounds that have less sound buffered. */
while( 1 )
{
sound *pSound = NULL;
int64_t frames_buffered = 0;
for( i = 0; i < ARRAYSIZE(sounds); ++i )
{
if( sounds[i].state != sound::PLAYING )
continue;
if( pSound == NULL || sounds[i].frames_buffered() < frames_buffered )
{
frames_buffered = sounds[i].frames_buffered();
pSound = &sounds[i];
}
}
if( pSound == NULL )
break;
if( frames_buffered >= frames_to_buffer )
break;
CHECKPOINT;
if( !GetDataForSound( *pSound ) )
{
/* This sound is finishing. */
pSound->state = sound::STOPPING;
}
}
}
}
/* Buffer a block of sound data for the given sound. If end of file is reached,
* return false. */
bool RageSound_Generic_Software::GetDataForSound( sound &s )
{
sound_block *p[2];
unsigned psize[2];
s.buffer.get_write_pointers( p, psize );
/* If we have no open buffer slot, we have a buffer overflow. */
RAGE_ASSERT_M( psize[0] > 0, ssprintf("%i", (int)s.frames_buffered()) );
sound_block *b = p[0];
bool eof = !s.snd->GetDataToPlay( b->buf, ARRAYSIZE(b->buf)/channels, b->position, b->frames_in_buffer );
b->p = b->buf;
s.buffer.advance_write_pointer( 1 );
s.frames_written += b->frames_in_buffer;
return !eof;
}
void RageSound_Generic_Software::Update(float delta)
{
ASSERT(SOUNDMAN);
LockMut(SOUNDMAN->lock);
for( unsigned i = 0; i < ARRAYSIZE(sounds); ++i )
{
if( sounds[i].state != sound::STOPPING )
continue;
if( sounds[i].buffer.num_readable() != 0 )
continue;
LOG->Trace("finishing sound %i", i);
/* This sound is done. */
sounds[i].snd->StopPlaying();
}
}
void RageSound_Generic_Software::StartMixing( RageSoundBase *snd )
{
unsigned i;
for( i = 0; i < ARRAYSIZE(sounds); ++i )
if( sounds[i].state == sound::STOPPED )
break;
if( i == ARRAYSIZE(sounds) )
return;
sound &s = sounds[i];
s.snd = snd;
s.start_time = snd->GetStartTime();
s.frames_read = s.frames_written = 0;
s.sound_id = snd->GetID();
s.volume = snd->GetVolume();
/* Prebuffer some frames before changing the sound to PLAYING. */
bool ReachedEOF = false;
while( !ReachedEOF && s.frames_buffered() < frames_to_buffer )
{
if( !GetDataForSound( s ) )
ReachedEOF = true;
}
/* If we hit EOF already, while prebuffering, then go right to STOPPING. */
s.state = ReachedEOF? sound::STOPPING: sound::PLAYING;
LOG->Trace("finished prebuffering");
}
void RageSound_Generic_Software::StopMixing( RageSoundBase *snd )
{
/* Lock, to make sure the decoder thread isn't running on this sound while we do this. */
LockMut(SOUNDMAN->lock);
/* Find the sound. */
unsigned i;
for( i = 0; i < ARRAYSIZE(sounds); ++i )
if( sounds[i].snd == snd )
break;
if( i == ARRAYSIZE(sounds) )
{
LOG->Trace( "not stopping a sound because it's not playing" );
return;
}
/* If we're already in STOPPED or HALTING, there's nothing to do. */
if( sounds[i].state == sound::STOPPED )
{
LOG->Trace( "not stopping a sound because it's in STOPPED or HALTING" );
return;
}
if( sounds[i].state == sound::STOPPING && sounds[i].buffer.num_readable() == 0 )
{
/* The sound is finished and already flushed. */
sounds[i].state = sound::STOPPED;
}
else
{
/* Tell the mixing thread to flush the buffer. */
sounds[i].state = sound::HALTING;
}
/* Invalidate the snd pointer to guarantee we don't make any further references to
* it. Once this call returns, the sound may no longer exist. */
sounds[i].snd = NULL;
}
void RageSound_Generic_Software::StartDecodeThread()
{
ASSERT( !m_DecodeThread.IsCreated() );
/* Initialize the sound buffers, now that frames_to_buffer is finalized. */
for( unsigned i = 0; i < ARRAYSIZE(sounds); ++i )
sounds[i].Init();
m_DecodeThread.Create( DecodeThread_start, this );
}
void RageSound_Generic_Software::SetDecodeBufferSize( int frames )
{
ASSERT( !m_DecodeThread.IsCreated() );
frames_to_buffer = frames;
}
RageSound_Generic_Software::RageSound_Generic_Software()
{
shutdown_decode_thread = false;
SetDecodeBufferSize( 4096 );
m_DecodeThread.SetName("Decode thread");
}
RageSound_Generic_Software::~RageSound_Generic_Software()
{
/* Signal the decoding thread to quit. */
if( m_DecodeThread.IsCreated() )
{
shutdown_decode_thread = true;
LOG->Trace("Shutting down decode thread ...");
LOG->Flush();
m_DecodeThread.Wait();
LOG->Trace("Decode thread shut down.");
LOG->Flush();
}
}
/*
* Copyright (c) 2002-2004 by the person(s) listed below. All rights reserved.
*
* Glenn Maynard
*/