771 lines
20 KiB
C++
771 lines
20 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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* TODO:
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* Configurable buffer sizes (stored in SoundManager) and so on
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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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* We need (yet) another layer of abstraction: RageSoundSource. It'll just
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* implement the SDL_sound interface (in a class). Two implementations;
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* one, used normally, that just wraps SDL_sound; and another that is given
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* a list of sounds and time offsets and transparently mixes them together
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* at the given times, filling the gaps with silence. This should be an easy
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* way to handle autoplay tracks in keyed games. Normal background music can
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* be passed to it with an offset of 0 (or the gap, however it works out).
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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 "RageTimer.h"
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#include "PrefsManager.h"
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#include "RageSoundReader_SDL_Sound.h"
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#include "RageSoundReader_Preload.h"
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const int channels = 2;
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const int samplesize = 2 * channels; /* 16-bit */
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const int samplerate = 44100;
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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 int read_block_size = 1024;
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/* The number of samples we should keep pos_map data for. This being too high
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* is mostly harmless (the data is small). Let's keep a second; no sane audio
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* driver will have that much latency. */
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const int pos_map_backlog_samples = samplerate;
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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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stream.Sample = NULL;
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position = 0;
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stopped_position = -1;
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playing = false;
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StopMode = M_STOP;
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speed_input_samples = speed_output_samples = 1;
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stream.buf.reserve(internal_buffer_size);
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m_StartSample = 0;
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m_LengthSamples = -1;
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AccurateSync = false;
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fade_length = 0;
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/* Register ourselves, so we receive Update()s. */
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SOUNDMAN->all_sounds.insert(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->StopPlayingSound(*this);
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Unload();
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/* Unregister ourselves. */
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SOUNDMAN->all_sounds.erase(this);
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}
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RageSound::RageSound(const RageSound &cpy)
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{
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ASSERT(SOUNDMAN);
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LockMut(SOUNDMAN->lock);
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stream.Sample = NULL;
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original = cpy.original;
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m_StartSample = cpy.m_StartSample;
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m_LengthSamples = cpy.m_LengthSamples;
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StopMode = cpy.StopMode;
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position = cpy.position;
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playing = false;
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AccurateSync = cpy.AccurateSync;
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fade_length = cpy.fade_length;
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speed_input_samples = cpy.speed_input_samples;
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speed_output_samples = cpy.speed_output_samples;
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stream.buf.reserve(internal_buffer_size);
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stream.Sample = cpy.stream.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 ourselves, so we receive Update()s. */
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SOUNDMAN->all_sounds.insert(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 stream.Sample;
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stream.Sample = NULL;
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m_sFilePath = "";
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stream.buf.clear();
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}
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/* This is called upon fatal failure. Replace the sound with silence. */
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void RageSound::Fail(CString reason)
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{
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delete stream.Sample;
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stream.Sample = NULL;
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/* XXX
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* full_buf.append(0, 1024); should be OK, but VC6 is broken ... */
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basic_string<char> empty(1024, 0);
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// full_buf.insert(full_buf.end(), empty.begin(), empty.end());
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position = 0;
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LOG->Warn("Decoding %s failed: %s",
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GetLoadedFilePath().GetString(), reason.GetString() );
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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.GetString() );
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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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position = 0;
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SoundReader_SDL_Sound *NewSample = new SoundReader_SDL_Sound;
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if(!NewSample->Open(sSoundFilePath.GetString()))
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RageException::Throw( "RageSoundManager::RageSoundManager: error opening sound %s: %s",
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sSoundFilePath.GetString(), NewSample->GetError().c_str());
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if(PREFSMAN->m_bSoundPreloadAll)
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precache = true;
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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(NewSample))
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{
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stream.Sample = Preload;
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delete NewSample;
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return true;
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}
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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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NewSample->SetPosition_Fast(0);
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delete Preload;
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}
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stream.Sample = NewSample;
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return true;
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}
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void RageSound::SetStartSeconds( float secs )
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{
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ASSERT(!playing);
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m_StartSample = int(secs*samplerate);
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}
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void RageSound::SetLengthSeconds(float secs)
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{
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ASSERT(secs == -1 || secs >= 0);
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ASSERT(!playing);
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if(secs == -1)
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m_LengthSamples = -1;
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else
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m_LengthSamples = int(secs*samplerate);
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}
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void RageSound::Update(float delta)
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{
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if(playing && delta)
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FillBuf(int(delta * samplerate * samplesize));
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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 stream.buf.size();
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}
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#include <math.h>
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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[16];
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ASSERT(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 bytes)
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{
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LockMut(SOUNDMAN->lock);
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ASSERT(stream.Sample);
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bool got_something = false;
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while(bytes > 0)
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{
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if(read_block_size > stream.buf.capacity() - stream.buf.size())
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break; /* full */
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char inbuf[10240];
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int read_size = read_block_size;
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int cnt = 0;
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if(speed_input_samples != 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 * speed_input_samples / 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 * 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 = stream.Sample->Read(inbuf, read_size);
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if(cnt == 0)
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return got_something; /* EOF */
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RateChange(inbuf, cnt, speed_input_samples, speed_output_samples, channels);
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if(cnt == -1)
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{
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/* XXX untested */
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Fail(stream.Sample->GetError());
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/* Pretend we got data; we actually just switched to a non-streaming
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* buffer. */
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return true;
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}
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/* Add the data to the buffer. */
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stream.buf.write((const char *) inbuf, cnt);
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bytes -= cnt;
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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 size)
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{
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if(m_LengthSamples != -1)
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{
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/* We have a length; only read up to the end. MaxPosition is the
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* sample position of the end. */
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int SamplesToRead = m_StartSample + m_LengthSamples - 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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size = clamp(SamplesToRead * samplesize, 0, size);
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}
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int got;
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if(position < 0) {
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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 = -position * samplesize;
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got = min(got, size);
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if(buffer)
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memset(buffer, 0, got);
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} else {
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/* Feed data out of our streaming buffer. */
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ASSERT(stream.Sample);
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got = min(int(stream.buf.size()), size);
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if(buffer)
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stream.buf.read(buffer, got);
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}
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return got;
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}
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/* Called by the mixer: return a block of sound data.
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* Be careful; this is called in a separate thread. */
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int RageSound::GetPCM(char *buffer, int size, int sampleno)
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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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/* Erase old pos_map data. */
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while(pos_map.size() > 1 && pos_map.back().sampleno - pos_map.front().sampleno > pos_map_backlog_samples)
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pos_map.pop_front();
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/*
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* "sampleno" is the audio driver's conception of time. "position"
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* is ours. Keep track of sampleno->position mappings.
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*
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* This way, when we query the time later on, we can derive position
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* values from the sampleno values returned from GetPosition.
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*/
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/* Now actually put data from the correct buffer into the output. */
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int bytes_stored = 0;
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while(size)
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{
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/* Get a block of data. */
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int got = GetData(buffer, size);
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if(!got)
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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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/* If we got some data, we're OK. */
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if(GetData(NULL, size) != 0)
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continue; /* we have more */
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/* We're at the end of the data. If we're looping, rewind and restart. */
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if(StopMode == M_LOOP)
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{
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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 = %i, length = %i)",
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GetLoadedFilePath().GetString(), m_StartSample, m_LengthSamples);
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return 0;
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}
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/* Rewind and start over. */
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SetPositionSamples(m_StartSample);
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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()) 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 %i",
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GetLoadedFilePath().GetString(), m_StartSample);
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/* Stop here. */
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return bytes_stored;
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}
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continue;
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}
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/* Not looping. Normally, we'll just stop here. */
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if(StopMode == M_STOP)
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break;
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/* We're out of data, but we're not going to stop, so fill in the
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* rest with silence. */
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memset(buffer, 0, size);
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got = size;
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}
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/* This block goes from position to position+got_samples. */
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int got_samples = got / samplesize; /* bytes -> samples */
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/* Save this sampleno/position map. */
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pos_map.push_back(pos_map_t(sampleno, position, got_samples));
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/* We want to fade when there's FADE_TIME seconds left, but if
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* m_LengthSamples is -1, we don't know the length we're playing.
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* (m_LengthSamples 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(fade_length != 0 && m_LengthSamples != -1) {
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Sint16 *p = (Sint16 *) buffer;
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int this_position = position;
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for(int samp = 0; samp < got_samples; ++samp)
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{
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float fSecsUntilSilent = float(m_StartSample + m_LengthSamples - this_position) / samplerate;
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float fVolPercent = fSecsUntilSilent / fade_length;
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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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*p = short(*p * fVolPercent);
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p++;
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}
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this_position++;
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}
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}
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bytes_stored += got;
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position += got_samples;
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size -= got;
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buffer += got;
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sampleno += got_samples;
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}
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return bytes_stored;
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}
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/* Start playing from the current position. If the sound is already
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* playing, Stop is called. */
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void RageSound::StartPlaying()
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{
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LockMut(SOUNDMAN->lock);
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stopped_position = -1;
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ASSERT(!playing);
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/* Tell the sound manager to start mixing us. */
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playing = true;
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SOUNDMAN->StartMixing(this);
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}
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void RageSound::StopPlaying()
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{
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if(!playing)
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return;
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stopped_position = GetPositionSeconds();
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/* Tell the sound manager to stop mixing this sound. */
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SOUNDMAN->StopMixing(this);
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playing = false;
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pos_map.clear();
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}
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RageSound *RageSound::Play()
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{
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return SOUNDMAN->PlaySound(*this);
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}
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void RageSound::Stop()
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{
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SOUNDMAN->StopPlayingSound(*this);
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}
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float RageSound::GetLengthSeconds()
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{
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ASSERT(stream.Sample);
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int len = stream.Sample->GetLength();
|
|
|
|
if(len < 0)
|
|
{
|
|
LOG->Warn("GetLengthSeconds failed on %s: %s",
|
|
GetLoadedFilePath().GetString(), stream.Sample->GetError().c_str() );
|
|
return -1;
|
|
}
|
|
|
|
return len / 1000.f; /* ms -> secs */
|
|
}
|
|
|
|
float RageSound::GetPositionSeconds() const
|
|
{
|
|
LockMut(SOUNDMAN->lock);
|
|
|
|
/* If we're not playing, just report the static position. */
|
|
if( !IsPlaying() )
|
|
{
|
|
if(stopped_position != -1)
|
|
return stopped_position;
|
|
return GetPlaybackRate() * position / float(samplerate);
|
|
}
|
|
|
|
/* If we don't yet have any position data, GetPCM hasn't yet been called at all,
|
|
* so report the static position. */
|
|
{
|
|
if(pos_map.empty()) {
|
|
LOG->Trace("no data yet; %i", position);
|
|
return GetPlaybackRate() * position / float(samplerate);
|
|
}
|
|
}
|
|
|
|
/* Get our current hardware position. */
|
|
int cur_sample = SOUNDMAN->GetPosition(this);
|
|
|
|
/* sampleno is probably in pos_maps. Search to figure out what position
|
|
* this sampleno maps to. */
|
|
|
|
int closest_position = 0, closest_position_dist = INT_MAX;
|
|
for(unsigned i = 0; i < pos_map.size(); ++i) {
|
|
if(cur_sample >= pos_map[i].sampleno &&
|
|
cur_sample < pos_map[i].sampleno+pos_map[i].samples)
|
|
{
|
|
/* cur_sample lies in this block; it's an exact match. Figure
|
|
* out the exact position. */
|
|
int diff = pos_map[i].position - pos_map[i].sampleno;
|
|
return GetPlaybackRate() * float(cur_sample + diff) / samplerate;
|
|
}
|
|
|
|
/* See if the current position is close to the beginning of this block. */
|
|
int dist = abs(pos_map[i].sampleno - cur_sample);
|
|
if(dist < closest_position_dist)
|
|
{
|
|
closest_position_dist = dist;
|
|
closest_position = pos_map[i].position;
|
|
}
|
|
|
|
/* See if the current position is close to the end of this block. */
|
|
dist = abs(pos_map[i].sampleno + pos_map[i].samples - cur_sample);
|
|
if(dist < closest_position_dist)
|
|
{
|
|
closest_position_dist = dist + pos_map[i].samples;
|
|
closest_position = pos_map[i].position + pos_map[i].samples;
|
|
}
|
|
}
|
|
|
|
/* The sample 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 sample number than we know about.
|
|
*/
|
|
LOG->Trace("Approximate sound time: sample %i, dist %i, closest %i", cur_sample, closest_position_dist, closest_position);
|
|
|
|
return GetPlaybackRate() * closest_position / float(samplerate);
|
|
}
|
|
|
|
bool RageSound::SetPositionSeconds( float fSeconds )
|
|
{
|
|
return SetPositionSamples( fSeconds == -1? -1: int(fSeconds * samplerate) );
|
|
}
|
|
|
|
bool RageSound::SetPositionSamples( int samples )
|
|
{
|
|
if(samples == -1)
|
|
samples = m_StartSample;
|
|
|
|
/* This can take a while. Only lock the sound buffer if we're actually playing. */
|
|
LockMutex L(SOUNDMAN->lock);
|
|
if(!playing)
|
|
L.Unlock();
|
|
|
|
{
|
|
/* "position" records the number of samples 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 sample, we would have actually
|
|
* played 20 samples, and it's the number of real speaker samples that
|
|
* "position" represents. */
|
|
const int scaled_samples = int(samples / GetPlaybackRate());
|
|
|
|
/* If we're already there, don't do anything. */
|
|
if(position == scaled_samples)
|
|
return true;
|
|
|
|
position = scaled_samples;
|
|
}
|
|
|
|
/* 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(samples) * 1000.f / samplerate);
|
|
ms = max(ms, 0);
|
|
|
|
stream.buf.clear();
|
|
|
|
ASSERT(stream.Sample);
|
|
|
|
int ret;
|
|
if(AccurateSync)
|
|
ret = stream.Sample->SetPosition_Accurate(ms);
|
|
else
|
|
ret = stream.Sample->SetPosition_Fast(ms);
|
|
|
|
if(ret == -1)
|
|
{
|
|
/* XXX untested */
|
|
Fail(stream.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. Warn
|
|
* about it and jump back to the beginning. */
|
|
LOG->Warn("SetPositionSamples: %i ms is beyond EOF in %s",
|
|
ms, GetLoadedFilePath().GetString());
|
|
|
|
position = 0;
|
|
return false; /* failed (but recoverable) */
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void RageSound::SetPlaybackRate( float NewSpeed )
|
|
{
|
|
LockMut(SOUNDMAN->lock);
|
|
|
|
if(GetPlaybackRate() == NewSpeed)
|
|
return;
|
|
|
|
if(NewSpeed == 1.00f) {
|
|
speed_input_samples = 1; speed_output_samples = 1;
|
|
} else {
|
|
/* Approximate it to the nearest tenth. */
|
|
speed_input_samples = int(NewSpeed * 10);
|
|
speed_output_samples = 10;
|
|
}
|
|
}
|
|
|
|
void RageSound::SetFadeLength( float fSeconds )
|
|
{
|
|
fade_length = fSeconds;
|
|
}
|
|
|
|
void CircBuf::reserve(unsigned n)
|
|
{
|
|
clear();
|
|
buf.erase();
|
|
buf.insert(buf.end(), n, 0);
|
|
}
|
|
|
|
void CircBuf::clear()
|
|
{
|
|
cnt = start = 0;
|
|
}
|
|
|
|
void CircBuf::write(const char *buffer, unsigned buffer_size)
|
|
{
|
|
ASSERT(size() + buffer_size <= capacity()); /* overflow */
|
|
|
|
while(buffer_size)
|
|
{
|
|
unsigned write_pos = start + size();
|
|
if(write_pos >= buf.size()) write_pos -= buf.size();
|
|
|
|
int cpy = min(buffer_size, buf.size() - write_pos);
|
|
buf.replace(write_pos, cpy, buffer, cpy);
|
|
|
|
cnt += cpy;
|
|
|
|
buffer += cpy;
|
|
buffer_size -= cpy;
|
|
}
|
|
}
|
|
|
|
void CircBuf::read(char *buffer, unsigned buffer_size)
|
|
{
|
|
ASSERT(size() >= buffer_size); /* underflow */
|
|
|
|
while(buffer_size)
|
|
{
|
|
unsigned total = min(buf.size() - start, size());
|
|
unsigned cpy = min(buffer_size, total);
|
|
buf.copy(buffer, cpy, start);
|
|
|
|
start += cpy;
|
|
if(start == buf.size()) start = 0;
|
|
cnt -= cpy;
|
|
|
|
buffer += cpy;
|
|
buffer_size -= cpy;
|
|
}
|
|
}
|
|
|
|
/*
|
|
-----------------------------------------------------------------------------
|
|
Copyright (c) 2002-2003 by the person(s) listed below. All rights reserved.
|
|
Glenn Maynard
|
|
-----------------------------------------------------------------------------
|
|
*/
|