Files
itgmania212121/stepmania/src/RageSound.cpp
T
2003-03-31 22:20:11 +00:00

771 lines
20 KiB
C++

/*
* Handle loading and decoding of sounds through SDL_sound. This file
* is portable; actual playing is handled in RageSoundManager.
* For small files, pre-decode the entire file into a regular buffer. We
* might want to play many samples at once, and we don't want to have to decode
* 5-10 mp3s simultaneously during play.
*
* For larger files, decode them on the fly. These are usually music, and there's
* usually only one of those playing at a time. When we get updates, decode data
* at the same rate we're playing it. If we don't do this, and we're being read
* in large chunks, we're forced to decode in larger chunks as well, which can
* cause framerate problems.
*
* TODO:
* Configurable buffer sizes (stored in SoundManager) and so on
*
* Error handling:
* Decoding errors (eg. CRC failures) will be recovered from when possible.
*
* When they can't be recovered, the sound will stop (unless loop or !autostop)
* and the error will be available in GetError().
*
* Seeking past the end of the file will throw a warning and rewind.
*
* We need (yet) another layer of abstraction: RageSoundSource. It'll just
* implement the SDL_sound interface (in a class). Two implementations;
* one, used normally, that just wraps SDL_sound; and another that is given
* a list of sounds and time offsets and transparently mixes them together
* at the given times, filling the gaps with silence. This should be an easy
* way to handle autoplay tracks in keyed games. Normal background music can
* be passed to it with an offset of 0 (or the gap, however it works out).
*/
#include "global.h"
#include "RageSound.h"
#include "RageSoundManager.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "RageException.h"
#include "RageTimer.h"
#include "PrefsManager.h"
#include "RageSoundReader_SDL_Sound.h"
#include "RageSoundReader_Preload.h"
const int channels = 2;
const int samplesize = 2 * channels; /* 16-bit */
const int samplerate = 44100;
/* The most data to buffer when streaming. This should generally be at least as large
* as the largest hardware buffer. */
const int internal_buffer_size = 1024*16;
/* The amount of data to read from SDL_sound at once. */
const int read_block_size = 1024;
/* The number of samples we should keep pos_map data for. This being too high
* is mostly harmless (the data is small). Let's keep a second; no sane audio
* driver will have that much latency. */
const int pos_map_backlog_samples = samplerate;
RageSound::RageSound()
{
ASSERT(SOUNDMAN);
LockMut(SOUNDMAN->lock);
original = this;
stream.Sample = NULL;
position = 0;
stopped_position = -1;
playing = false;
StopMode = M_STOP;
speed_input_samples = speed_output_samples = 1;
stream.buf.reserve(internal_buffer_size);
m_StartSample = 0;
m_LengthSamples = -1;
AccurateSync = false;
fade_length = 0;
/* Register ourselves, so we receive Update()s. */
SOUNDMAN->all_sounds.insert(this);
}
RageSound::~RageSound()
{
/* If we're a "master" sound (not a copy), tell RageSoundManager to
* stop mixing us and everything that's copied from us. */
if(original == this)
SOUNDMAN->StopPlayingSound(*this);
Unload();
/* Unregister ourselves. */
SOUNDMAN->all_sounds.erase(this);
}
RageSound::RageSound(const RageSound &cpy)
{
ASSERT(SOUNDMAN);
LockMut(SOUNDMAN->lock);
stream.Sample = NULL;
original = cpy.original;
m_StartSample = cpy.m_StartSample;
m_LengthSamples = cpy.m_LengthSamples;
StopMode = cpy.StopMode;
position = cpy.position;
playing = false;
AccurateSync = cpy.AccurateSync;
fade_length = cpy.fade_length;
speed_input_samples = cpy.speed_input_samples;
speed_output_samples = cpy.speed_output_samples;
stream.buf.reserve(internal_buffer_size);
stream.Sample = cpy.stream.Sample->Copy();
/* Load() won't work on a copy if m_sFilePath is already set, so
* copy this down here. */
m_sFilePath = cpy.m_sFilePath;
/* Register ourselves, so we receive Update()s. */
SOUNDMAN->all_sounds.insert(this);
}
void RageSound::Unload()
{
if(IsPlaying())
StopPlaying();
delete stream.Sample;
stream.Sample = NULL;
m_sFilePath = "";
stream.buf.clear();
}
/* This is called upon fatal failure. Replace the sound with silence. */
void RageSound::Fail(CString reason)
{
delete stream.Sample;
stream.Sample = NULL;
/* XXX
* full_buf.append(0, 1024); should be OK, but VC6 is broken ... */
basic_string<char> empty(1024, 0);
// full_buf.insert(full_buf.end(), empty.begin(), empty.end());
position = 0;
LOG->Warn("Decoding %s failed: %s",
GetLoadedFilePath().GetString(), reason.GetString() );
error = reason;
}
bool RageSound::Load(CString sSoundFilePath, int precache)
{
LOG->Trace( "RageSound::LoadSound( '%s' )", sSoundFilePath.GetString() );
if(precache == 2)
precache = false;
/* Don't load over copies. */
ASSERT(original == this || m_sFilePath == "");
Unload();
m_sFilePath = sSoundFilePath;
position = 0;
SoundReader_SDL_Sound *NewSample = new SoundReader_SDL_Sound;
if(!NewSample->Open(sSoundFilePath.GetString()))
RageException::Throw( "RageSoundManager::RageSoundManager: error opening sound %s: %s",
sSoundFilePath.GetString(), NewSample->GetError().c_str());
if(PREFSMAN->m_bSoundPreloadAll)
precache = true;
/* Try to precache. */
if(precache)
{
SoundReader_Preload *Preload = new SoundReader_Preload;
if(Preload->Open(NewSample))
{
stream.Sample = Preload;
delete NewSample;
return true;
}
/* Preload failed. It read some data, so we need to rewind the
* reader. */
NewSample->SetPosition_Fast(0);
delete Preload;
}
stream.Sample = NewSample;
return true;
}
void RageSound::SetStartSeconds( float secs )
{
ASSERT(!playing);
m_StartSample = int(secs*samplerate);
}
void RageSound::SetLengthSeconds(float secs)
{
ASSERT(secs == -1 || secs >= 0);
ASSERT(!playing);
if(secs == -1)
m_LengthSamples = -1;
else
m_LengthSamples = int(secs*samplerate);
}
void RageSound::Update(float delta)
{
if(playing && delta)
FillBuf(int(delta * samplerate * samplesize));
}
/* Return the number of bytes available in the input buffer. */
int RageSound::Bytes_Available() const
{
return stream.buf.size();
}
#include <math.h>
void RageSound::RateChange(char *buf, int &cnt,
int speed_input_samples, int speed_output_samples, int channels)
{
if(speed_input_samples == speed_output_samples)
return;
/* Rate change. Change speed_input_samples into speed_output_samples.
* Do this per-channel. */
static char *inbuf_tmp = NULL;
static int maxcnt = 0;
if(cnt > maxcnt)
{
maxcnt = cnt;
delete [] inbuf_tmp;
inbuf_tmp = new char[cnt];
}
memcpy(inbuf_tmp, buf, cnt);
for(int c = 0; c < channels; ++c)
{
const Sint16 *in = (const Sint16 *) inbuf_tmp;
Sint16 *out = (Sint16 *) buf;
in += c;
out += c;
for(unsigned n = 0; n < cnt/(channels * sizeof(Sint16)); n += speed_input_samples)
{
/* Input 4 samples, output 5; 25% slowdown with no
* rounding error. */
Sint16 samps[16];
ASSERT(speed_input_samples <= sizeof(samps)/sizeof(*samps));
int s;
for(s = 0; s < speed_input_samples; ++s) {
samps[s] = *in; in += channels;
}
float pos = 0;
float incr = float(speed_input_samples) / speed_output_samples;
for(s = 0; s < speed_output_samples; ++s) {
float frac = pos - floorf(pos);
int p = int(pos);
int val = int(samps[p] * (1-frac));
if(s+1 < speed_output_samples)
val += int(samps[p+1] * frac);
*out = Sint16(val);
pos += incr;
out += channels;
}
}
}
cnt = (cnt * speed_output_samples) / speed_input_samples;
}
/* Fill the buffer by about "bytes" worth of data. (We might go a little
* over, and we won't overflow our buffer.) Return the number of bytes
* actually read; 0 = EOF. */
int RageSound::FillBuf(int bytes)
{
LockMut(SOUNDMAN->lock);
ASSERT(stream.Sample);
bool got_something = false;
while(bytes > 0)
{
if(read_block_size > stream.buf.capacity() - stream.buf.size())
break; /* full */
char inbuf[10240];
int read_size = read_block_size;
int cnt = 0;
if(speed_input_samples != speed_output_samples)
{
/* Read enough data to produce read_block_size. */
read_size = read_size * speed_input_samples / speed_output_samples;
/* Read in blocks that are a multiple of a sample, the number of
* channels and the number of input samples. */
int block_size = sizeof(Sint16) * channels * speed_input_samples;
read_size = (read_size / block_size) * block_size;
ASSERT(read_size < sizeof(inbuf));
}
ASSERT(read_size < sizeof(inbuf));
cnt = stream.Sample->Read(inbuf, read_size);
if(cnt == 0)
return got_something; /* EOF */
RateChange(inbuf, cnt, speed_input_samples, speed_output_samples, channels);
if(cnt == -1)
{
/* XXX untested */
Fail(stream.Sample->GetError());
/* Pretend we got data; we actually just switched to a non-streaming
* buffer. */
return true;
}
/* Add the data to the buffer. */
stream.buf.write((const char *) inbuf, cnt);
bytes -= cnt;
got_something = true;
}
return got_something;
}
/* Get a block of data from the input. If buffer is NULL, just return the amount
* that would be read. */
int RageSound::GetData(char *buffer, int size)
{
if(m_LengthSamples != -1)
{
/* We have a length; only read up to the end. MaxPosition is the
* sample position of the end. */
int SamplesToRead = m_StartSample + m_LengthSamples - position;
/* If it's negative, we're past the end, so cap it at 0. Don't read
* more than size. */
size = clamp(SamplesToRead * samplesize, 0, size);
}
int got;
if(position < 0) {
/* We havn't *really* started playing yet, so just feed silence. How
* many more bytes of silence do we need? */
got = -position * samplesize;
got = min(got, size);
if(buffer)
memset(buffer, 0, got);
} else {
/* Feed data out of our streaming buffer. */
ASSERT(stream.Sample);
got = min(int(stream.buf.size()), size);
if(buffer)
stream.buf.read(buffer, got);
}
return got;
}
/* Called by the mixer: return a block of sound data.
* Be careful; this is called in a separate thread. */
int RageSound::GetPCM(char *buffer, int size, int sampleno)
{
int NumRewindsThisCall = 0;
LockMut(SOUNDMAN->lock);
ASSERT(playing);
/* Erase old pos_map data. */
while(pos_map.size() > 1 && pos_map.back().sampleno - pos_map.front().sampleno > pos_map_backlog_samples)
pos_map.pop_front();
/*
* "sampleno" is the audio driver's conception of time. "position"
* is ours. Keep track of sampleno->position mappings.
*
* This way, when we query the time later on, we can derive position
* values from the sampleno values returned from GetPosition.
*/
/* Now actually put data from the correct buffer into the output. */
int bytes_stored = 0;
while(size)
{
/* Get a block of data. */
int got = GetData(buffer, size);
if(!got)
{
/* If we don't have any data left buffered, fill the buffer by
* up to as much as we need. */
if(!Bytes_Available())
FillBuf(size);
/* If we got some data, we're OK. */
if(GetData(NULL, size) != 0)
continue; /* we have more */
/* We're at the end of the data. If we're looping, rewind and restart. */
if(StopMode == M_LOOP)
{
NumRewindsThisCall++;
if(NumRewindsThisCall > 3)
{
/* We're rewinding a bunch of times in one call. This probably means
* that the length is too short. It might also mean that the start
* position is very close to the end of the file, so we're looping
* over the remainder. If we keep doing this, we'll chew CPU rewinding,
* so stop. */
LOG->Warn("Sound %s is busy looping. Sound stopped (start = %i, length = %i)",
GetLoadedFilePath().GetString(), m_StartSample, m_LengthSamples);
return 0;
}
/* Rewind and start over. */
SetPositionSamples(m_StartSample);
/* Make sure we can get some data. If we can't, then we'll have
* nothing to send and we'll just end up coming back here. */
if(!Bytes_Available()) FillBuf(size);
if(GetData(NULL, size) == 0)
{
LOG->Warn("Can't loop data in %s; no data available at start point %i",
GetLoadedFilePath().GetString(), m_StartSample);
/* Stop here. */
return bytes_stored;
}
continue;
}
/* Not looping. Normally, we'll just stop here. */
if(StopMode == M_STOP)
break;
/* We're out of data, but we're not going to stop, so fill in the
* rest with silence. */
memset(buffer, 0, size);
got = size;
}
/* This block goes from position to position+got_samples. */
int got_samples = got / samplesize; /* bytes -> samples */
/* Save this sampleno/position map. */
pos_map.push_back(pos_map_t(sampleno, position, got_samples));
/* We want to fade when there's FADE_TIME seconds left, but if
* m_LengthSamples is -1, we don't know the length we're playing.
* (m_LengthSamples is the length to play, not the length of the
* source.) If we don't know the length, don't fade. */
if(fade_length != 0 && m_LengthSamples != -1) {
Sint16 *p = (Sint16 *) buffer;
int this_position = position;
for(int samp = 0; samp < got_samples; ++samp)
{
float fSecsUntilSilent = float(m_StartSample + m_LengthSamples - this_position) / samplerate;
float fVolPercent = fSecsUntilSilent / fade_length;
fVolPercent = clamp(fVolPercent, 0.f, 1.f);
for(int i = 0; i < channels; ++i) {
*p = short(*p * fVolPercent);
p++;
}
this_position++;
}
}
bytes_stored += got;
position += got_samples;
size -= got;
buffer += got;
sampleno += got_samples;
}
return bytes_stored;
}
/* Start playing from the current position. If the sound is already
* playing, Stop is called. */
void RageSound::StartPlaying()
{
LockMut(SOUNDMAN->lock);
stopped_position = -1;
ASSERT(!playing);
/* Tell the sound manager to start mixing us. */
playing = true;
SOUNDMAN->StartMixing(this);
}
void RageSound::StopPlaying()
{
if(!playing)
return;
stopped_position = GetPositionSeconds();
/* Tell the sound manager to stop mixing this sound. */
SOUNDMAN->StopMixing(this);
playing = false;
pos_map.clear();
}
RageSound *RageSound::Play()
{
return SOUNDMAN->PlaySound(*this);
}
void RageSound::Stop()
{
SOUNDMAN->StopPlayingSound(*this);
}
float RageSound::GetLengthSeconds()
{
ASSERT(stream.Sample);
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
-----------------------------------------------------------------------------
*/