Files
itgmania212121/stepmania/src/RageSoundManager.cpp
T
2003-07-05 22:02:42 +00:00

355 lines
7.8 KiB
C++

/* Handle and provide an interface to the sound driver. Delete sounds that
* have been detached from their owner when they're finished playing. Distribute Update
* calls to all sounds. */
#include "global.h"
#include "RageSoundManager.h"
#include "RageException.h"
#include "RageUtil.h"
#include "RageSound.h"
#include "RageLog.h"
#include "RageTimer.h"
#include "arch/arch.h"
#include "arch/Sound/RageSoundDriver.h"
#include "SDL_audio.h"
RageSoundManager *SOUNDMAN = NULL;
RageSoundManager::RageSoundManager(CString drivers)
{
/* needs to be done first */
SOUNDMAN = this;
try
{
MixVolume = 1.0f;
driver = MakeRageSoundDriver(drivers);
if(!driver)
RageException::Throw("Couldn't find a sound driver that works");
music = new RageSound;
} catch(...) {
SOUNDMAN = NULL;
throw;
}
}
RageSoundManager::~RageSoundManager()
{
delete music;
/* Clear any sounds that we own and havn't freed yet. */
set<RageSound *>::iterator j = owned_sounds.begin();
while(j != owned_sounds.end())
delete *(j++);
delete driver;
}
void RageSoundManager::StartMixing(RageSound *snd)
{
playing_sounds.insert(snd);
driver->StartMixing(snd);
}
void RageSoundManager::StopMixing(RageSound *snd)
{
playing_sounds.erase(snd);
driver->StopMixing(snd);
/* The sound is finished, and should be deleted if it's in owned_sounds.
* However, this call might be *from* the sound itself, and it'd be
* a mess to delete it while it's on the call stack. Instead, put it
* in a queue to delete, and delete it on the next update. */
if(owned_sounds.find(snd) != owned_sounds.end()) {
sounds_to_delete.insert(snd);
owned_sounds.erase(snd);
}
map<RageSound *, FakeSound>::iterator fake =
fake_sounds.find(const_cast<RageSound *>(snd));
if(fake != fake_sounds.end())
fake_sounds.erase(fake);
}
int RageSoundManager::GetPosition(const RageSound *snd) const
{
map<RageSound *, FakeSound>::const_iterator fake =
fake_sounds.find(const_cast<RageSound *>(snd));
if(fake != fake_sounds.end())
{
float time_since = RageTimer::GetTimeSinceStart() - fake->second.begin;
return int(time_since * 44100); // XXX
}
return driver->GetPosition(snd);
}
void RageSoundManager::Update(float delta)
{
while(!sounds_to_delete.empty())
{
delete *sounds_to_delete.begin();
sounds_to_delete.erase(sounds_to_delete.begin());
}
for(set<RageSound *>::iterator i = all_sounds.begin();
i != all_sounds.end(); ++i)
(*i)->Update(delta);
driver->Update(delta);
/* We keep a list of "fake" sound effects. These are sound effects that
* have been requested to play, but the driver couldn't play them; usually
* because it's run out of sound channels. Pretend we're playing them,
* since this should be uncommon. */
{
char buf[1024*16];
map<RageSound *, FakeSound>::iterator j = fake_sounds.begin(),
next = j;
while(j != fake_sounds.end())
{
next++;
RageSound *s = j->first;
FakeSound &fake = j->second;
int bytes = int(min(unsigned(delta * 44100*4), sizeof(buf)));
int now = int(RageTimer::GetTimeSinceStart() - fake.begin) * 44100;
int got = s->GetPCM(buf, bytes, now);
if(got < bytes)
s->StopPlaying();
j = next;
}
}
}
void RageSoundManager::AddFakeSound(RageSound *snd)
{
map<RageSound *, FakeSound>::const_iterator fake =
fake_sounds.find(const_cast<RageSound *>(snd));
ASSERT(fake == fake_sounds.end());
FakeSound newfake;
newfake.begin = RageTimer::GetTimeSinceStart();
newfake.samples_read = 0;
fake_sounds[snd] = newfake;
}
float RageSoundManager::GetPlayLatency() const
{
return driver->GetPlayLatency();
}
int RageSoundManager::GetDriverSampleRate() const
{
return driver->GetSampleRate();
}
RageSound *RageSoundManager::PlaySound(RageSound &snd)
{
RageSound *sound_to_play;
if(!snd.IsPlaying())
sound_to_play = &snd;
else
{
sound_to_play = new RageSound(snd);
/* We're responsible for freeing it. */
owned_sounds.insert(sound_to_play);
}
// Move to the start position.
sound_to_play->SetPositionSeconds();
sound_to_play->StartPlaying();
return sound_to_play;
}
void RageSoundManager::StopPlayingSound(RageSound &snd)
{
/* Stop playing all playing sounds derived from the same parent as snd. */
vector<RageSound *> snds;
GetCopies(snd, snds);
for(vector<RageSound *>::iterator i = snds.begin(); i != snds.end(); i++)
{
if((*i)->IsPlaying())
(*i)->StopPlaying();
}
}
void RageSoundManager::GetCopies(RageSound &snd, vector<RageSound *> &snds)
{
RageSound *parent = snd.GetOriginal();
snds.clear();
for(set<RageSound *>::iterator i = playing_sounds.begin();
i != playing_sounds.end(); i++)
if((*i)->GetOriginal() == parent)
snds.push_back(*i);
}
void RageSoundManager::PlayOnce( CString sPath )
{
/* We want this to start quickly, so don't try to prebuffer it. */
RageSound *snd = new RageSound;
snd->Load(sPath, false);
/* We're responsible for freeing it. */
owned_sounds.insert(snd);
snd->Play();
}
void RageSoundManager::PlayOnceFromDir( CString sDir )
{
if( sDir == "" )
return;
// make sure there's a slash at the end of this path
sDir.Replace("\\", "/");
if( sDir[sDir.GetLength()-1] != '/' )
sDir += "/";
CStringArray arraySoundFiles;
GetDirListing( sDir + "*.mp3", arraySoundFiles );
GetDirListing( sDir + "*.wav", arraySoundFiles );
GetDirListing( sDir + "*.ogg", arraySoundFiles );
if( arraySoundFiles.empty() )
return;
int index = rand() % arraySoundFiles.size();
SOUNDMAN->PlayOnce( sDir + arraySoundFiles[index] );
}
/* Standalone helpers: */
/* Mix audio. This is from SDL, but doesn't depend on the sound being
* initialized. */
void RageSoundManager::MixAudio(Sint16 *dst, const Sint16 *src, Uint32 len, float volume)
{
if ( volume == 0 )
return;
int factor = int(volume * 256);
len /= 2;
while ( len-- ) {
Sint16 src1 = *src;
src1 = Sint16((src1*factor)/256);
Sint16 src2 = *dst;
int dst_sample = src1+src2;
dst_sample = clamp(dst_sample, -32768, 32767);
*dst = Sint16(dst_sample);
src++;
dst++;
}
}
void RageSoundManager::PlayMusic(CString file, bool force_loop, float start_sec, float length_sec, float fade_len)
{
// LOG->Trace("play '%s' (current '%s')", file.c_str(), music->GetLoadedFilePath().c_str());
if(music->IsPlaying())
{
if( music->GetLoadedFilePath() == file )
return; // do nothing
music->StopPlaying();
}
/* If file is blank, just stop. */
if(file.empty())
return;
music->Load( file, false );
if( force_loop )
music->SetStopMode( RageSound::M_LOOP );
if(start_sec == -1)
music->SetStartSeconds();
else
music->SetStartSeconds(start_sec);
if(length_sec == -1)
music->SetLengthSeconds();
else
music->SetLengthSeconds(length_sec);
music->SetFadeLength(fade_len);
music->SetPositionSeconds();
music->StartPlaying();
}
void RageSoundManager::SetPrefs(float MixVol)
{
MixVolume = MixVol;
driver->VolumeChanged();
}
SoundMixBuffer::SoundMixBuffer()
{
vol = SOUNDMAN->GetMixVolume();
bufsize = used = 0;
mixbuf = NULL;
}
SoundMixBuffer::~SoundMixBuffer()
{
free(mixbuf);
}
void SoundMixBuffer::write(const Sint16 *buf, unsigned size)
{
if(bufsize < size)
{
mixbuf = (Sint32 *) realloc(mixbuf, sizeof(Sint32) * size);
bufsize = size;
}
if(used < size)
{
memset(mixbuf + used, 0, (size - used) * sizeof(Sint32));
used = size;
}
for(unsigned pos = 0; pos < size; ++pos)
{
Sint32 samp = buf[pos] * 32768;
/* Scale volume: */
samp = Sint32(samp * vol);
/* Add and clip. Can't use clamp() here--we're clamping to
* the min and max of Sint32. */
if(samp > 0 && mixbuf[pos] + samp < mixbuf[pos])
mixbuf[pos] = INT_MAX;
else if(samp < 0 && mixbuf[pos] + samp > mixbuf[pos])
mixbuf[pos] = INT_MIN;
else
mixbuf[pos] = mixbuf[pos] + samp;
}
}
void SoundMixBuffer::read(Sint16 *buf)
{
for(unsigned pos = 0; pos < used; ++pos)
{
/* XXX: dither */
Sint32 out = (mixbuf[pos]) / 32768;
out = clamp(out, -32768, 32767);
buf[pos] = Sint16(out);
}
used = 0;
}