is causing contention, leading to skips. A detail on this is probably coming to -devs soon ... (this will break the ALSA hw driver compile until I update it; an hour or so)
96 lines
2.6 KiB
C++
96 lines
2.6 KiB
C++
#ifndef RAGE_SOUND_MANAGER_H
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#define RAGE_SOUND_MANAGER_H
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#include <set>
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#include <map>
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#include "SDL_utils.h"
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#include "RageUtil_CircularBuffer.h"
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class RageSound;
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class RageSoundBase;
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class RageSoundDriver;
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struct RageSoundParams;
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class RageSoundManager
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{
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/* Set of sounds that we've taken over (and are responsible for deleting
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* when they're finished playing): */
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set<RageSound *> owned_sounds;
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set<RageSound *> playing_sounds;
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/* A list of all sounds that currently exist. */
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set<RageSound *> all_sounds;
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RageSoundDriver *driver;
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/* Prefs: */
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float MixVolume;
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struct queued_pos_map_t
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{
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int ID, pos, got_frames;
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int64_t frameno;
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};
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CircBuf<queued_pos_map_t> pos_map_queue;
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public:
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RageSoundManager(CString drivers);
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~RageSoundManager();
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float GetMixVolume() const { return MixVolume; }
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void SetPrefs(float MixVol);
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void Update(float delta);
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void StartMixing( RageSoundBase *snd ); /* used by RageSound */
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void StopMixing( RageSoundBase *snd ); /* used by RageSound */
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int64_t GetPosition( const RageSoundBase *snd ) const; /* used by RageSound */
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int RegisterSound( RageSound *p ); /* used by RageSound */
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void UnregisterSound( RageSound *p ); /* used by RageSound */
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void RegisterPlayingSound( RageSound *p ); /* used by RageSound */
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void UnregisterPlayingSound( RageSound *p ); /* used by RageSound */
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void CommitPlayingPosition( int ID, int64_t frameno, int pos, int got_bytes ); /* used by drivers */
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float GetPlayLatency() const;
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int GetDriverSampleRate( int rate ) const;
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set<RageSound *> GetPlayingSounds() const;
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void PlayOnce( CString sPath );
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RageSound *PlaySound( RageSound &snd, const RageSoundParams *params );
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void StopPlayingAllCopiesOfSound(RageSound &snd);
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/* Stop all sounds that were started by this thread. This should be called
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* before exiting a thread. */
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void StopPlayingSoundsForThisThread();
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void GetCopies( RageSound &snd, vector<RageSound *> &snds, bool bLockSounds=false );
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static void AttenuateBuf( Sint16 *buf, int samples, float vol );
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private:
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void FlushPosMapQueue();
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RageSound *GetSoundByID( int ID );
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};
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/* This inputs and outputs 16-bit 44khz stereo input. */
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class SoundMixBuffer
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{
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Sint32 *mixbuf;
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unsigned bufsize; /* actual allocated samples */
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unsigned used; /* used samples */
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int vol; /* vol * 256 */
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public:
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void write( const Sint16 *buf, unsigned size, float volume = -1, int offset = 0 );
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void read(Sint16 *buf);
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void read( float *buf );
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unsigned size() const { return used; }
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void SetVolume(float f);
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SoundMixBuffer();
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~SoundMixBuffer();
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};
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extern RageSoundManager *SOUNDMAN;
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#endif
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