205 lines
4.5 KiB
C++
205 lines
4.5 KiB
C++
#include "global.h"
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#include "RageSoundDriver_DSound_Software.h"
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#include "DSoundHelpers.h"
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#include "RageTimer.h"
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#include "RageLog.h"
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#include "RageSound.h"
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#include "RageUtil.h"
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#include "RageSoundManager.h"
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#include "SDL.h"
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/* samples */
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const int channels = 2;
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const int samplesize = channels*2; /* 16-bit */
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const int samplerate = 44100;
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const int buffersize_frames = 1024*4; /* in frames */
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const int buffersize = buffersize_frames * samplesize; /* in bytes */
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/* We'll fill the buffer in chunks this big. This should evenly divide the
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* buffer size. */
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const int num_chunks = 8;
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const int chunksize_frames = buffersize_frames / num_chunks;
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const int chunksize = buffersize / num_chunks;
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int RageSound_DSound_Software::MixerThread_start(void *p)
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{
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((RageSound_DSound_Software *) p)->MixerThread();
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return 0;
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}
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void RageSound_DSound_Software::MixerThread()
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{
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/* SOUNDMAN will be set once RageSoundManager's ctor returns and
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* assigns it; we might get here before that happens, though. */
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while(!SOUNDMAN && !shutdown) Sleep(10);
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if(!SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_ABOVE_NORMAL))
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LOG->Warn(werr_ssprintf(GetLastError(), "Failed to set sound thread priority"));
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/* Fill a buffer before we start playing, so we don't play whatever junk is
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* in the buffer. */
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while(GetData())
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;
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/* Start playing. */
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str_ds->Play();
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while(!shutdown) {
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Sleep(10);
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while(GetData())
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;
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}
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}
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bool RageSound_DSound_Software::GetData()
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{
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LockMut(SOUNDMAN->lock);
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char *locked_buf;
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unsigned len;
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int play_pos;
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if(!str_ds->get_output_buf(&locked_buf, &len, &play_pos, chunksize))
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return false;
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/* Silence the buffer. */
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memset(locked_buf, 0, len);
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static Sint16 *buf = NULL;
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int bufsize = buffersize_frames * channels;
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if(!buf)
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{
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buf = new Sint16[bufsize];
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}
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memset(buf, 0, bufsize*sizeof(Uint16));
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static SoundMixBuffer mix;
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for(unsigned i = 0; i < sounds.size(); ++i)
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{
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if(sounds[i]->stopping)
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continue;
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/* Call the callback. */
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unsigned got = sounds[i]->snd->GetPCM((char *) buf, len, play_pos);
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mix.write((Sint16 *) buf, got/2);
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if(got < len)
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{
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/* This sound is finishing. */
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sounds[i]->stopping = true;
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sounds[i]->flush_pos = str_ds->GetMaxPosition();
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}
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}
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mix.read((Sint16 *) locked_buf);
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str_ds->release_output_buf(locked_buf, len);
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return true;
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}
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void RageSound_DSound_Software::StartMixing(RageSound *snd)
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{
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sound *s = new sound;
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s->snd = snd;
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LockMut(SOUNDMAN->lock);
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sounds.push_back(s);
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}
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void RageSound_DSound_Software::Update(float delta)
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{
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ASSERT(SOUNDMAN);
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LockMut(SOUNDMAN->lock);
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/* SoundStopped might erase sounds out from under us, so make a copy
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* of the sound list. */
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vector<sound *> snds = sounds;
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for(unsigned i = 0; i < snds.size(); ++i)
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{
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if(!snds[i]->stopping) continue;
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if(GetPosition(snds[i]->snd) < snds[i]->flush_pos)
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continue; /* stopping but still flushing */
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/* This sound is done. */
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snds[i]->snd->StopPlaying();
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}
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}
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void RageSound_DSound_Software::StopMixing(RageSound *snd)
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{
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LockMut(SOUNDMAN->lock);
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/* Find the sound. */
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unsigned i;
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for(i = 0; i < sounds.size(); ++i)
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if(sounds[i]->snd == snd) break;
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if(i == sounds.size())
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{
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LOG->Trace("not stopping a sound because it's not playing");
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return;
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}
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delete sounds[i];
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sounds.erase(sounds.begin()+i, sounds.begin()+i+1);
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/* If nothing is playing, reset the sample count; this is just to
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* prevent eventual overflow. */
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if(sounds.empty())
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str_ds->Reset();
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}
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int RageSound_DSound_Software::GetPosition(const RageSound *snd) const
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{
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LockMut(SOUNDMAN->lock);
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return str_ds->GetPosition();
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}
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RageSound_DSound_Software::RageSound_DSound_Software()
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{
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shutdown = false;
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/* If we're emulated, we're better off with the WaveOut driver; DS
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* emulation tends to be desynced. */
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if(ds.IsEmulated())
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RageException::ThrowNonfatal("Driver unusable (emulated device)");
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/* Create a DirectSound stream, but don't force it into hardware. */
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str_ds = new DSoundBuf(ds,
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DSoundBuf::HW_DONT_CARE,
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channels, samplerate, 16, buffersize);
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MixingThread.SetName("Mixer thread");
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MixingThread.Create( MixerThread_start, this );
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}
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RageSound_DSound_Software::~RageSound_DSound_Software()
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{
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/* Signal the mixing thread to quit. */
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shutdown = true;
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LOG->Trace("Shutting down mixer thread ...");
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LOG->Flush();
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MixingThread.Wait();
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LOG->Trace("Mixer thread shut down.");
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LOG->Flush();
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delete str_ds;
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}
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float RageSound_DSound_Software::GetPlayLatency() const
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{
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return (1.0f / samplerate) * buffersize_frames;
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}
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/*
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* Copyright (c) 2002 by the person(s) listed below. All rights reserved.
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*
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* Glenn Maynard
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*/
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