Files
itgmania212121/stepmania/src/RageSoundManager.cpp
T

318 lines
8.6 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. */
#include "global.h"
#include "RageSoundManager.h"
#include "RageException.h"
#include "RageUtil.h"
#include "RageSound.h"
#include "RageLog.h"
#include "RageTimer.h"
#include "arch/Sound/RageSoundDriver.h"
#include "arch/arch.h"
/*
* The lock ordering requirements are:
* RageSound::Lock before g_SoundManMutex
* RageSound::Lock must not be locked when calling driver calls (since the driver
* may lock a mutex and then make RageSound calls back)
*
* Do not make RageSound calls that might lock while holding g_SoundManMutex.
*/
static RageMutex g_SoundManMutex("SoundMan");
RageSoundManager *SOUNDMAN = NULL;
RageSoundManager::RageSoundManager()
{
pos_map_queue.reserve( 1024 );
MixVolume = 1.0f;
}
void RageSoundManager::Init( CString drivers )
{
driver = MakeRageSoundDriver(drivers);
if( driver == NULL )
RageException::Throw( "Couldn't find a sound driver that works" );
}
RageSoundManager::~RageSoundManager()
{
g_SoundManMutex.Lock(); /* lock for access to owned_sounds */
set<RageSound *> sounds = owned_sounds;
g_SoundManMutex.Unlock(); /* finished with owned_sounds */
/* Clear any sounds that we own and havn't freed yet. */
set<RageSound *>::iterator j = sounds.begin();
while(j != sounds.end())
delete *(j++);
/* Don't lock while deleting the driver (the decoder thread might deadlock). */
delete driver;
}
/*
* Previously, we went to some lengths to shut down sounds before exiting threads.
* The only other thread that actually starts sounds is SOUND. Doing this was ugly;
* instead, let's shut down the driver early, stopping all sounds. We don't want
* to delete SOUNDMAN early, since those threads are still using it; just shut down
* the driver.
*/
void RageSoundManager::Shutdown()
{
if( driver != NULL )
{
delete driver;
driver = NULL;
}
}
void RageSoundManager::StartMixing( RageSoundBase *snd )
{
if( driver != NULL )
driver->StartMixing(snd);
}
void RageSoundManager::StopMixing( RageSoundBase *snd )
{
if( driver != NULL )
driver->StopMixing(snd);
}
bool RageSoundManager::Pause( RageSoundBase *snd, bool bPause )
{
if( driver == NULL )
return false;
else
return driver->PauseMixing( snd, bPause );
}
int64_t RageSoundManager::GetPosition( const RageSoundBase *snd ) const
{
if( driver == NULL )
return 0;
return driver->GetPosition(snd);
}
void RageSoundManager::Update(float delta)
{
FlushPosMapQueue();
/* Scan the owned_sounds list for sounds that are no longer playing, and delete them. */
g_SoundManMutex.Lock(); /* lock for access to owned_sounds */
set<RageSound *> ToDelete;
for( set<RageSound *>::iterator it = owned_sounds.begin(); it != owned_sounds.end(); ++it )
{
if( (*it)->IsPlaying() )
continue;
LOG->Trace("XXX: deleting '%s'", (*it)->GetLoadedFilePath().c_str());
ToDelete.insert( (*it) );
}
for( set<RageSound *>::iterator it = ToDelete.begin(); it != ToDelete.end(); ++it )
owned_sounds.erase( *it );
g_SoundManMutex.Unlock(); /* finished with owned_sounds */
/* Be sure to release g_SoundManMutex before deleting sounds. */
for( set<RageSound *>::iterator it = ToDelete.begin(); it != ToDelete.end(); ++it )
delete *it;
if( driver != NULL )
driver->Update(delta);
}
/* Register the given sound, and return a unique ID. */
void RageSoundManager::RegisterSound( RageSound *p )
{
g_SoundManMutex.Lock(); /* lock for access to all_sounds */
all_sounds[p->GetID()] = p;
g_SoundManMutex.Unlock(); /* finished with all_sounds */
}
void RageSoundManager::UnregisterSound( RageSound *p )
{
g_SoundManMutex.Lock(); /* lock for access to all_sounds */
all_sounds.erase( p->GetID() );
g_SoundManMutex.Unlock(); /* finished with all_sounds */
}
/* Return a unique ID. */
int RageSoundManager::GetUniqueID()
{
LockMut(g_SoundManMutex); /* serialize iID */
static int iID = 0;
return ++iID;
}
void RageSoundManager::CommitPlayingPosition( int ID, int64_t frameno, int pos, int got_frames )
{
/* This can be called from realtime threads; don't lock any mutexes. */
queued_pos_map_t p;
p.ID = ID;
p.frameno = frameno;
p.pos = pos;
p.got_frames = got_frames;
pos_map_queue.write( &p, 1 );
}
RageSound *RageSoundManager::GetSoundByID( int ID )
{
LockMut( g_SoundManMutex );
/* Find the sound with p.ID. */
map<int,RageSound *>::iterator it;
it = all_sounds.find( ID );
if( it == all_sounds.end() )
return NULL;
return it->second;
}
/* This is only called by RageSoundManager::Update. */
void RageSoundManager::FlushPosMapQueue()
{
queued_pos_map_t p;
/* We don't need to lock to access pos_map_queue. */
while( pos_map_queue.read( &p, 1 ) )
{
RageSound *pSound = GetSoundByID( p.ID );
/* If we can't find the ID, the sound was probably deleted before we got here. */
if( pSound == NULL )
{
// LOG->Trace("ignored unknown (stale?) commit ID %i", p.ID);
continue;
}
pSound->CommitPlayingPosition( p.frameno, p.pos, p.got_frames );
}
}
float RageSoundManager::GetPlayLatency() const
{
if( driver == NULL )
return 0;
return driver->GetPlayLatency();
}
int RageSoundManager::GetDriverSampleRate( int rate ) const
{
if( driver == NULL )
return 44100;
return driver->GetSampleRate( rate );
}
/* The return value of PlaySound and PlayCopyOfSound is only valid in the main
* thread, until the next call to Update(). After that, it may be deleted. */
RageSound *RageSoundManager::PlaySound( RageSound &snd, const RageSoundParams *params )
{
if( snd.IsPlaying() )
return PlayCopyOfSound( snd, params );
if( params )
snd.SetParams( *params );
// Move to the start position.
snd.SetPositionSeconds( snd.GetParams().m_StartSecond );
snd.StartPlaying();
return &snd;
}
RageSound *RageSoundManager::PlayCopyOfSound( RageSound &snd, const RageSoundParams *params )
{
RageSound *pSound = new RageSound(snd);
DeleteSoundWhenFinished( pSound );
if( params )
pSound->SetParams( *params );
// Move to the start position.
pSound->SetPositionSeconds( pSound->GetParams().m_StartSecond );
pSound->StartPlaying();
return pSound;
}
void RageSoundManager::DeleteSound( RageSound *p )
{
/* Stop playing the sound. */
p->StopPlaying();
/* We might be in a thread, so don't delete it here. */
DeleteSoundWhenFinished( p );
}
void RageSoundManager::DeleteSoundWhenFinished( RageSound *pSound )
{
g_SoundManMutex.Lock(); /* lock for access to owned_sounds */
owned_sounds.insert( pSound );
g_SoundManMutex.Unlock(); /* finished with owned_sounds */
}
/* Don't hold the lock when we don't have to. We call this function from other
* threads, to avoid stalling the gameplay thread. */
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);
snd->Play();
/* We're responsible for freeing it. Add it to owned_sounds *after* we start
* playing, so RageSoundManager::Update doesn't free it before we actually start
* it. */
DeleteSoundWhenFinished( snd );
}
void RageSoundManager::SetPrefs(float MixVol)
{
g_SoundManMutex.Lock(); /* lock for access to MixVolume */
MixVolume = MixVol;
g_SoundManMutex.Unlock(); /* finished with MixVolume */
}
/* Standalone helpers: */
void RageSoundManager::AttenuateBuf( int16_t *buf, int samples, float vol )
{
while( samples-- )
{
*buf = int16_t( (*buf) * vol );
++buf;
}
}
/*
* Copyright (c) 2002-2004 Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/