220 lines
7.7 KiB
C++
220 lines
7.7 KiB
C++
/* RageSound - High-level sound object. */
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#ifndef RAGE_SOUND_H
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#define RAGE_SOUND_H
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#include "RageThreads.h"
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#include "RageTimer.h"
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#include "RageSoundPosMap.h"
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class RageSoundReader;
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struct lua_State;
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/* Driver interface for sounds: this is what drivers see. */
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class RageSoundBase
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{
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public:
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virtual ~RageSoundBase() { }
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virtual void SoundIsFinishedPlaying() = 0;
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virtual int GetDataToPlay( float *buffer, int size, int64_t &iStreamFrame, int &got_bytes ) = 0;
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virtual void CommitPlayingPosition( int64_t iFrameno, int64_t iPosition, int iBytesRead ) = 0;
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virtual RageTimer GetStartTime() const { return RageZeroTimer; }
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virtual RString GetLoadedFilePath() const = 0;
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};
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/**
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* @brief The parameters to play a sound.
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*
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* These are normally changed before playing begins,
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* and are constant from then on. */
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struct RageSoundParams
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{
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RageSoundParams();
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// The amount of data to play (or loop):
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float m_StartSecond;
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float m_LengthSeconds;
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// Number of seconds to spend fading in.
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float m_fFadeInSeconds;
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// Number of seconds to spend fading out.
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float m_fFadeOutSeconds;
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float m_Volume; // multiplies with SOUNDMAN->GetMixVolume()
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float m_fAttractVolume; // multiplies with m_Volume
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/* Number of samples input and output when changing speed.
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* Currently, this is either 1/1, 5/4 or 4/5. */
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float m_fPitch;
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float m_fSpeed;
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/* Optional driver feature: time to actually start playing sounds.
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* If zero, or if not supported, the sound will start immediately. */
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RageTimer m_StartTime;
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/** @brief How does the sound stop itself, if it does? */
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enum StopMode_t {
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M_STOP, /**< The sound is stopped at the end. */
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M_LOOP, /**< The sound restarts itself. */
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M_CONTINUE, /**< Silence is fed at the end to continue timing longer than the sound. */
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M_AUTO /**< The default, the sound stops while obeying filename hints. */
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} /** @brief How does the sound stop itself, if it does? */ StopMode;
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bool m_bIsCriticalSound; // "is a sound that should be played even during attract"
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};
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struct RageSoundLoadParams
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{
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RageSoundLoadParams();
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/* If true, speed and pitch changes will be supported for this sound, at a
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* small memory penalty if not used. */
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bool m_bSupportRateChanging;
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// If true, panning will be supported for this sound.
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bool m_bSupportPan;
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};
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class RageSound: public RageSoundBase
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{
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public:
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RageSound();
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~RageSound();
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RageSound( const RageSound &cpy );
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RageSound &operator=( const RageSound &cpy );
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/* If bPrecache == true, we'll preload the entire file into memory if
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* small enough. If this is done, a large number of copies of the sound
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* can be played without much performance penalty. This is useful for
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* efficiently playing keyed sounds, and for rapidly-repeating sound
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* effects, such as the music wheel.
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*
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* If cache == false, we'll always stream the sound on demand, which
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* makes loads much faster.
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*
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* If the file failed to load, false is returned, Error() is set
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* and a null sample will be loaded. This makes failed loads nonfatal;
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* they can be ignored most of the time, so we continue to work if a file
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* is broken or missing.
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*/
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bool Load( RString sFile, bool bPrecache, const RageSoundLoadParams *pParams = NULL );
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/* Using this version means the "don't care" about caching. Currently,
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* this always will not cache the sound; this may become a preference. */
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bool Load( RString sFile );
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/* Load a RageSoundReader that you've set up yourself. Sample rate conversion
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* will be set up only if needed. Doesn't fail. */
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void LoadSoundReader( RageSoundReader *pSound );
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// Get the loaded RageSoundReader. While playing, only properties can be set.
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RageSoundReader *GetSoundReader() { return m_pSource; }
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void Unload();
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bool IsLoaded() const;
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void DeleteSelfWhenFinishedPlaying();
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void StartPlaying();
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void StopPlaying();
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RString GetError() const { return m_sError; }
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void Play(bool is_action, const RageSoundParams *params=NULL);
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void PlayCopy( const RageSoundParams *pParams = NULL ) const;
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void Stop();
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/* Cleanly pause or unpause the sound. If the sound wasn't already playing,
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* return true and do nothing. */
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bool Pause( bool bPause );
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float GetLengthSeconds();
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float GetPositionSeconds( bool *approximate=NULL, RageTimer *Timestamp=NULL ) const;
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RString GetLoadedFilePath() const { return m_sFilePath; }
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bool IsPlaying() const { return m_bPlaying; }
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float GetPlaybackRate() const;
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RageTimer GetStartTime() const;
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void SetParams( const RageSoundParams &p );
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const RageSoundParams &GetParams() const { return m_Param; }
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bool SetProperty( const RString &sProperty, float fValue );
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void SetStopModeFromString( const RString &sStopMode );
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// Lua
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virtual void PushSelf( lua_State *L );
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private:
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mutable RageMutex m_Mutex;
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RageSoundReader *m_pSource;
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// We keep track of sound blocks we've sent out recently through GetDataToPlay.
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pos_map_queue m_HardwareToStreamMap;
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pos_map_queue m_StreamToSourceMap;
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RString m_sFilePath;
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void ApplyParams();
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RageSoundParams m_Param;
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/* Current position of the output sound, in frames. If < 0, nothing will play
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* until it becomes positive. */
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int64_t m_iStreamFrame;
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/* Hack: When we stop a playing sound, we can't ask the driver the position
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* (we're not playing); and we can't seek back to the current playing position
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* when we stop (too slow), but we want to be able to report the position we
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* were at when we stopped without jumping to the last position we buffered.
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* Keep track of the position after a seek or stop, so we can return a sane
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* position when stopped, and when playing but pos_map hasn't yet been filled. */
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int m_iStoppedSourceFrame;
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bool m_bPlaying;
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bool m_bDeleteWhenFinished;
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RString m_sError;
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int GetSourceFrameFromHardwareFrame( int64_t iHardwareFrame, bool *bApproximate = NULL ) const;
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bool SetPositionFrames( int frames = -1 );
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RageSoundParams::StopMode_t GetStopMode() const; // resolves M_AUTO
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void SoundIsFinishedPlaying(); // called by sound drivers
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public:
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// These functions are called only by sound drivers.
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/* Returns the number of bytes actually put into pBuffer. If 0 is returned,
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* it signals the stream to stop; once it's flushed, SoundStopped will be
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* called. Until then, SOUNDMAN->GetPosition can still be called; the sound
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* is still playing. */
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int GetDataToPlay( float *pBuffer, int iSize, int64_t &iStreamFrame, int &iBytesRead );
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void CommitPlayingPosition( int64_t iHardwareFrame, int64_t iStreamFrame, int iGotFrames );
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};
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#endif
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/*
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* Copyright (c) 2002-2004 Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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