Files
itgmania212121/stepmania/src/arch/Sound/RageSoundDriver.h
T
2007-01-27 07:29:22 +00:00

240 lines
8.9 KiB
C++

#ifndef RAGE_SOUND_DRIVER
#define RAGE_SOUND_DRIVER
#include "RageUtil.h"
#include "arch/RageDriver.h"
#include "RageThreads.h"
#include "RageTimer.h"
#include "RageUtil_CircularBuffer.h"
class RageSoundBase;
class RageTimer;
class RageSoundMixBuffer;
static const int samples_per_block = 512;
class RageSoundDriver: public RageDriver
{
public:
static RageSoundDriver *Create( const RString &sDrivers );
static DriverList m_pDriverList;
friend class RageSoundManager;
RageSoundDriver();
virtual ~RageSoundDriver();
/* Initialize. On failure, an error message is returned. */
virtual RString Init() { return RString(); }
/* A RageSound calls this to request to be played.
* XXX: define what we should do when it can't be played (eg. out of
* channels) */
void StartMixing( RageSoundBase *pSound );
/* A RageSound calls this to request it not be played. When this function
* returns, snd is no longer valid; ensure no running threads are still
* accessing it before returning. This must handle gracefully the case where
* snd was not actually being played, though it may print a warning. */
void StopMixing( RageSoundBase *pSound );
/* Pause or unpause the given sound. If the sound was stopped (not paused),
* return false and do nothing; otherwise return true and pause or unpause
* the sound. Unlike StopMixing, pausing and unpause a sound will not lose
* any buffered sound (but will not release any resources associated with
* playing the sound, either). */
bool PauseMixing( RageSoundBase *pSound, bool bStop );
/* Get the current hardware frame position, in the same time base as passed to
* RageSound::CommitPlayingPosition. */
int64_t GetHardwareFrame( RageTimer *pTimer ) const;
virtual int64_t GetPosition() const = 0;
/* When a sound is finished playing (GetDataToPlay returns 0) and the sound has
* been completely flushed (so GetPosition is no longer meaningful), call
* RageSoundBase::SoundIsFinishedPlaying(). */
/* Optional, if needed: */
virtual void Update();
/* Sound startup latency--delay between Play() being called and actually
* hearing it. (This isn't necessarily the same as the buffer latency.) */
virtual float GetPlayLatency() const { return 0.0f; }
virtual int GetSampleRate() const { return 44100; }
protected:
/* Start the decoding. This should be called once the hardware is set up and
* GetSampleRate will return the correct value. */
void StartDecodeThread();
/* Call this before calling StartDecodeThread to set the desired decoding buffer
* size. This is the number of frames that Mix() will try to be able to return
* at once. This should generally be slightly larger than the sound writeahead,
* to allow filling the buffer after an underrun. The default is 4096 frames. */
void SetDecodeBufferSize( int frames );
/* Override this to set the priority of the decoding thread, which should be above
* normal priority but not realtime. */
virtual void SetupDecodingThread() { }
/*
* Read mixed data.
*
* pBuf: buffer to read into
* iFrames: number of frames (not samples) to read
* frameno: frame number at which this sound will be heard
* iCurrentFrame: frame number that is currently being heard
*
* iCurrentFrame is used for handling start timing.
*
* This function only mixes data; it will not lock any mutexes or do any file access, and
* is safe to call from a realtime thread.
*/
void Mix( int16_t *pBuf, int iFrames, int64_t iFrameNumber, int64_t iCurrentFrame );
void Mix( float *pBuf, int iFrames, int64_t iFrameNumber, int64_t iCurrentFrame );
private:
/* This mutex is used for serializing with the decoder thread. Locking this mutex
* can take a while. */
RageMutex m_Mutex;
/* This mutex locks all sounds[] which are "available". (Other sound may safely
* be accessed, and sounds may be set to available, without locking this.) */
RageMutex m_SoundListMutex;
/*
* Thread safety and state transitions:
*
* AVAILABLE: The sound is available to play a new sound. The decoding and mixing threads
* will not touch a sound in this state.
*
* BUFFERING: The sound is stopped but StartMixing() is prebuffering. No other threads
* will touch a sound that is BUFFERING. This isn't necessary if only the main thread
* can call StartMixing().
*
* STOPPED: The sound is idle, but memory is still allocated for its buffer. Update()
* will deallocate memory and the sound will be changed to AVAILABLE.
*
* PLAYING: The sound is being decoded by the decoding thread, and played by the mixing
* thread. If the decoding thread hits EOF, the decoding thread will change the state
* to STOPPING.
*
* STOPPING: The sound is being played by the mixing thread. No new data will be decoded.
* Once the data buffer is empty (all sound has been played), Update() will change the
* sound to HALTING.
*
* HALTING: The main thread has called StopMixing or the data buffer is empty. The mixing
* thread will flush any remaining buffered data without playing it, and then move the
* sound to STOPPED.
*
* The mixing thread operates without any locks. This can lead to a little overlap. For
* example, if StopMixing() is called, moving the sound from PLAYING to HALTING, the mixing
* thread might be in the middle of mixing data. Although HALTING means "discard buffered
* data", some data will still be mixed. This is OK; the data is valid, and the flush will
* happen on the next iteration.
*
* The only state change made by the decoding thread is on EOF: the state is changed
* from PLAYING to STOPPING. This is done while m_Mutex is held, to prevent
* races with other threads.
*
* The only state change made by the mixing thread is from HALTING to STOPPED.
* This is done with no locks; no other thread can take a sound out of the HALTING state.
*
* Do not allocate or deallocate memory in the mixing thread since allocating memory
* involves taking a lock. Instead, push the deallocation to the main thread.
*/
struct sound_block
{
float m_Buffer[samples_per_block];
float *m_BufferNext; // beginning of the unread data
int m_FramesInBuffer; // total number of frames at m_BufferNext
int64_t m_iPosition; // stream frame of m_BufferNext
sound_block() { m_FramesInBuffer = m_iPosition = 0; m_BufferNext = m_Buffer; }
};
struct Sound
{
Sound();
void Allocate( int iFrames );
void Deallocate();
RageSoundBase *m_pSound;
RageTimer m_StartTime;
CircBuf<sound_block> m_Buffer;
bool m_bPaused;
struct QueuedPosMap
{
int iFrames;
int64_t iStreamFrame;
int64_t iHardwareFrame;
};
CircBuf<QueuedPosMap> m_PosMapQueue;
enum
{
AVAILABLE,
BUFFERING,
STOPPED, /* idle */
/* This state is set by the decoder thread, indicating that the sound has just
* reached EOF. Once the mixing thread finishes flushing buffer, it'll change
* to the STOPPING_FINISH state. */
STOPPING,
HALTING, /* stop immediately */
PLAYING
} m_State;
};
/* List of currently playing sounds: XXX no vector */
Sound m_Sounds[32];
int64_t ClampHardwareFrame( int64_t iHardwareFrame ) const;
mutable int64_t m_iMaxHardwareFrame;
bool m_bShutdownDecodeThread;
static int DecodeThread_start( void *p );
void DecodeThread();
RageSoundMixBuffer &MixIntoBuffer( int iFrames, int64_t iFrameNumber, int64_t iCurrentFrame );
RageThread m_DecodeThread;
int GetDataForSound( Sound &s );
};
// Can't use Create##name because many of these have -sw suffixes.
#define REGISTER_SOUND_DRIVER_CLASS2( name, x ) \
static RegisterRageDriver register_##x( &RageSoundDriver::m_pDriverList, #name, CreateClass<RageSoundDriver_##x, RageDriver> )
#define REGISTER_SOUND_DRIVER_CLASS( name ) REGISTER_SOUND_DRIVER_CLASS2( name, name )
/*
* (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.
*/
#endif