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haiku-beta6/src/kits/game/SimpleGameSound.cpp
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//------------------------------------------------------------------------------
// Copyright (c) 2001-2002, OpenBeOS
//
// 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, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// 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. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
// File Name: SimpleGameSound.h
// Author: Christopher ML Zumwalt May ([email protected])
// Description: BSimpleGameSound is a class for sound effects that are
// short, and consists of non-changing samples in memory.
//------------------------------------------------------------------------------
#include <malloc.h>
#include <memory.h>
#include <Entry.h>
#include <MediaFile.h>
#include <MediaTrack.h>
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#include "GameSoundDefs.h"
#include "GameSoundBuffer.h"
#include "GameSoundDevice.h"
#include "GSUtility.h"
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#include <SimpleGameSound.h>
BSimpleGameSound::BSimpleGameSound(const entry_ref *inFile,
BGameSoundDevice *device)
: BGameSound(device)
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{
if (InitCheck() == B_OK) SetInitError(Init(inFile));
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}
BSimpleGameSound::BSimpleGameSound(const char *inFile,
BGameSoundDevice *device)
: BGameSound(device)
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{
if (InitCheck() == B_OK)
{
entry_ref file;
if (get_ref_for_path(inFile, &file) != B_OK)
SetInitError(B_ENTRY_NOT_FOUND);
else
SetInitError(Init(&file));
}
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}
BSimpleGameSound::BSimpleGameSound(const void *inData,
size_t inFrameCount,
const gs_audio_format *format,
BGameSoundDevice *device)
: BGameSound(device)
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{
if (InitCheck() == B_OK) SetInitError(Init(inData, inFrameCount, format));
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}
BSimpleGameSound::BSimpleGameSound(const BSimpleGameSound &other)
: BGameSound(other)
{
gs_audio_format format;
void * data;
status_t error = other.Device()->Buffer(other.ID(), &format, data);
if (error != B_OK) SetInitError(error);
Init(data, 0, &format);
free(data);
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}
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BSimpleGameSound::~BSimpleGameSound()
{
}
BGameSound *
BSimpleGameSound::Clone() const
{
gs_audio_format format;
void * data;
status_t error = Device()->Buffer(ID(), &format, data);
if (error != B_OK) return NULL;
BSimpleGameSound * clone = new BSimpleGameSound(data, 0, &format, Device());
free(data);
return clone;
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}
status_t
BSimpleGameSound::SetIsLooping(bool looping)
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{
gs_attribute attribute;
attribute.attribute = B_GS_LOOPING;
attribute.value = (looping) ? -1.0 : 0.0;
attribute.duration = bigtime_t(0);
attribute.flags = 0;
return Device()->SetAttributes(ID(), &attribute, 1);
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}
bool
BSimpleGameSound::IsLooping() const
{
gs_attribute attribute;
attribute.attribute = B_GS_LOOPING;
attribute.flags = 0;
if (Device()->GetAttributes(ID(), &attribute, 1) != B_OK)
return false;
return bool(attribute.value);
}
status_t
BSimpleGameSound::Init(const entry_ref* inFile)
{
BMediaFile file(inFile);
gs_audio_format gsformat;
media_format mformat;
int64 framesRead, framesTotal = 0;
if (file.InitCheck() != B_OK) return file.InitCheck();
BMediaTrack* audioStream = file.TrackAt(0);
audioStream->EncodedFormat(&mformat);
if (!mformat.IsAudio()) return B_ERROR;
int64 frames = audioStream->CountFrames();
memset(&mformat, 0, sizeof(media_format));
mformat.type = B_MEDIA_RAW_AUDIO;
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// mformat.u.raw_audio.byte_order = (B_HOST_IS_BENDIAN) ? B_MEDIA_BIG_ENDIAN : B_MEDIA_LITTLE_ENDIAN;
status_t error = audioStream->DecodedFormat(&mformat);
if (error != B_OK) return error;
memset(&gsformat, 0, sizeof(gs_audio_format));
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media_to_gs_format(&gsformat, &mformat.u.raw_audio);
if (mformat.u.raw_audio.format == media_raw_audio_format::B_AUDIO_CHAR)
{
// The GameKit doesnt support this format so we will have to reformat
// the data into something the GameKit does support.
char * buffer = new char[gsformat.buffer_size];
uchar * data = new uchar[frames * gsformat.channel_count];
while (framesTotal < frames)
{
// read the next chunck from the stream
memset(buffer, 0, gsformat.buffer_size);
audioStream->ReadFrames(buffer, &framesRead);
// refomat the buffer from
int64 position = framesTotal * gsformat.channel_count;
for(int32 i = 0; i < (int32)gsformat.buffer_size; i++)
data[i + position] = buffer[i] + 128;
framesTotal += framesRead;
}
gsformat.format = gs_audio_format::B_GS_U8;
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error = Init(data, frames, &gsformat);
// free the buffers we no longer need
delete [] buffer;
delete [] data;
}
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else
{
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// We need to detriman the size, in bytes, of a single sample.
// At the same time, we will store the format of the audio buffer
size_t frameSize = get_sample_size(gsformat.format) * gsformat.channel_count;
char * data = new char[frames * frameSize];
gsformat.buffer_size = frames * frameSize;
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while(framesTotal < frames)
{
char * position = &data[framesTotal * frameSize];
audioStream->ReadFrames(position, &framesRead);
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framesTotal += framesRead;
}
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error = Init(data, frames, &gsformat);
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delete [] data;
}
file.ReleaseTrack(audioStream);
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return error;
}
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status_t
BSimpleGameSound::Init(const void* inData,
int64 inFrameCount,
const gs_audio_format* format)
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{
gs_id sound;
status_t error = Device()->CreateBuffer(&sound, format, inData, inFrameCount);
if (error != B_OK) return error;
BGameSound::Init(sound);
return B_OK;
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}
/* unimplemented for protection of the user:
*
* BSimpleGameSound::BSimpleGameSound()
* BSimpleGameSound &BSimpleGameSound::operator=(const BSimpleGameSound &)
*/
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_0(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_1(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_2(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_3(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_4(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_5(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_6(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_7(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_8(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_9(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_10(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_11(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_12(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_13(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_14(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_15(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_16(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_17(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_18(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_19(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_20(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_21(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_22(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_23(int32 arg, ...)
{
return B_ERROR;
}