game kit: Style and whitespace cleanup. No functional change.
This commit is contained in:
@@ -1,12 +1,13 @@
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/*
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* Copyright 2001-2007, Haiku Inc.
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* Copyright 2001-2012 Haiku, Inc. All Rights Reserved.
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* Distributed under the terms of the MIT License.
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*
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* Authors:
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* Christopher ML Zumwalt May ([email protected])
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* Jérôme Duval
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*
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* Distributed under the terms of the MIT License.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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@@ -20,6 +21,7 @@
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#include "GameSoundDevice.h"
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#include "GSUtility.h"
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const int32 kPages = 20;
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struct _gs_media_tracker
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{
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@@ -29,8 +31,10 @@ struct _gs_media_tracker
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size_t position;
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};
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// Local utility functions -----------------------------------------------
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bool FillBuffer(_gs_ramp * ramp, uint8 * data, uint8 * buffer, size_t * bytes)
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bool
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FillBuffer(_gs_ramp * ramp, uint8 * data, uint8 * buffer, size_t * bytes)
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{
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int32 samples = *bytes / sizeof(uint8);
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@@ -47,7 +51,9 @@ bool FillBuffer(_gs_ramp * ramp, uint8 * data, uint8 * buffer, size_t * bytes)
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return false;
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}
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bool FillBuffer(_gs_ramp * ramp, int16 * data, int16 * buffer, size_t * bytes)
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bool
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FillBuffer(_gs_ramp * ramp, int16 * data, int16 * buffer, size_t * bytes)
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{
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int32 samples = *bytes / sizeof(int16);
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@@ -64,7 +70,9 @@ bool FillBuffer(_gs_ramp * ramp, int16 * data, int16 * buffer, size_t * bytes)
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return false;
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}
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bool FillBuffer(_gs_ramp * ramp, int32 * data, int32 * buffer, size_t * bytes)
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bool
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FillBuffer(_gs_ramp * ramp, int32 * data, int32 * buffer, size_t * bytes)
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{
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size_t byte = 0;
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bool bytesAreReady = (*bytes > 0);
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@@ -85,7 +93,9 @@ bool FillBuffer(_gs_ramp * ramp, int32 * data, int32 * buffer, size_t * bytes)
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return false;
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}
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bool FillBuffer(_gs_ramp * ramp, float * data, float * buffer, size_t * bytes)
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bool
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FillBuffer(_gs_ramp * ramp, float * data, float * buffer, size_t * bytes)
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{
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size_t byte = 0;
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bool bytesAreReady = (*bytes > 0);
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@@ -106,37 +116,38 @@ bool FillBuffer(_gs_ramp * ramp, float * data, float * buffer, size_t * bytes)
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return false;
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}
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// BFileGameSound -------------------------------------------------------
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BFileGameSound::BFileGameSound(const entry_ref *file,
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bool looping,
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BGameSoundDevice *device)
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: BStreamingGameSound(device),
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fAudioStream(NULL),
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fStopping(false),
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fLooping(looping),
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fBuffer(NULL),
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fPlayPosition(0),
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fPausing(NULL),
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fPaused(false),
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fPauseGain(1.0)
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BFileGameSound::BFileGameSound(const entry_ref *file, bool looping,
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BGameSoundDevice *device)
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:
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BStreamingGameSound(device),
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fAudioStream(NULL),
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fStopping(false),
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fLooping(looping),
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fBuffer(NULL),
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fPlayPosition(0),
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fPausing(NULL),
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fPaused(false),
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fPauseGain(1.0)
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{
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if (InitCheck() == B_OK)
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SetInitError(Init(file));
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}
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BFileGameSound::BFileGameSound(const char *file,
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bool looping,
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BGameSoundDevice *device)
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: BStreamingGameSound(device),
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fAudioStream(NULL),
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fStopping(false),
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fLooping(looping),
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fBuffer(NULL),
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fPlayPosition(0),
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fPausing(NULL),
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fPaused(false),
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fPauseGain(1.0)
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BFileGameSound::BFileGameSound(const char *file, bool looping,
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BGameSoundDevice *device)
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:
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BStreamingGameSound(device),
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fAudioStream(NULL),
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fStopping(false),
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fLooping(looping),
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fBuffer(NULL),
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fPlayPosition(0),
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fPausing(NULL),
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fPaused(false),
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fPauseGain(1.0)
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{
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if (InitCheck() == B_OK) {
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entry_ref node;
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@@ -221,8 +232,7 @@ BFileGameSound::Preload()
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void
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BFileGameSound::FillBuffer(void *inBuffer,
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size_t inByteCount)
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BFileGameSound::FillBuffer(void *inBuffer, size_t inByteCount)
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{
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// Split or combine decoder buffers into mixer buffers
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// fPlayPosition is where we got up to in the input buffer after last call
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@@ -231,7 +241,8 @@ BFileGameSound::FillBuffer(void *inBuffer,
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while (inByteCount > 0 && !fPaused) {
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if (!fPaused || fPausing) {
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printf("mixout %ld, inByteCount %ld, decin %ld, BufferSize %ld\n",out_offset, inByteCount, fPlayPosition, fBufferSize);
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printf("mixout %ld, inByteCount %ld, decin %ld, BufferSize %ld\n",
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out_offset, inByteCount, fPlayPosition, fBufferSize);
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if (fPlayPosition == 0 || fPlayPosition >= fBufferSize) {
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Load();
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}
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@@ -251,19 +262,27 @@ BFileGameSound::FillBuffer(void *inBuffer,
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switch(Format().format) {
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case gs_audio_format::B_GS_U8:
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rampDone = ::FillBuffer(fPausing, (uint8*)&buffer[out_offset], (uint8*)&fBuffer[fPlayPosition], &bytes);
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rampDone = ::FillBuffer(fPausing,
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(uint8*)&buffer[out_offset],
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(uint8*)&fBuffer[fPlayPosition], &bytes);
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break;
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case gs_audio_format::B_GS_S16:
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rampDone = ::FillBuffer(fPausing, (int16*)&buffer[out_offset], (int16*)&fBuffer[fPlayPosition], &bytes);
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rampDone = ::FillBuffer(fPausing,
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(int16*)&buffer[out_offset],
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(int16*)&fBuffer[fPlayPosition], &bytes);
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break;
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case gs_audio_format::B_GS_S32:
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rampDone = ::FillBuffer(fPausing, (int32*)&buffer[out_offset], (int32*)&fBuffer[fPlayPosition], &bytes);
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rampDone = ::FillBuffer(fPausing,
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(int32*)&buffer[out_offset],
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(int32*)&fBuffer[fPlayPosition], &bytes);
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break;
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case gs_audio_format::B_GS_F:
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rampDone = ::FillBuffer(fPausing, (float*)&buffer[out_offset], (float*)&fBuffer[fPlayPosition], &bytes);
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rampDone = ::FillBuffer(fPausing,
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(float*)&buffer[out_offset],
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(float*)&fBuffer[fPlayPosition], &bytes);
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break;
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}
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@@ -274,8 +293,8 @@ BFileGameSound::FillBuffer(void *inBuffer,
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// We finished ramping
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if (rampDone) {
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// We need to be able to stop asap when the pause flag is flipped.
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while(fPlayPosition < fBufferSize && (inByteCount > 0)) {
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// Need to be able to stop asap when pause flag is flipped.
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while (fPlayPosition < fBufferSize && (inByteCount > 0)) {
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buffer[out_offset++] = fBuffer[fPlayPosition++];
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inByteCount--;
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}
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@@ -289,8 +308,9 @@ BFileGameSound::FillBuffer(void *inBuffer,
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char * buffer = (char*)inBuffer;
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// We need to be able to stop asap when the pause flag is flipped.
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while(fPlayPosition < fBufferSize && (!fPaused || fPausing) && (inByteCount > 0)) {
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// Need to be able to stop asap when the pause flag is flipped.
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while (fPlayPosition < fBufferSize && (!fPaused || fPausing)
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&& (inByteCount > 0)) {
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buffer[out_offset++] = fBuffer[fPlayPosition++];
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inByteCount--;
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}
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@@ -309,8 +329,7 @@ BFileGameSound::Perform(int32 selector,
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status_t
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BFileGameSound::SetPaused(bool isPaused,
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bigtime_t rampTime)
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BFileGameSound::SetPaused(bool isPaused, bigtime_t rampTime)
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{
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if (fPaused != isPaused) {
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Lock();
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@@ -429,7 +448,7 @@ BFileGameSound::Load()
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{
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if (!fAudioStream || !fAudioStream->stream)
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return false;
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// read a new buffer
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int64 frames = 0;
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fAudioStream->stream->ReadFrames(fBuffer, &frames);
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@@ -632,5 +651,3 @@ BFileGameSound::_Reserved_BFileGameSound_23(int32 arg, ...)
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{
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return B_ERROR;
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}
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+30
-29
@@ -1,62 +1,63 @@
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/*
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* Copyright 2001-2002, Haiku Inc.
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/*
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* Copyright 2001-2012 Haiku, Inc. All Rights Reserved.
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* Distributed under the terms of the MIT License.
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*
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* Authors:
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* Christopher ML Zumwalt May ([email protected])
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*
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* Distributed under the terms of the MIT License.
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*/
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#include "GSUtility.h"
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#include <GameSoundDefs.h>
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#include <MediaDefs.h>
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#include <new>
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#include "GSUtility.h"
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_gs_ramp*
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_gs_ramp*
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InitRamp(float* value, float set, float frames, bigtime_t duration)
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{
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float diff = (set > *value) ? set - *value : *value - set;
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bigtime_t sec = bigtime_t(duration / 1000000.0);
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float inc = diff * 200;
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_gs_ramp* ramp = new (std::nothrow) _gs_ramp;
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if (ramp != NULL) {
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ramp->value = value;
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ramp->frame_total = frames * sec;
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ramp->frame_inc = int(ramp->frame_total / inc);
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ramp->inc = (set - *value) / inc;
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ramp->frame_count = 0;
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ramp->frame_inc_count = 0;
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ramp->duration = duration;
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}
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return ramp;
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}
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bool
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bool
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ChangeRamp(_gs_ramp* ramp)
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{
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if (ramp->frame_count > ramp->frame_total)
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if (ramp->frame_count > ramp->frame_total)
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return true;
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if (ramp->frame_inc_count >= ramp->frame_inc) {
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ramp->frame_inc_count = 0;
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ramp->frame_inc_count = 0;
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*ramp->value += ramp->inc;
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} else
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} else
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ramp->frame_inc_count++;
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ramp->frame_count++;
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return false;
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}
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size_t
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size_t
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get_sample_size(int32 format)
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{
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size_t sample;
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@@ -65,38 +66,38 @@ get_sample_size(int32 format)
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case media_raw_audio_format::B_AUDIO_CHAR:
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sample = sizeof(char);
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break;
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case gs_audio_format::B_GS_U8:
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sample = sizeof(uint8);
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break;
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case gs_audio_format::B_GS_S16:
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sample = sizeof(int16);
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break;
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case gs_audio_format::B_GS_S32:
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case gs_audio_format::B_GS_S32:
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sample = sizeof(int32);
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break;
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case gs_audio_format::B_GS_F:
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sample = sizeof(float);
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break;
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default:
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sample = 0;
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break;
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}
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return sample;
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}
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void
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void
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media_to_gs_format(gs_audio_format* dest, media_raw_audio_format* source)
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{
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dest->format = source->format;
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dest->frame_rate = source->frame_rate;
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dest->channel_count = source->channel_count;
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dest->byte_order = source->byte_order;
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dest->buffer_size = source->buffer_size;
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dest->buffer_size = source->buffer_size;
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}
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+13
-10
@@ -23,32 +23,35 @@
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// Author: Christopher ML Zumwalt May ([email protected])
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// Description: Utility functions used by sound system
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//------------------------------------------------------------------------------
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#ifndef _GAMESOUND_UTILITY_H
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#define _GAMESOUND_UTILITY_H
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#include <GameSoundDefs.h>
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#include <MediaDefs.h>
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struct _gs_ramp
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struct _gs_ramp
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{
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float inc;
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float orignal;
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float* value;
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float* value;
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float frame_total;
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float frame_inc;
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float frame_count;
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float frame_inc_count;
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bigtime_t duration;
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};
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_gs_ramp* InitRamp(float* value, float set, float frames, bigtime_t duration);
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bool ChangeRamp(_gs_ramp* ramp);
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size_t get_sample_size(int32 format);
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void media_to_gs_format(gs_audio_format * dest, media_raw_audio_format * source);
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_gs_ramp* InitRamp(float* value, float set, float frames, bigtime_t duration);
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bool ChangeRamp(_gs_ramp* ramp);
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size_t get_sample_size(int32 format);
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void media_to_gs_format(gs_audio_format* dest,
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media_raw_audio_format* source);
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#endif
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+158
-124
@@ -1,5 +1,5 @@
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/*
|
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* Copyright 2002-2010 Haiku Inc. All rights reserved.
|
||||
* Copyright 2002-2012 Haiku, Inc. All rights reserved.
|
||||
* Distributed under the terms of the MIT License.
|
||||
*
|
||||
* Authors:
|
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@@ -12,6 +12,8 @@
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*/
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#include "GameProducer.h"
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#include <string.h>
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#include <stdio.h>
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@@ -26,20 +28,18 @@
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#include "GameSoundDevice.h"
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#include "GSUtility.h"
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#include "GameProducer.h"
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struct _gs_play {
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gs_id sound;
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bool* hook;
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_gs_play* next;
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_gs_play* previous;
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};
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GameProducer::GameProducer(GameSoundBuffer* object,
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const gs_audio_format* format)
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const gs_audio_format* format)
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:
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BMediaNode("GameProducer.h"),
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BBufferProducer(B_MEDIA_RAW_AUDIO),
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@@ -53,19 +53,21 @@ GameProducer::GameProducer(GameSoundBuffer* object,
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fPreferredFormat.type = B_MEDIA_RAW_AUDIO;
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fPreferredFormat.u.raw_audio.format = format->format;
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fPreferredFormat.u.raw_audio.channel_count = format->channel_count;
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fPreferredFormat.u.raw_audio.frame_rate = format->frame_rate; // measured in Hertz
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fPreferredFormat.u.raw_audio.frame_rate = format->frame_rate; // Hertz
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fPreferredFormat.u.raw_audio.byte_order = format->byte_order;
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// fPreferredFormat.u.raw_audio.channel_mask = B_CHANNEL_LEFT | B_CHANNEL_RIGHT;
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// fPreferredFormat.u.raw_audio.channel_mask
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// = B_CHANNEL_LEFT | B_CHANNEL_RIGHT;
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// fPreferredFormat.u.raw_audio.valid_bits = 32;
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// fPreferredFormat.u.raw_audio.matrix_mask = B_MATRIX_AMBISONIC_WXYZ;
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// we'll use the consumer's preferred buffer size, if any
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fPreferredFormat.u.raw_audio.buffer_size = media_raw_audio_format::wildcard.buffer_size;
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fPreferredFormat.u.raw_audio.buffer_size
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= media_raw_audio_format::wildcard.buffer_size;
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// we're not connected yet
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fOutput.destination = media_destination::null;
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fOutput.format = fPreferredFormat;
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fFrameSize = get_sample_size(format->format) * format->channel_count;
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fObject = object;
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}
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@@ -87,19 +89,20 @@ GameProducer::AddOn(int32 *internal_id) const
|
||||
|
||||
|
||||
// BBufferProducer methods
|
||||
status_t
|
||||
status_t
|
||||
GameProducer::GetNextOutput(int32* cookie, media_output* out_output)
|
||||
{
|
||||
// we currently support only one output
|
||||
if (0 != *cookie) return B_BAD_INDEX;
|
||||
|
||||
if (0 != *cookie)
|
||||
return B_BAD_INDEX;
|
||||
|
||||
*out_output = fOutput;
|
||||
*cookie += 1;
|
||||
return B_OK;
|
||||
}
|
||||
|
||||
|
||||
status_t
|
||||
status_t
|
||||
GameProducer::DisposeOutputCookie(int32 cookie)
|
||||
{
|
||||
// do nothing because our cookie is only an integer
|
||||
@@ -107,13 +110,14 @@ GameProducer::DisposeOutputCookie(int32 cookie)
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
GameProducer::EnableOutput(const media_source& what, bool enabled, int32* _deprecated_)
|
||||
void
|
||||
GameProducer::EnableOutput(const media_source& what, bool enabled,
|
||||
int32* _deprecated_)
|
||||
{
|
||||
// If I had more than one output, I'd have to walk my list of output records to see
|
||||
// which one matched the given source, and then enable/disable that one. But this
|
||||
// node only has one output, so I just make sure the given source matches, then set
|
||||
// the enable state accordingly.
|
||||
// If I had more than one output, I'd have to walk my list of output records
|
||||
// to see which one matched the given source, and then enable/disable that
|
||||
// one. But this node only has one output, so I just make sure the given
|
||||
// source matches, then set the enable state accordingly.
|
||||
if (what == fOutput.source)
|
||||
{
|
||||
fOutputEnabled = enabled;
|
||||
@@ -121,10 +125,11 @@ GameProducer::EnableOutput(const media_source& what, bool enabled, int32* _depre
|
||||
}
|
||||
|
||||
|
||||
status_t
|
||||
GameProducer::FormatSuggestionRequested(media_type type, int32 /*quality*/, media_format* format)
|
||||
status_t
|
||||
GameProducer::FormatSuggestionRequested(media_type type, int32 /*quality*/,
|
||||
media_format* format)
|
||||
{
|
||||
// insure that we received a format
|
||||
// insure that we received a format
|
||||
if (!format)
|
||||
return B_BAD_VALUE;
|
||||
|
||||
@@ -132,55 +137,66 @@ GameProducer::FormatSuggestionRequested(media_type type, int32 /*quality*/, medi
|
||||
*format = fPreferredFormat;
|
||||
|
||||
// our format is supported
|
||||
if (type == B_MEDIA_UNKNOWN_TYPE) return B_OK;
|
||||
if (type == B_MEDIA_UNKNOWN_TYPE)
|
||||
return B_OK;
|
||||
|
||||
// we only support raw audo
|
||||
return (type != B_MEDIA_RAW_AUDIO) ? B_MEDIA_BAD_FORMAT : B_OK;
|
||||
}
|
||||
|
||||
|
||||
status_t
|
||||
status_t
|
||||
GameProducer::FormatProposal(const media_source& output, media_format* format)
|
||||
{
|
||||
// doest the proposed output match our output?
|
||||
if (output != fOutput.source) return B_MEDIA_BAD_SOURCE;
|
||||
if (output != fOutput.source)
|
||||
return B_MEDIA_BAD_SOURCE;
|
||||
|
||||
// return our preferred format
|
||||
*format = fPreferredFormat;
|
||||
|
||||
|
||||
// we will reject the proposal if the format is not audio
|
||||
media_type requestedType = format->type;
|
||||
if ((requestedType != B_MEDIA_UNKNOWN_TYPE) && (requestedType != B_MEDIA_RAW_AUDIO))
|
||||
if ((requestedType != B_MEDIA_UNKNOWN_TYPE)
|
||||
&& (requestedType != B_MEDIA_RAW_AUDIO)) {
|
||||
return B_MEDIA_BAD_FORMAT;
|
||||
|
||||
}
|
||||
|
||||
return B_OK; // raw audio or wildcard type, either is okay by us
|
||||
}
|
||||
|
||||
|
||||
status_t
|
||||
GameProducer::PrepareToConnect(const media_source& what, const media_destination& where, media_format* format, media_source* out_source, char* out_name)
|
||||
status_t
|
||||
GameProducer::PrepareToConnect(const media_source& what,
|
||||
const media_destination& where, media_format* format,
|
||||
media_source* out_source, char* out_name)
|
||||
{
|
||||
// The format has been processed by the consumer at this point. We need
|
||||
// to insure the format is still acceptable and any wild care are filled in.
|
||||
|
||||
// trying to connect something that isn't our source?
|
||||
if (what != fOutput.source) return B_MEDIA_BAD_SOURCE;
|
||||
if (what != fOutput.source)
|
||||
return B_MEDIA_BAD_SOURCE;
|
||||
|
||||
// are we already connected?
|
||||
if (fOutput.destination != media_destination::null) return B_MEDIA_ALREADY_CONNECTED;
|
||||
if (fOutput.destination != media_destination::null)
|
||||
return B_MEDIA_ALREADY_CONNECTED;
|
||||
|
||||
// the format may not yet be fully specialized (the consumer might have
|
||||
// passed back some wildcards). Finish specializing it now, and return an
|
||||
// error if we don't support the requested format.
|
||||
if (format->type != B_MEDIA_RAW_AUDIO)
|
||||
if (format->type != B_MEDIA_RAW_AUDIO)
|
||||
return B_MEDIA_BAD_FORMAT;
|
||||
|
||||
|
||||
if (format->u.raw_audio.format != fPreferredFormat.u.raw_audio.format)
|
||||
return B_MEDIA_BAD_FORMAT;
|
||||
|
||||
// check the buffer size, which may still be wildcarded
|
||||
if (format->u.raw_audio.buffer_size == media_raw_audio_format::wildcard.buffer_size)
|
||||
format->u.raw_audio.buffer_size = 4096; // pick something comfortable to suggest
|
||||
if (format->u.raw_audio.buffer_size
|
||||
== media_raw_audio_format::wildcard.buffer_size) {
|
||||
format->u.raw_audio.buffer_size = 4096;
|
||||
// pick something comfortable to suggest
|
||||
}
|
||||
|
||||
// Now reserve the connection, and return information about it
|
||||
fOutput.destination = where;
|
||||
@@ -191,20 +207,22 @@ GameProducer::PrepareToConnect(const media_source& what, const media_destination
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
GameProducer::Connect(status_t error, const media_source& source, const media_destination& destination, const media_format& format, char* io_name)
|
||||
void
|
||||
GameProducer::Connect(status_t error, const media_source& source,
|
||||
const media_destination& destination, const media_format& format,
|
||||
char* io_name)
|
||||
{
|
||||
// If something earlier failed, Connect() might still be called, but with a non-zero
|
||||
// error code. When that happens we simply unreserve the connection and do
|
||||
// nothing else.
|
||||
// If something earlier failed, Connect() might still be called, but with a
|
||||
// non-zero error code. When that happens we simply unreserve the
|
||||
// connection and do nothing else.
|
||||
if (error) {
|
||||
fOutput.destination = media_destination::null;
|
||||
fOutput.format = fPreferredFormat;
|
||||
return;
|
||||
}
|
||||
|
||||
// Okay, the connection has been confirmed. Record the destination and format
|
||||
// that we agreed on, and report our connection name again.
|
||||
// Okay, the connection has been confirmed. Record the destination and
|
||||
// format that we agreed on, and report our connection name again.
|
||||
fOutput.destination = destination;
|
||||
fOutput.format = format;
|
||||
strlcpy(io_name, fOutput.name, B_MEDIA_NAME_LENGTH);
|
||||
@@ -219,33 +237,34 @@ GameProducer::Connect(status_t error, const media_source& source, const media_de
|
||||
// Have to set it before latency calculating
|
||||
|
||||
// Use a dry run to see how long it takes me to fill a buffer of data
|
||||
|
||||
|
||||
// The first step to setup the buffer
|
||||
bigtime_t start, produceLatency;
|
||||
int32 frames = int32(fBufferSize / fFrameSize);
|
||||
float* data = new float[frames * 2];
|
||||
|
||||
|
||||
// Second, fill the buffer
|
||||
start = ::system_time();
|
||||
for (int32 i = 0; i < frames; i++) {
|
||||
data[i*2] = 0.8 * float(i/frames);
|
||||
data[i*2+1] = 0.8 * float(i/frames);
|
||||
data[i * 2] = 0.8 * float(i / frames);
|
||||
data[i * 2 + 1] = 0.8 * float(i / frames);
|
||||
}
|
||||
produceLatency = ::system_time();
|
||||
|
||||
|
||||
// Third, calculate the latency
|
||||
fInternalLatency = produceLatency - start;
|
||||
SetEventLatency(fLatency + fInternalLatency);
|
||||
|
||||
|
||||
// Finaily, clean up
|
||||
delete [] data;
|
||||
|
||||
|
||||
// reset our buffer duration, etc. to avoid later calculations
|
||||
bigtime_t duration = bigtime_t(1000000) * frames / bigtime_t(fOutput.format.u.raw_audio.frame_rate);
|
||||
bigtime_t duration = bigtime_t(1000000) * frames
|
||||
/ bigtime_t(fOutput.format.u.raw_audio.frame_rate);
|
||||
SetBufferDuration(duration);
|
||||
|
||||
// Set up the buffer group for our connection, as long as nobody handed us a
|
||||
// buffer group (via SetBufferGroup()) prior to this.
|
||||
// buffer group (via SetBufferGroup()) prior to this.
|
||||
if (!fBufferGroup) {
|
||||
int32 count = int32(fLatency / BufferDuration() + 2);
|
||||
fBufferGroup = new BBufferGroup(fBufferSize, count);
|
||||
@@ -253,8 +272,9 @@ GameProducer::Connect(status_t error, const media_source& source, const media_de
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
GameProducer::Disconnect(const media_source& what, const media_destination& where)
|
||||
void
|
||||
GameProducer::Disconnect(const media_source& what,
|
||||
const media_destination& where)
|
||||
{
|
||||
// Make sure that our connection is the one being disconnected
|
||||
if ((where == fOutput.destination) && (what == fOutput.source)) {
|
||||
@@ -266,16 +286,19 @@ GameProducer::Disconnect(const media_source& what, const media_destination& wher
|
||||
}
|
||||
|
||||
|
||||
status_t
|
||||
GameProducer::FormatChangeRequested(const media_source& source, const media_destination& destination, media_format* io_format, int32* _deprecated_)
|
||||
status_t
|
||||
GameProducer::FormatChangeRequested(const media_source& source,
|
||||
const media_destination& destination, media_format* io_format,
|
||||
int32* _deprecated_)
|
||||
{
|
||||
// we don't support any other formats, so we just reject any format changes.
|
||||
return B_ERROR;
|
||||
}
|
||||
|
||||
|
||||
status_t
|
||||
GameProducer::SetBufferGroup(const media_source& for_source, BBufferGroup* newGroup)
|
||||
status_t
|
||||
GameProducer::SetBufferGroup(const media_source& for_source,
|
||||
BBufferGroup* newGroup)
|
||||
{
|
||||
// verify that we didn't get bogus arguments before we proceed
|
||||
if (for_source != fOutput.source)
|
||||
@@ -285,12 +308,12 @@ GameProducer::SetBufferGroup(const media_source& for_source, BBufferGroup* newGr
|
||||
if (newGroup == fBufferGroup)
|
||||
return B_OK;
|
||||
|
||||
// Ahh, someone wants us to use a different buffer group. At this point we delete
|
||||
// the one we are using and use the specified one instead. If the specified group is
|
||||
// NULL, we need to recreate one ourselves, and use *that*. Note that if we're
|
||||
// caching a BBuffer that we requested earlier, we have to Recycle() that buffer
|
||||
// *before* deleting the buffer group, otherwise we'll deadlock waiting for that
|
||||
// buffer to be recycled!
|
||||
// Ahh, someone wants us to use a different buffer group. At this point we
|
||||
// delete the one we are using and use the specified one instead. If the
|
||||
// specified group is NULL, we need to recreate one ourselves, and use
|
||||
// *that*. Note that if we're caching a BBuffer that we requested earlier,
|
||||
// we have to Recycle() that buffer *before* deleting the buffer group,
|
||||
// otherwise we'll deadlock waiting for that buffer to be recycled!
|
||||
delete fBufferGroup; // waits for all buffers to recycle
|
||||
if (newGroup != NULL) {
|
||||
// we were given a valid group; just use that one from now on
|
||||
@@ -313,7 +336,7 @@ GameProducer::SetBufferGroup(const media_source& for_source, BBufferGroup* newGr
|
||||
}
|
||||
|
||||
|
||||
status_t
|
||||
status_t
|
||||
GameProducer::GetLatency(bigtime_t* out_latency)
|
||||
{
|
||||
// report our *total* latency: internal plus downstream plus scheduling
|
||||
@@ -322,29 +345,31 @@ GameProducer::GetLatency(bigtime_t* out_latency)
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
GameProducer::LateNoticeReceived(const media_source& what, bigtime_t how_much, bigtime_t performance_time)
|
||||
void
|
||||
GameProducer::LateNoticeReceived(const media_source& what, bigtime_t how_much,
|
||||
bigtime_t performance_time)
|
||||
{
|
||||
// If we're late, we need to catch up. Respond in a manner appropriate to our
|
||||
// current run mode.
|
||||
// If we're late, we need to catch up. Respond in a manner appropriate to
|
||||
// our current run mode.
|
||||
if (what == fOutput.source) {
|
||||
if (RunMode() == B_RECORDING) {
|
||||
// A hardware capture node can't adjust; it simply emits buffers at
|
||||
// appropriate points. We (partially) simulate this by not adjusting
|
||||
// our behavior upon receiving late notices -- after all, the hardware
|
||||
// can't choose to capture "sooner"....
|
||||
// appropriate points. We (partially) simulate this by not
|
||||
// adjusting our behavior upon receiving late notices -- after all,
|
||||
// the hardware can't choose to capture "sooner"...
|
||||
} else if (RunMode() == B_INCREASE_LATENCY) {
|
||||
// We're late, and our run mode dictates that we try to produce buffers
|
||||
// earlier in order to catch up. This argues that the downstream nodes are
|
||||
// not properly reporting their latency, but there's not much we can do about
|
||||
// that at the moment, so we try to start producing buffers earlier to
|
||||
// compensate.
|
||||
// We're late, and our run mode dictates that we try to produce
|
||||
// buffers earlier in order to catch up. This argues that the
|
||||
// downstream nodes are not properly reporting their latency, but
|
||||
// there's not much we can do about that at the moment, so we try
|
||||
// to start producing buffers earlier to compensate.
|
||||
fInternalLatency += how_much;
|
||||
SetEventLatency(fLatency + fInternalLatency);
|
||||
} else {
|
||||
// The other run modes dictate various strategies for sacrificing data quality
|
||||
// in the interests of timely data delivery. The way *we* do this is to skip
|
||||
// a buffer, which catches us up in time by one buffer duration.
|
||||
// The other run modes dictate various strategies for sacrificing
|
||||
// data quality in the interests of timely data delivery. The way we
|
||||
// do this is to skip a buffer, which catches us up in time by one
|
||||
// buffer duration.
|
||||
size_t nSamples = fBufferSize / fFrameSize;
|
||||
fFramesSent += nSamples;
|
||||
}
|
||||
@@ -352,8 +377,9 @@ GameProducer::LateNoticeReceived(const media_source& what, bigtime_t how_much, b
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
GameProducer::LatencyChanged(const media_source& source, const media_destination& destination, bigtime_t new_latency, uint32 flags)
|
||||
void
|
||||
GameProducer::LatencyChanged(const media_source& source,
|
||||
const media_destination& destination, bigtime_t new_latency, uint32 flags)
|
||||
{
|
||||
// something downstream changed latency, so we need to start producing
|
||||
// buffers earlier (or later) than we were previously. Make sure that the
|
||||
@@ -366,7 +392,7 @@ GameProducer::LatencyChanged(const media_source& source, const media_destination
|
||||
}
|
||||
|
||||
|
||||
status_t
|
||||
status_t
|
||||
GameProducer::SetPlayRate(int32 numer, int32 denom)
|
||||
{
|
||||
// Play rates are weird. We don't support them
|
||||
@@ -374,7 +400,7 @@ GameProducer::SetPlayRate(int32 numer, int32 denom)
|
||||
}
|
||||
|
||||
|
||||
status_t
|
||||
status_t
|
||||
GameProducer::HandleMessage(int32 message, const void* data, size_t size)
|
||||
{
|
||||
// We currently do not handle private messages
|
||||
@@ -382,8 +408,10 @@ GameProducer::HandleMessage(int32 message, const void* data, size_t size)
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
GameProducer::AdditionalBufferRequested(const media_source& source, media_buffer_id prev_buffer, bigtime_t prev_time, const media_seek_tag* prev_tag)
|
||||
void
|
||||
GameProducer::AdditionalBufferRequested(const media_source& source,
|
||||
media_buffer_id prev_buffer, bigtime_t prev_time,
|
||||
const media_seek_tag* prev_tag)
|
||||
{
|
||||
// we don't support offline mode (yet...)
|
||||
return;
|
||||
@@ -391,7 +419,7 @@ GameProducer::AdditionalBufferRequested(const media_source& source, media_buffer
|
||||
|
||||
|
||||
// BMediaEventLooper methods
|
||||
void
|
||||
void
|
||||
GameProducer::NodeRegistered()
|
||||
{
|
||||
// Start the BMediaEventLooper thread
|
||||
@@ -406,7 +434,7 @@ GameProducer::NodeRegistered()
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
void
|
||||
GameProducer::SetRunMode(run_mode mode)
|
||||
{
|
||||
// We don't support offline run mode, so broadcast an error if we're set to
|
||||
@@ -417,8 +445,9 @@ GameProducer::SetRunMode(run_mode mode)
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
GameProducer::HandleEvent(const media_timed_event* event, bigtime_t lateness, bool realTimeEvent)
|
||||
void
|
||||
GameProducer::HandleEvent(const media_timed_event* event, bigtime_t lateness,
|
||||
bool realTimeEvent)
|
||||
{
|
||||
// FPRINTF(stderr, "ToneProducer::HandleEvent\n");
|
||||
switch (event->type)
|
||||
@@ -426,55 +455,58 @@ GameProducer::HandleEvent(const media_timed_event* event, bigtime_t lateness, bo
|
||||
case BTimedEventQueue::B_START:
|
||||
// don't do anything if we're already running
|
||||
if (RunState() != B_STARTED) {
|
||||
// We are going to start sending buffers so setup the needed bookkeeping
|
||||
// Going to start sending buffers so setup the needed bookkeeping
|
||||
fFramesSent = 0;
|
||||
fStartTime = event->event_time;
|
||||
media_timed_event firstBufferEvent(fStartTime, BTimedEventQueue::B_HANDLE_BUFFER);
|
||||
media_timed_event firstBufferEvent(fStartTime,
|
||||
BTimedEventQueue::B_HANDLE_BUFFER);
|
||||
|
||||
// Alternatively, we could call HandleEvent() directly with this event, to avoid a trip through
|
||||
// the event queue, like this:
|
||||
//
|
||||
// Alternatively, we could call HandleEvent() directly with this
|
||||
// event, to avoid a trip through the event queue like this:
|
||||
// this->HandleEvent(&firstBufferEvent, 0, false);
|
||||
//
|
||||
EventQueue()->AddEvent(firstBufferEvent);
|
||||
}
|
||||
break;
|
||||
|
||||
case BTimedEventQueue::B_STOP:
|
||||
// When we handle a stop, we must ensure that downstream consumers don't
|
||||
// get any more buffers from us. This means we have to flush any pending
|
||||
// buffer-producing events from the queue.
|
||||
EventQueue()->FlushEvents(0, BTimedEventQueue::B_ALWAYS, true, BTimedEventQueue::B_HANDLE_BUFFER);
|
||||
// get any more buffers from us. This means we have to flush any
|
||||
// pending buffer-producing events from the queue.
|
||||
EventQueue()->FlushEvents(0, BTimedEventQueue::B_ALWAYS, true,
|
||||
BTimedEventQueue::B_HANDLE_BUFFER);
|
||||
break;
|
||||
|
||||
case BTimedEventQueue::B_HANDLE_BUFFER:
|
||||
{
|
||||
// make sure we're both started *and* connected before delivering a buffer
|
||||
if ((RunState() == BMediaEventLooper::B_STARTED)
|
||||
// Ensure we're both started and connected before delivering buffer
|
||||
if ((RunState() == BMediaEventLooper::B_STARTED)
|
||||
&& (fOutput.destination != media_destination::null)) {
|
||||
// Get the next buffer of data
|
||||
BBuffer* buffer = FillNextBuffer(event->event_time);
|
||||
if (buffer) {
|
||||
// send the buffer downstream if and only if output is enabled
|
||||
// Send the buffer downstream if output is enabled
|
||||
status_t err = B_ERROR;
|
||||
if (fOutputEnabled) {
|
||||
err = SendBuffer(buffer, fOutput.source,
|
||||
fOutput.destination);
|
||||
}
|
||||
if (err) {
|
||||
// we need to recycle the buffer ourselves if output is disabled or
|
||||
// if the call to SendBuffer() fails
|
||||
// we need to recycle the buffer ourselves if output is
|
||||
// disabled or if the call to SendBuffer() fails
|
||||
buffer->Recycle();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// track how much media we've delivered so far
|
||||
size_t nFrames = fBufferSize / fFrameSize;
|
||||
fFramesSent += nFrames;
|
||||
|
||||
// The buffer is on its way; now schedule the next one to go
|
||||
bigtime_t nextEvent = fStartTime + bigtime_t(double(fFramesSent) / double(fOutput.format.u.raw_audio.frame_rate) * 1000000.0);
|
||||
media_timed_event nextBufferEvent(nextEvent, BTimedEventQueue::B_HANDLE_BUFFER);
|
||||
bigtime_t nextEvent = fStartTime + bigtime_t(double(fFramesSent)
|
||||
/ double(fOutput.format.u.raw_audio.frame_rate)
|
||||
* 1000000.0);
|
||||
media_timed_event nextBufferEvent(nextEvent,
|
||||
BTimedEventQueue::B_HANDLE_BUFFER);
|
||||
EventQueue()->AddEvent(nextBufferEvent);
|
||||
}
|
||||
}
|
||||
@@ -486,47 +518,49 @@ GameProducer::HandleEvent(const media_timed_event* event, bigtime_t lateness, bo
|
||||
}
|
||||
|
||||
|
||||
BBuffer*
|
||||
BBuffer*
|
||||
GameProducer::FillNextBuffer(bigtime_t event_time)
|
||||
{
|
||||
// get a buffer from our buffer group
|
||||
BBuffer* buf = fBufferGroup->RequestBuffer(fBufferSize, BufferDuration());
|
||||
|
||||
// if we fail to get a buffer (for example, if the request times out), we skip this
|
||||
// buffer and go on to the next, to avoid locking up the control thread
|
||||
if (!buf)
|
||||
// if we fail to get a buffer (for example, if the request times out), we
|
||||
// skip this buffer and go on to the next, to avoid locking up the control
|
||||
// thread.
|
||||
if (!buf)
|
||||
return NULL;
|
||||
|
||||
// we need to discribe the buffer
|
||||
int64 frames = int64(fBufferSize / fFrameSize);
|
||||
memset(buf->Data(), 0, fBufferSize);
|
||||
|
||||
|
||||
// now fill the buffer with data, continuing where the last buffer left off
|
||||
fObject->Play(buf->Data(), frames);
|
||||
|
||||
|
||||
// fill in the buffer header
|
||||
media_header* hdr = buf->Header();
|
||||
hdr->type = B_MEDIA_RAW_AUDIO;
|
||||
hdr->size_used = fBufferSize;
|
||||
hdr->time_source = TimeSource()->ID();
|
||||
|
||||
|
||||
bigtime_t stamp;
|
||||
if (RunMode() == B_RECORDING) {
|
||||
// In B_RECORDING mode, we stamp with the capture time. We're not
|
||||
// really a hardware capture node, but we simulate it by using the (precalculated)
|
||||
// time at which this buffer "should" have been created.
|
||||
// really a hardware capture node, but we simulate it by using the
|
||||
// (precalculated) time at which this buffer "should" have been created.
|
||||
stamp = event_time;
|
||||
} else {
|
||||
// okay, we're in one of the "live" performance run modes. in these modes, we
|
||||
// stamp the buffer with the time at which the buffer should be rendered to the
|
||||
// output, not with the capture time. fStartTime is the cached value of the
|
||||
// first buffer's performance time; we calculate this buffer's performance time as
|
||||
// an offset from that time, based on the amount of media we've created so far.
|
||||
// okay, we're in one of the "live" performance run modes. in these
|
||||
// modes, we stamp the buffer with the time at which the buffer should
|
||||
// be rendered to the output, not with the capture time. fStartTime is
|
||||
// the cached value of the first buffer's performance time; we calculate
|
||||
// this buffer's performance time as an offset from that time, based on
|
||||
// the amount of media we've created so far.
|
||||
// Recalculating every buffer like this avoids accumulation of error.
|
||||
stamp = fStartTime + bigtime_t(double(fFramesSent) / double(fOutput.format.u.raw_audio.frame_rate) * 1000000.0);
|
||||
stamp = fStartTime + bigtime_t(double(fFramesSent)
|
||||
/ double(fOutput.format.u.raw_audio.frame_rate) * 1000000.0);
|
||||
}
|
||||
hdr->start_time = stamp;
|
||||
|
||||
return buf;
|
||||
}
|
||||
|
||||
|
||||
+19
-18
@@ -1,27 +1,31 @@
|
||||
/*
|
||||
* Copyright 2001-2002, Haiku Inc.
|
||||
* Copyright 2002-2012 Haiku, Inc. All Rights Reserved.
|
||||
* Distributed under the terms of the MIT License.
|
||||
*
|
||||
* Authors:
|
||||
* Christopher ML Zumwalt May ([email protected])
|
||||
*
|
||||
* Distributed under the terms of the MIT License.
|
||||
*/
|
||||
|
||||
|
||||
#include <GameSound.h>
|
||||
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
|
||||
#include <GameSound.h>
|
||||
|
||||
#include "GameSoundBuffer.h"
|
||||
#include "GameSoundDevice.h"
|
||||
|
||||
|
||||
using std::nothrow;
|
||||
|
||||
|
||||
// Local Defines ---------------------------------------------------------------
|
||||
|
||||
// BGameSound class ------------------------------------------------------------
|
||||
BGameSound::BGameSound(BGameSoundDevice *device)
|
||||
: fSound(-1)
|
||||
:
|
||||
fSound(-1)
|
||||
{
|
||||
// TODO: device is ignored!
|
||||
// NOTE: BeBook documents that BGameSoundDevice must currently always
|
||||
@@ -32,7 +36,8 @@ BGameSound::BGameSound(BGameSoundDevice *device)
|
||||
|
||||
|
||||
BGameSound::BGameSound(const BGameSound &other)
|
||||
: fSound(-1)
|
||||
:
|
||||
fSound(-1)
|
||||
{
|
||||
memcpy(&fFormat, &other.fFormat, sizeof(gs_audio_format));
|
||||
// TODO: device from other is ignored!
|
||||
@@ -106,8 +111,7 @@ BGameSound::StopPlaying()
|
||||
|
||||
|
||||
status_t
|
||||
BGameSound::SetGain(float gain,
|
||||
bigtime_t duration)
|
||||
BGameSound::SetGain(float gain, bigtime_t duration)
|
||||
{
|
||||
gs_attribute attribute;
|
||||
|
||||
@@ -121,8 +125,7 @@ BGameSound::SetGain(float gain,
|
||||
|
||||
|
||||
status_t
|
||||
BGameSound::SetPan(float pan,
|
||||
bigtime_t duration)
|
||||
BGameSound::SetPan(float pan, bigtime_t duration)
|
||||
{
|
||||
gs_attribute attribute;
|
||||
|
||||
@@ -166,16 +169,14 @@ BGameSound::Pan()
|
||||
|
||||
|
||||
status_t
|
||||
BGameSound::SetAttributes(gs_attribute *inAttributes,
|
||||
size_t inAttributeCount)
|
||||
BGameSound::SetAttributes(gs_attribute *inAttributes, size_t inAttributeCount)
|
||||
{
|
||||
return fDevice->SetAttributes(fSound, inAttributes, inAttributeCount);
|
||||
}
|
||||
|
||||
|
||||
status_t
|
||||
BGameSound::GetAttributes(gs_attribute *outAttributes,
|
||||
size_t inAttributeCount)
|
||||
BGameSound::GetAttributes(gs_attribute *outAttributes, size_t inAttributeCount)
|
||||
{
|
||||
return fDevice->GetAttributes(fSound, outAttributes, inAttributeCount);
|
||||
}
|
||||
@@ -258,7 +259,8 @@ BGameSound::Init(gs_id handle)
|
||||
return B_OK;
|
||||
}
|
||||
|
||||
/*
|
||||
|
||||
#if 0
|
||||
BGameSound &
|
||||
BGameSound::operator=(const BGameSound &other)
|
||||
{
|
||||
@@ -272,7 +274,8 @@ BGameSound::operator=(const BGameSound &other)
|
||||
|
||||
return this;
|
||||
}
|
||||
*/
|
||||
#endif
|
||||
|
||||
|
||||
/* unimplemented for protection of the user:
|
||||
*
|
||||
@@ -614,5 +617,3 @@ BGameSound::_Reserved_BGameSound_47(int32 arg, ...)
|
||||
{
|
||||
return B_ERROR;
|
||||
}
|
||||
|
||||
|
||||
|
||||
+123
-116
@@ -24,6 +24,9 @@
|
||||
// Description: Interface to a single sound, managed by the GameSoundDevice.
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
|
||||
#include "GameSoundBuffer.h"
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
@@ -35,7 +38,6 @@
|
||||
#include <BufferGroup.h>
|
||||
|
||||
#include "GameProducer.h"
|
||||
#include "GameSoundBuffer.h"
|
||||
#include "GameSoundDevice.h"
|
||||
#include "StreamingGameSound.h"
|
||||
#include "GSUtility.h"
|
||||
@@ -45,62 +47,63 @@
|
||||
inline void
|
||||
ApplyMod(uint8 * data, uint8 * buffer, int64 index, float gain, float * pan)
|
||||
{
|
||||
data[index*2] += uint8(float(buffer[index*2]) * gain * pan[0]);
|
||||
data[index*2+1] += uint8(float(buffer[index*2+1]) * gain * pan[1]);
|
||||
data[index * 2] += uint8(float(buffer[index * 2]) * gain * pan[0]);
|
||||
data[index * 2 + 1] += uint8(float(buffer[index * 2 + 1]) * gain * pan[1]);
|
||||
}
|
||||
|
||||
|
||||
inline void
|
||||
ApplyMod(int16 * data, int16 * buffer, int32 index, float gain, float * pan)
|
||||
{
|
||||
data[index*2] = int16(float(buffer[index*2]) * gain * pan[0]);
|
||||
data[index*2+1] = int16(float(buffer[index*2+1]) * gain * pan[1]);
|
||||
data[index * 2] = int16(float(buffer[index * 2]) * gain * pan[0]);
|
||||
data[index * 2 + 1] = int16(float(buffer[index * 2 + 1]) * gain * pan[1]);
|
||||
}
|
||||
|
||||
|
||||
inline void
|
||||
ApplyMod(int32 * data, int32 * buffer, int32 index, float gain, float * pan)
|
||||
{
|
||||
data[index*2] += int32(float(buffer[index*2]) * gain * pan[0]);
|
||||
data[index*2+1] += int32(float(buffer[index*2+1]) * gain * pan[1]);
|
||||
data[index * 2] += int32(float(buffer[index * 2]) * gain * pan[0]);
|
||||
data[index * 2 + 1] += int32(float(buffer[index * 2 + 1]) * gain * pan[1]);
|
||||
}
|
||||
|
||||
|
||||
inline void
|
||||
ApplyMod(float * data, float * buffer, int32 index, float gain, float * pan)
|
||||
{
|
||||
data[index*2] += buffer[index*2] * gain * pan[0];
|
||||
data[index*2+1] += buffer[index*2+1] * gain * pan[1];
|
||||
data[index * 2] += buffer[index * 2] * gain * pan[0];
|
||||
data[index * 2 + 1] += buffer[index * 2 + 1] * gain * pan[1];
|
||||
}
|
||||
|
||||
|
||||
|
||||
// GameSoundBuffer -------------------------------------------------------
|
||||
GameSoundBuffer::GameSoundBuffer(const gs_audio_format * format)
|
||||
: fLooping(false),
|
||||
fIsConnected(false),
|
||||
fIsPlaying(false),
|
||||
fGain(1.0),
|
||||
fPan(0.0),
|
||||
fPanLeft(1.0),
|
||||
fPanRight(1.0),
|
||||
fGainRamp(NULL),
|
||||
fPanRamp(NULL)
|
||||
:
|
||||
fLooping(false),
|
||||
fIsConnected(false),
|
||||
fIsPlaying(false),
|
||||
fGain(1.0),
|
||||
fPan(0.0),
|
||||
fPanLeft(1.0),
|
||||
fPanRight(1.0),
|
||||
fGainRamp(NULL),
|
||||
fPanRamp(NULL)
|
||||
{
|
||||
fConnection = new Connection;
|
||||
fNode = new GameProducer(this, format);
|
||||
|
||||
|
||||
fFrameSize = get_sample_size(format->format) * format->channel_count;
|
||||
|
||||
|
||||
memcpy(&fFormat, format, sizeof(gs_audio_format));
|
||||
}
|
||||
|
||||
|
||||
// Play must stop before the distructor is called; otherwise, a fatel
|
||||
// Play must stop before the distructor is called; otherwise, a fatel
|
||||
// error occures if the playback is in a subclass.
|
||||
GameSoundBuffer::~GameSoundBuffer()
|
||||
{
|
||||
BMediaRoster* roster = BMediaRoster::Roster();
|
||||
|
||||
|
||||
if (fIsConnected) {
|
||||
// Ordinarily we'd stop *all* of the nodes in the chain at this point.
|
||||
// However, one of the nodes is the System Mixer, and stopping the Mixer
|
||||
@@ -109,14 +112,14 @@ GameSoundBuffer::~GameSoundBuffer()
|
||||
// that even for global nodes like the Mixer.
|
||||
roster->Disconnect(fConnection->producer.node, fConnection->source,
|
||||
fConnection->consumer.node, fConnection->destination);
|
||||
|
||||
|
||||
roster->ReleaseNode(fConnection->producer);
|
||||
roster->ReleaseNode(fConnection->consumer);
|
||||
}
|
||||
|
||||
|
||||
delete fGainRamp;
|
||||
delete fPanRamp;
|
||||
|
||||
|
||||
delete fConnection;
|
||||
delete fNode;
|
||||
}
|
||||
@@ -139,7 +142,7 @@ GameSoundBuffer::IsLooping() const
|
||||
void
|
||||
GameSoundBuffer::SetLooping(bool looping)
|
||||
{
|
||||
fLooping = looping;
|
||||
fLooping = looping;
|
||||
}
|
||||
|
||||
|
||||
@@ -152,22 +155,22 @@ GameSoundBuffer::Gain() const
|
||||
|
||||
status_t
|
||||
GameSoundBuffer::SetGain(float gain, bigtime_t duration)
|
||||
{
|
||||
if (gain < 0.0 || gain > 1.0)
|
||||
{
|
||||
if (gain < 0.0 || gain > 1.0)
|
||||
return B_BAD_VALUE;
|
||||
|
||||
|
||||
delete fGainRamp;
|
||||
fGainRamp = NULL;
|
||||
|
||||
|
||||
if (duration > 100000)
|
||||
fGainRamp = InitRamp(&fGain, gain, fFormat.frame_rate, duration);
|
||||
else
|
||||
else
|
||||
fGain = gain;
|
||||
|
||||
return B_OK;
|
||||
|
||||
return B_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
float
|
||||
GameSoundBuffer::Pan() const
|
||||
{
|
||||
@@ -180,64 +183,64 @@ GameSoundBuffer::SetPan(float pan, bigtime_t duration)
|
||||
{
|
||||
if (pan < -1.0 || pan > 1.0)
|
||||
return B_BAD_VALUE;
|
||||
|
||||
|
||||
delete fPanRamp;
|
||||
fPanRamp = NULL;
|
||||
|
||||
if (duration < 100000) {
|
||||
fPan = pan;
|
||||
|
||||
|
||||
if (fPan < 0.0) {
|
||||
fPanLeft = 1.0;
|
||||
fPanRight = 1.0 + fPan;
|
||||
} else {
|
||||
fPanRight = 1.0;
|
||||
fPanLeft = 1.0 - fPan;
|
||||
}
|
||||
} else
|
||||
}
|
||||
} else
|
||||
fPanRamp = InitRamp(&fPan, pan, fFormat.frame_rate, duration);
|
||||
|
||||
|
||||
return B_OK;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
status_t
|
||||
GameSoundBuffer::GetAttributes(gs_attribute * attributes,
|
||||
size_t attributeCount)
|
||||
size_t attributeCount)
|
||||
{
|
||||
for (size_t i = 0; i < attributeCount; i++) {
|
||||
switch (attributes[i].attribute) {
|
||||
case B_GS_GAIN:
|
||||
attributes[i].value = fGain;
|
||||
if (fGainRamp)
|
||||
if (fGainRamp)
|
||||
attributes[i].duration = fGainRamp->duration;
|
||||
break;
|
||||
|
||||
|
||||
case B_GS_PAN:
|
||||
attributes[i].value = fPan;
|
||||
if (fPanRamp)
|
||||
if (fPanRamp)
|
||||
attributes[i].duration = fPanRamp->duration;
|
||||
break;
|
||||
|
||||
case B_GS_LOOPING:
|
||||
attributes[i].value = (fLooping) ? -1.0 : 0.0;
|
||||
attributes[i].duration = bigtime_t(0);
|
||||
break;
|
||||
|
||||
break;
|
||||
|
||||
default:
|
||||
attributes[i].value = 0.0;
|
||||
attributes[i].duration = bigtime_t(0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return B_OK;
|
||||
|
||||
return B_OK;
|
||||
}
|
||||
|
||||
|
||||
status_t
|
||||
GameSoundBuffer::SetAttributes(gs_attribute * attributes,
|
||||
size_t attributeCount)
|
||||
size_t attributeCount)
|
||||
{
|
||||
status_t error = B_OK;
|
||||
|
||||
@@ -246,21 +249,21 @@ GameSoundBuffer::SetAttributes(gs_attribute * attributes,
|
||||
case B_GS_GAIN:
|
||||
error = SetGain(attributes[i].value, attributes[i].duration);
|
||||
break;
|
||||
|
||||
|
||||
case B_GS_PAN:
|
||||
error = SetPan(attributes[i].value, attributes[i].duration);
|
||||
break;
|
||||
|
||||
|
||||
case B_GS_LOOPING:
|
||||
fLooping = bool(attributes[i].value);
|
||||
break;
|
||||
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return error;
|
||||
|
||||
return error;
|
||||
}
|
||||
|
||||
|
||||
@@ -270,11 +273,11 @@ GameSoundBuffer::Play(void * data, int64 frames)
|
||||
float pan[2];
|
||||
pan[0] = fPanRight;
|
||||
pan[1] = fPanLeft;
|
||||
|
||||
|
||||
char * buffer = new char[fFrameSize * frames];
|
||||
|
||||
FillBuffer(buffer, frames);
|
||||
|
||||
|
||||
switch (fFormat.format) {
|
||||
case gs_audio_format::B_GS_U8:
|
||||
{
|
||||
@@ -282,56 +285,56 @@ GameSoundBuffer::Play(void * data, int64 frames)
|
||||
ApplyMod((uint8*)data, (uint8*)buffer, i, fGain, pan);
|
||||
UpdateMods();
|
||||
}
|
||||
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
case gs_audio_format::B_GS_S16:
|
||||
{
|
||||
{
|
||||
for (int64 i = 0; i < frames; i++) {
|
||||
ApplyMod((int16*)data, (int16*)buffer, i, fGain, pan);
|
||||
UpdateMods();
|
||||
}
|
||||
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
case gs_audio_format::B_GS_S32:
|
||||
{
|
||||
for (int64 i = 0; i < frames; i++) {
|
||||
ApplyMod((int32*)data, (int32*)buffer, i, fGain, pan);
|
||||
UpdateMods();
|
||||
}
|
||||
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case gs_audio_format::B_GS_F:
|
||||
{
|
||||
|
||||
case gs_audio_format::B_GS_F:
|
||||
{
|
||||
for (int64 i = 0; i < frames; i++) {
|
||||
ApplyMod((float*)data, (float*)buffer, i, fGain, pan);
|
||||
UpdateMods();
|
||||
}
|
||||
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
delete[] buffer;
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
GameSoundBuffer::UpdateMods()
|
||||
{
|
||||
// adjust the gain if needed
|
||||
{
|
||||
// adjust the gain if needed
|
||||
if (fGainRamp) {
|
||||
if (ChangeRamp(fGainRamp)) {
|
||||
delete fGainRamp;
|
||||
fGainRamp = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// adjust the ramp if needed
|
||||
if (fPanRamp) {
|
||||
if (ChangeRamp(fPanRamp)) {
|
||||
@@ -356,14 +359,14 @@ GameSoundBuffer::Reset()
|
||||
fGain = 1.0;
|
||||
delete fGainRamp;
|
||||
fGainRamp = NULL;
|
||||
|
||||
|
||||
fPan = 0.0;
|
||||
fPanLeft = 1.0;
|
||||
fPanRight = 1.0;
|
||||
|
||||
|
||||
delete fPanRamp;
|
||||
fPanRamp = NULL;
|
||||
|
||||
|
||||
fLooping = false;
|
||||
}
|
||||
|
||||
@@ -373,16 +376,16 @@ GameSoundBuffer::Connect(media_node * consumer)
|
||||
{
|
||||
BMediaRoster* roster = BMediaRoster::Roster();
|
||||
status_t err = roster->RegisterNode(fNode);
|
||||
|
||||
if (err != B_OK)
|
||||
|
||||
if (err != B_OK)
|
||||
return err;
|
||||
|
||||
|
||||
// make sure the Media Roster knows that we're using the node
|
||||
err = roster->GetNodeFor(fNode->Node().node, &fConnection->producer);
|
||||
|
||||
if (err != B_OK)
|
||||
return err;
|
||||
|
||||
return err;
|
||||
|
||||
// connect to the mixer
|
||||
fConnection->consumer = *consumer;
|
||||
|
||||
@@ -390,7 +393,7 @@ GameSoundBuffer::Connect(media_node * consumer)
|
||||
// the Mixer uses too.
|
||||
err = roster->GetTimeSource(&fConnection->timeSource);
|
||||
if (err != B_OK)
|
||||
return err;
|
||||
return err;
|
||||
|
||||
err = roster->SetTimeSourceFor(fConnection->producer.node,
|
||||
fConnection->timeSource.node);
|
||||
@@ -400,22 +403,26 @@ GameSoundBuffer::Connect(media_node * consumer)
|
||||
media_input mixerInput;
|
||||
media_output soundOutput;
|
||||
int32 count = 1;
|
||||
err = roster->GetFreeOutputsFor(fConnection->producer, &soundOutput, 1, &count);
|
||||
if (err != B_OK)
|
||||
err = roster->GetFreeOutputsFor(fConnection->producer, &soundOutput, 1,
|
||||
&count);
|
||||
|
||||
if (err != B_OK)
|
||||
return err;
|
||||
count = 1;
|
||||
err = roster->GetFreeInputsFor(fConnection->consumer, &mixerInput, 1, &count);
|
||||
if (err != B_OK)
|
||||
err = roster->GetFreeInputsFor(fConnection->consumer, &mixerInput, 1,
|
||||
&count);
|
||||
if (err != B_OK)
|
||||
return err;
|
||||
|
||||
// got the endpoints; now we connect it!
|
||||
media_format format;
|
||||
format.type = B_MEDIA_RAW_AUDIO;
|
||||
format.type = B_MEDIA_RAW_AUDIO;
|
||||
format.u.raw_audio = media_raw_audio_format::wildcard;
|
||||
err = roster->Connect(soundOutput.source, mixerInput.destination, &format, &soundOutput, &mixerInput);
|
||||
if (err != B_OK)
|
||||
err = roster->Connect(soundOutput.source, mixerInput.destination, &format,
|
||||
&soundOutput, &mixerInput);
|
||||
if (err != B_OK)
|
||||
return err;
|
||||
|
||||
|
||||
// the inputs and outputs might have been reassigned during the
|
||||
// nodes' negotiation of the Connect(). That's why we wait until
|
||||
// after Connect() finishes to save their contents.
|
||||
@@ -431,22 +438,24 @@ GameSoundBuffer::Connect(media_node * consumer)
|
||||
status_t
|
||||
GameSoundBuffer::StartPlaying()
|
||||
{
|
||||
if (fIsPlaying)
|
||||
if (fIsPlaying)
|
||||
return EALREADY;
|
||||
|
||||
|
||||
BMediaRoster* roster = BMediaRoster::Roster();
|
||||
BTimeSource* source = roster->MakeTimeSourceFor(fConnection->producer);
|
||||
|
||||
|
||||
// make sure we give the producer enough time to run buffers through
|
||||
// the node chain, otherwise it'll start up already late
|
||||
bigtime_t latency = 0;
|
||||
status_t status = roster->GetLatencyFor(fConnection->producer, &latency);
|
||||
if (status == B_OK)
|
||||
status = roster->StartNode(fConnection->producer, source->Now() + latency);
|
||||
if (status == B_OK) {
|
||||
status = roster->StartNode(fConnection->producer,
|
||||
source->Now() + latency);
|
||||
}
|
||||
source->Release();
|
||||
|
||||
|
||||
fIsPlaying = true;
|
||||
|
||||
|
||||
return status;
|
||||
}
|
||||
|
||||
@@ -454,16 +463,16 @@ GameSoundBuffer::StartPlaying()
|
||||
status_t
|
||||
GameSoundBuffer::StopPlaying()
|
||||
{
|
||||
if (!fIsPlaying)
|
||||
if (!fIsPlaying)
|
||||
return EALREADY;
|
||||
|
||||
|
||||
BMediaRoster* roster = BMediaRoster::Roster();
|
||||
roster->StopNode(fConnection->producer, 0, true);
|
||||
// synchronous stop
|
||||
|
||||
Reset();
|
||||
fIsPlaying = false;
|
||||
|
||||
|
||||
return B_OK;
|
||||
}
|
||||
|
||||
@@ -474,19 +483,18 @@ GameSoundBuffer::IsPlaying()
|
||||
return fIsPlaying;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// SimpleSoundBuffer ------------------------------------------------------
|
||||
SimpleSoundBuffer::SimpleSoundBuffer(const gs_audio_format * format,
|
||||
const void * data,
|
||||
int64 frames)
|
||||
: GameSoundBuffer(format),
|
||||
fPosition(0)
|
||||
|
||||
const void * data, int64 frames)
|
||||
:
|
||||
GameSoundBuffer(format),
|
||||
fPosition(0)
|
||||
{
|
||||
fBufferSize = frames * fFrameSize;
|
||||
fBuffer = new char[fBufferSize];
|
||||
|
||||
memcpy(fBuffer, data, fBufferSize);
|
||||
|
||||
memcpy(fBuffer, data, fBufferSize);
|
||||
}
|
||||
|
||||
|
||||
@@ -506,16 +514,16 @@ SimpleSoundBuffer::Reset()
|
||||
|
||||
void
|
||||
SimpleSoundBuffer::FillBuffer(void * data, int64 frames)
|
||||
{
|
||||
{
|
||||
char * buffer = (char*)data;
|
||||
size_t bytes = fFrameSize * frames;
|
||||
|
||||
|
||||
if (fPosition + bytes >= fBufferSize) {
|
||||
if (fPosition < fBufferSize) {
|
||||
// copy the remaining frames
|
||||
size_t remainder = fBufferSize - fPosition;
|
||||
memcpy(buffer, &fBuffer[fPosition], remainder);
|
||||
|
||||
|
||||
if (fLooping) {
|
||||
// restart the sound from the begging
|
||||
memcpy(&buffer[remainder], fBuffer, bytes - remainder);
|
||||
@@ -534,15 +542,14 @@ SimpleSoundBuffer::FillBuffer(void * data, int64 frames)
|
||||
|
||||
// StreamingSoundBuffer ------------------------------------------------------
|
||||
StreamingSoundBuffer::StreamingSoundBuffer(const gs_audio_format * format,
|
||||
const void * streamHook, size_t inBufferFrameCount,
|
||||
size_t inBufferCount)
|
||||
const void * streamHook, size_t inBufferFrameCount, size_t inBufferCount)
|
||||
:
|
||||
GameSoundBuffer(format),
|
||||
fStreamHook(const_cast<void *>(streamHook))
|
||||
fStreamHook(const_cast<void *>(streamHook))
|
||||
{
|
||||
if (inBufferFrameCount != 0 && inBufferCount != 0) {
|
||||
BBufferGroup *bufferGroup = new BBufferGroup(inBufferFrameCount
|
||||
* fFrameSize, inBufferCount);
|
||||
BBufferGroup *bufferGroup
|
||||
= new BBufferGroup(inBufferFrameCount * fFrameSize, inBufferCount);
|
||||
fNode->SetBufferGroup(fConnection->source, bufferGroup);
|
||||
}
|
||||
}
|
||||
@@ -557,7 +564,7 @@ void
|
||||
StreamingSoundBuffer::FillBuffer(void * buffer, int64 frames)
|
||||
{
|
||||
BStreamingGameSound* object = (BStreamingGameSound*)fStreamHook;
|
||||
|
||||
size_t bytes = fFrameSize * frames;
|
||||
|
||||
size_t bytes = fFrameSize * frames;
|
||||
object->FillBuffer(buffer, bytes);
|
||||
}
|
||||
|
||||
@@ -26,6 +26,9 @@
|
||||
// this time. Use at your own risk.
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
|
||||
#include "GameSoundDevice.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
@@ -33,15 +36,15 @@
|
||||
#include <Autolock.h>
|
||||
#include <List.h>
|
||||
#include <Locker.h>
|
||||
#include <MediaRoster.h>
|
||||
#include <MediaAddOn.h>
|
||||
#include <TimeSource.h>
|
||||
#include <MediaRoster.h>
|
||||
#include <MediaTheme.h>
|
||||
#include <TimeSource.h>
|
||||
|
||||
#include "GSUtility.h"
|
||||
#include "GameSoundDevice.h"
|
||||
#include "GameSoundBuffer.h"
|
||||
#include "GameProducer.h"
|
||||
#include "GSUtility.h"
|
||||
|
||||
|
||||
// BGameSoundDevice definitions ------------------------------------
|
||||
const int32 kInitSoundCount = 32;
|
||||
|
||||
@@ -1,16 +1,17 @@
|
||||
/*
|
||||
* Copyright 2001-2007, Haiku Inc.
|
||||
/*
|
||||
* Copyright 2001-2012 Haiku, Inc. All Rights Reserved.
|
||||
* Distributed under the terms of the MIT License.
|
||||
*
|
||||
* Authors:
|
||||
* Christopher ML Zumwalt May (zummy@users.sf.net)
|
||||
* Jérôme Duval
|
||||
*
|
||||
* Distributed under the terms of the MIT License.
|
||||
*/
|
||||
|
||||
#include <string.h>
|
||||
|
||||
#include <PushGameSound.h>
|
||||
|
||||
#include <List.h>
|
||||
#include <PushGameSound.h>
|
||||
#include <string.h>
|
||||
|
||||
#include "GSUtility.h"
|
||||
|
||||
@@ -18,7 +19,7 @@
|
||||
BPushGameSound::BPushGameSound(size_t inBufferFrameCount,
|
||||
const gs_audio_format *format, size_t inBufferCount,
|
||||
BGameSoundDevice *device)
|
||||
:
|
||||
:
|
||||
BStreamingGameSound(inBufferFrameCount, format, inBufferCount, device),
|
||||
fLockPos(0),
|
||||
fPlayPos(0)
|
||||
@@ -26,11 +27,11 @@ BPushGameSound::BPushGameSound(size_t inBufferFrameCount,
|
||||
fPageLocked = new BList;
|
||||
|
||||
size_t frameSize = get_sample_size(format->format) * format->channel_count;
|
||||
|
||||
|
||||
fPageCount = inBufferCount;
|
||||
fPageSize = frameSize * inBufferFrameCount;
|
||||
fPageSize = frameSize * inBufferFrameCount;
|
||||
fBufferSize = fPageSize * fPageCount;
|
||||
|
||||
|
||||
fBuffer = new char[fBufferSize];
|
||||
}
|
||||
|
||||
@@ -57,28 +58,28 @@ BPushGameSound::~BPushGameSound()
|
||||
|
||||
BPushGameSound::lock_status
|
||||
BPushGameSound::LockNextPage(void **out_pagePtr, size_t *out_pageSize)
|
||||
{
|
||||
{
|
||||
// the user can not lock every page
|
||||
if (fPageLocked->CountItems() > fPageCount - 3)
|
||||
return lock_failed;
|
||||
|
||||
|
||||
// the user cann't lock a page being played
|
||||
if (fLockPos < fPlayPos
|
||||
&& fLockPos + fPageSize > fPlayPos)
|
||||
return lock_failed;
|
||||
|
||||
|
||||
// lock the page
|
||||
char * lockPage = &fBuffer[fLockPos];
|
||||
fPageLocked->AddItem(lockPage);
|
||||
|
||||
|
||||
// move the locker to the next page
|
||||
fLockPos += fPageSize;
|
||||
if (fLockPos > fBufferSize)
|
||||
fLockPos = 0;
|
||||
|
||||
|
||||
*out_pagePtr = lockPage;
|
||||
*out_pageSize = fPageSize;
|
||||
|
||||
|
||||
return lock_ok;
|
||||
}
|
||||
|
||||
@@ -119,7 +120,7 @@ BPushGameSound::Clone() const
|
||||
gs_audio_format format = Format();
|
||||
size_t frameSize = get_sample_size(format.format) * format.channel_count;
|
||||
size_t bufferFrameCount = fPageSize / frameSize;
|
||||
|
||||
|
||||
return new BPushGameSound(bufferFrameCount, &format, fPageCount, Device());
|
||||
}
|
||||
|
||||
@@ -133,8 +134,7 @@ BPushGameSound::Perform(int32 selector, void *data)
|
||||
|
||||
status_t
|
||||
BPushGameSound::SetParameters(size_t inBufferFrameCount,
|
||||
const gs_audio_format *format,
|
||||
size_t inBufferCount)
|
||||
const gs_audio_format *format, size_t inBufferCount)
|
||||
{
|
||||
return B_UNSUPPORTED;
|
||||
}
|
||||
@@ -150,66 +150,67 @@ BPushGameSound::SetStreamHook(void (*hook)(void * inCookie, void * inBuffer,
|
||||
|
||||
void
|
||||
BPushGameSound::FillBuffer(void *inBuffer, size_t inByteCount)
|
||||
{
|
||||
{
|
||||
size_t bytes = inByteCount;
|
||||
|
||||
|
||||
if (!BytesReady(&bytes))
|
||||
return;
|
||||
|
||||
|
||||
if (fPlayPos + bytes > fBufferSize) {
|
||||
size_t remainder = fBufferSize - fPlayPos;
|
||||
// Space left in buffer
|
||||
char * buffer = (char*)inBuffer;
|
||||
|
||||
|
||||
// fill the buffer with the samples left at the end of our buffer
|
||||
memcpy(buffer, &fBuffer[fPlayPos], remainder);
|
||||
fPlayPos = 0;
|
||||
|
||||
|
||||
// fill the remainder of the buffer by looping to the start
|
||||
// of the buffer if it isn't locked
|
||||
bytes -= remainder;
|
||||
if (BytesReady(&bytes)) {
|
||||
memcpy(&buffer[remainder], fBuffer, bytes);
|
||||
fPlayPos += bytes;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
memcpy(inBuffer, &fBuffer[fPlayPos], bytes);
|
||||
fPlayPos += bytes;
|
||||
}
|
||||
|
||||
|
||||
BStreamingGameSound::FillBuffer(inBuffer, inByteCount);
|
||||
}
|
||||
|
||||
|
||||
bool
|
||||
BPushGameSound::BytesReady(size_t * bytes)
|
||||
{
|
||||
{
|
||||
if (fPageLocked->CountItems() <= 0)
|
||||
return true;
|
||||
|
||||
|
||||
size_t start = fPlayPos;
|
||||
size_t ready = fPlayPos;
|
||||
int32 page = int32(start / fPageSize);
|
||||
|
||||
|
||||
// return if there is nothing to do
|
||||
if (fPageLocked->HasItem(&fBuffer[page * fPageSize]))
|
||||
if (fPageLocked->HasItem(&fBuffer[page * fPageSize]))
|
||||
return false;
|
||||
|
||||
|
||||
while (ready < *bytes) {
|
||||
ready += fPageSize;
|
||||
page = int32(ready / fPageSize);
|
||||
|
||||
|
||||
if (fPageLocked->HasItem(&fBuffer[page * fPageSize])) {
|
||||
// we have found a locked page
|
||||
*bytes = ready - start - (ready - page * fPageSize);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// all of the bytes are ready
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
/* unimplemented for protection of the user:
|
||||
*
|
||||
* BPushGameSound::BPushGameSound()
|
||||
@@ -384,5 +385,3 @@ BPushGameSound::_Reserved_BPushGameSound_23(int32 arg, ...)
|
||||
{
|
||||
return B_ERROR;
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -1,39 +1,43 @@
|
||||
/*
|
||||
* Copyright 2001-2005, Haiku Inc.
|
||||
/*
|
||||
* Copyright 2001-2012 Haiku, Inc. All Rights Reserved.
|
||||
* Distributed under the terms of the MIT License.
|
||||
*
|
||||
* Authors:
|
||||
* Christopher ML Zumwalt May (zummy@users.sf.net)
|
||||
*
|
||||
* Distributed under the terms of the MIT License.
|
||||
*/
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
#include <SimpleGameSound.h>
|
||||
|
||||
#include <Entry.h>
|
||||
#include <MediaFile.h>
|
||||
#include <MediaTrack.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
#include "GameSoundDefs.h"
|
||||
#include "GameSoundBuffer.h"
|
||||
#include "GameSoundDefs.h"
|
||||
#include "GameSoundDevice.h"
|
||||
#include "GSUtility.h"
|
||||
|
||||
#include <SimpleGameSound.h>
|
||||
|
||||
BSimpleGameSound::BSimpleGameSound(const entry_ref *inFile, BGameSoundDevice *device)
|
||||
: BGameSound(device)
|
||||
BSimpleGameSound::BSimpleGameSound(const entry_ref *inFile,
|
||||
BGameSoundDevice *device)
|
||||
:
|
||||
BGameSound(device)
|
||||
{
|
||||
if (InitCheck() == B_OK)
|
||||
SetInitError(Init(inFile));
|
||||
if (InitCheck() == B_OK)
|
||||
SetInitError(Init(inFile));
|
||||
}
|
||||
|
||||
|
||||
BSimpleGameSound::BSimpleGameSound(const char *inFile, BGameSoundDevice *device)
|
||||
: BGameSound(device)
|
||||
:
|
||||
BGameSound(device)
|
||||
{
|
||||
if (InitCheck() == B_OK) {
|
||||
entry_ref file;
|
||||
|
||||
|
||||
if (get_ref_for_path(inFile, &file) != B_OK)
|
||||
SetInitError(B_ENTRY_NOT_FOUND);
|
||||
else
|
||||
@@ -42,20 +46,20 @@ BSimpleGameSound::BSimpleGameSound(const char *inFile, BGameSoundDevice *device)
|
||||
}
|
||||
|
||||
|
||||
BSimpleGameSound::BSimpleGameSound(const void *inData,
|
||||
size_t inFrameCount,
|
||||
const gs_audio_format *format,
|
||||
BGameSoundDevice *device)
|
||||
: BGameSound(device)
|
||||
BSimpleGameSound::BSimpleGameSound(const void *inData, size_t inFrameCount,
|
||||
const gs_audio_format *format, BGameSoundDevice *device)
|
||||
:
|
||||
BGameSound(device)
|
||||
{
|
||||
if (InitCheck() == B_OK)
|
||||
if (InitCheck() == B_OK)
|
||||
SetInitError(Init(inData, inFrameCount, format));
|
||||
}
|
||||
|
||||
|
||||
BSimpleGameSound::BSimpleGameSound(const BSimpleGameSound &other)
|
||||
: BGameSound(other)
|
||||
{
|
||||
:
|
||||
BGameSound(other)
|
||||
{
|
||||
gs_audio_format format;
|
||||
void *data = NULL;
|
||||
|
||||
@@ -90,7 +94,7 @@ BSimpleGameSound::Clone() const
|
||||
}
|
||||
|
||||
|
||||
/* virtual */ status_t
|
||||
/* virtual */ status_t
|
||||
BSimpleGameSound::Perform(int32 selector, void * data)
|
||||
{
|
||||
return B_ERROR;
|
||||
@@ -101,12 +105,12 @@ status_t
|
||||
BSimpleGameSound::SetIsLooping(bool looping)
|
||||
{
|
||||
gs_attribute attribute;
|
||||
|
||||
|
||||
attribute.attribute = B_GS_LOOPING;
|
||||
attribute.value = (looping) ? -1.0 : 0.0;
|
||||
attribute.duration = bigtime_t(0);
|
||||
attribute.flags = 0;
|
||||
|
||||
attribute.flags = 0;
|
||||
|
||||
return Device()->SetAttributes(ID(), &attribute, 1);
|
||||
}
|
||||
|
||||
@@ -115,13 +119,13 @@ 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);
|
||||
}
|
||||
|
||||
@@ -133,90 +137,93 @@ BSimpleGameSound::Init(const entry_ref* inFile)
|
||||
gs_audio_format gsformat;
|
||||
media_format mformat;
|
||||
int64 framesRead, framesTotal = 0;
|
||||
|
||||
if (file.InitCheck() != B_OK)
|
||||
|
||||
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;
|
||||
// mformat.u.raw_audio.byte_order = (B_HOST_IS_BENDIAN) ? B_MEDIA_BIG_ENDIAN : B_MEDIA_LITTLE_ENDIAN;
|
||||
// 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)
|
||||
if (error != B_OK)
|
||||
return error;
|
||||
|
||||
|
||||
memset(&gsformat, 0, sizeof(gs_audio_format));
|
||||
media_to_gs_format(&gsformat, &mformat.u.raw_audio);
|
||||
|
||||
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
|
||||
|
||||
// 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;
|
||||
|
||||
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;
|
||||
|
||||
|
||||
error = Init(data, frames, &gsformat);
|
||||
|
||||
|
||||
// free the buffers we no longer need
|
||||
delete [] buffer;
|
||||
delete [] data;
|
||||
} else {
|
||||
// We need to determine 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];
|
||||
// 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;
|
||||
|
||||
while(framesTotal < frames) {
|
||||
|
||||
while (framesTotal < frames) {
|
||||
char * position = &data[framesTotal * frameSize];
|
||||
audioStream->ReadFrames(position, &framesRead);
|
||||
|
||||
|
||||
framesTotal += framesRead;
|
||||
}
|
||||
|
||||
|
||||
error = Init(data, frames, &gsformat);
|
||||
|
||||
|
||||
delete [] data;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
file.ReleaseTrack(audioStream);
|
||||
return error;
|
||||
}
|
||||
|
||||
|
||||
status_t
|
||||
|
||||
status_t
|
||||
BSimpleGameSound::Init(const void* inData, int64 inFrameCount,
|
||||
const gs_audio_format* format)
|
||||
const gs_audio_format* format)
|
||||
{
|
||||
gs_id sound;
|
||||
|
||||
status_t error = Device()->CreateBuffer(&sound, format, inData, inFrameCount);
|
||||
|
||||
status_t error
|
||||
= Device()->CreateBuffer(&sound, format, inData, inFrameCount);
|
||||
if (error != B_OK)
|
||||
return error;
|
||||
|
||||
return error;
|
||||
|
||||
BGameSound::Init(sound);
|
||||
|
||||
return B_OK;
|
||||
|
||||
return B_OK;
|
||||
}
|
||||
|
||||
|
||||
@@ -393,5 +400,3 @@ BSimpleGameSound::_Reserved_BSimpleGameSound_23(int32 arg, ...)
|
||||
{
|
||||
return B_ERROR;
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -25,29 +25,33 @@
|
||||
// (data not known beforehand) game sounds.
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
#include "GameSoundDevice.h"
|
||||
|
||||
#include "StreamingGameSound.h"
|
||||
|
||||
#include "GameSoundDevice.h"
|
||||
|
||||
|
||||
BStreamingGameSound::BStreamingGameSound(size_t inBufferFrameCount,
|
||||
const gs_audio_format *format,
|
||||
size_t inBufferCount,
|
||||
BGameSoundDevice *device)
|
||||
: BGameSound(device),
|
||||
fStreamHook(NULL),
|
||||
fStreamCookie(NULL)
|
||||
const gs_audio_format *format, size_t inBufferCount,
|
||||
BGameSoundDevice *device)
|
||||
:
|
||||
BGameSound(device),
|
||||
fStreamHook(NULL),
|
||||
fStreamCookie(NULL)
|
||||
{
|
||||
if (InitCheck() == B_OK) {
|
||||
status_t error = SetParameters(inBufferFrameCount, format, inBufferCount);
|
||||
status_t error = SetParameters(inBufferFrameCount, format,
|
||||
inBufferCount);
|
||||
SetInitError(error);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
BStreamingGameSound::BStreamingGameSound(BGameSoundDevice *device)
|
||||
: BGameSound(device),
|
||||
fStreamHook(NULL),
|
||||
fStreamCookie(NULL)
|
||||
:
|
||||
BGameSound(device),
|
||||
fStreamHook(NULL),
|
||||
fStreamCookie(NULL)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -65,12 +69,12 @@ BStreamingGameSound::Clone() const
|
||||
|
||||
|
||||
status_t
|
||||
BStreamingGameSound::SetStreamHook(void (*hook)(void * inCookie, void * inBuffer, size_t inByteCount, BStreamingGameSound * me),
|
||||
void * cookie)
|
||||
BStreamingGameSound::SetStreamHook(void (*hook)(void* inCookie, void* inBuffer,
|
||||
size_t inByteCount, BStreamingGameSound * me), void * cookie)
|
||||
{
|
||||
fStreamHook = hook;
|
||||
fStreamCookie = cookie;
|
||||
|
||||
|
||||
return B_OK;
|
||||
}
|
||||
|
||||
@@ -79,20 +83,19 @@ void
|
||||
BStreamingGameSound::FillBuffer(void *inBuffer,
|
||||
size_t inByteCount)
|
||||
{
|
||||
if (fStreamHook)
|
||||
if (fStreamHook)
|
||||
(fStreamHook)(fStreamCookie, inBuffer, inByteCount, this);
|
||||
}
|
||||
|
||||
|
||||
status_t
|
||||
BStreamingGameSound::Perform(int32 selector,
|
||||
void *data)
|
||||
BStreamingGameSound::Perform(int32 selector, void *data)
|
||||
{
|
||||
return B_ERROR;
|
||||
}
|
||||
|
||||
|
||||
status_t
|
||||
status_t
|
||||
BStreamingGameSound::SetAttributes(gs_attribute * inAttributes,
|
||||
size_t inAttributeCount)
|
||||
{
|
||||
@@ -102,14 +105,13 @@ BStreamingGameSound::SetAttributes(gs_attribute * inAttributes,
|
||||
|
||||
status_t
|
||||
BStreamingGameSound::SetParameters(size_t inBufferFrameCount,
|
||||
const gs_audio_format *format,
|
||||
size_t inBufferCount)
|
||||
const gs_audio_format *format, size_t inBufferCount)
|
||||
{
|
||||
gs_id sound;
|
||||
status_t error = Device()->CreateBuffer(&sound, this, format,
|
||||
inBufferFrameCount, inBufferCount);
|
||||
if (error != B_OK) return error;
|
||||
|
||||
|
||||
return BGameSound::Init(sound);
|
||||
}
|
||||
|
||||
@@ -302,5 +304,3 @@ BStreamingGameSound::_Reserved_BStreamingGameSound_23(int32 arg, ...)
|
||||
{
|
||||
return B_ERROR;
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user