style changes. Also added a TODO taken from a comment in bug #575
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@27705 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
@@ -45,28 +45,33 @@
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const int32 kInitSoundCount = 32;
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const int32 kGrowth = 16;
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static int32 deviceCount = 0;
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static BGameSoundDevice* theDevice = NULL;
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static int32 sDeviceCount = 0;
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static BGameSoundDevice* sDevice = NULL;
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BGameSoundDevice * GetDefaultDevice()
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BGameSoundDevice *
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GetDefaultDevice()
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{
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if (!theDevice)
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theDevice = new BGameSoundDevice();
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if (!sDevice)
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sDevice = new BGameSoundDevice();
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deviceCount++;
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return theDevice;
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sDeviceCount++;
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return sDevice;
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}
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void ReleaseDevice()
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void
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ReleaseDevice()
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{
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deviceCount--;
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sDeviceCount--;
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if (deviceCount <= 0) {
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delete theDevice;
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theDevice = NULL;
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if (sDeviceCount <= 0) {
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delete sDevice;
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sDevice = NULL;
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}
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}
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// BGameSoundDevice -------------------------------------------------------
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BGameSoundDevice::BGameSoundDevice()
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: fIsConnected(false),
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@@ -85,7 +90,7 @@ BGameSoundDevice::BGameSoundDevice()
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BGameSoundDevice::~BGameSoundDevice()
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{
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BMediaRoster* r = BMediaRoster::Roster();
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BMediaRoster* roster = BMediaRoster::Roster();
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// We need to stop all the sounds before we stop the mixer
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for (int32 i = 0; i < fSoundCount; i++) {
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@@ -96,17 +101,18 @@ BGameSoundDevice::~BGameSoundDevice()
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if (fIsConnected) {
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// stop the nodes if they are running
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r->StopNode(fConnection->producer, 0, true); // synchronous stop
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roster->StopNode(fConnection->producer, 0, true);
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// synchronous stop
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// Ordinarily we'd stop *all* of the nodes in the chain at this point. However,
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// one of the nodes is the System Mixer, and stopping the Mixer is a Bad Idea (tm).
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// So, we just disconnect from it, and release our references to the nodes that
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// we're using. We *are* supposed to do that even for global nodes like the Mixer.
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r->Disconnect(fConnection->producer.node, fConnection->source,
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roster->Disconnect(fConnection->producer.node, fConnection->source,
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fConnection->consumer.node, fConnection->destination);
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r->ReleaseNode(fConnection->producer);
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r->ReleaseNode(fConnection->consumer);
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roster->ReleaseNode(fConnection->producer);
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roster->ReleaseNode(fConnection->consumer);
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}
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delete[] fSounds;
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@@ -159,6 +165,7 @@ BGameSoundDevice::CreateBuffer(gs_id * sound,
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err = fSounds[position]->Connect(&fConnection->producer);
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}
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if (err == B_OK)
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*sound = gs_id(position + 1);
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return err;
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}
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@@ -180,6 +187,7 @@ BGameSoundDevice::CreateBuffer(gs_id * sound,
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err = fSounds[position]->Connect(&fConnection->producer);
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}
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if (err == B_OK)
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*sound = gs_id(position+1);
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return err;
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}
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@@ -221,6 +229,7 @@ BGameSoundDevice::Buffer(gs_id sound,
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return B_OK;
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}
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status_t
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BGameSoundDevice::StartPlaying(gs_id sound)
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{
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@@ -289,56 +298,58 @@ BGameSoundDevice::SetAttributes(gs_id sound,
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status_t
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BGameSoundDevice::Connect()
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{
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BMediaRoster* r = BMediaRoster::Roster();
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status_t err;
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BMediaRoster* roster = BMediaRoster::Roster();
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// create your own audio mixer
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// TODO: Don't do this!!! See bug #575
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dormant_node_info mixer_dormant_info;
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int32 mixer_count = 1; // for now, we only care about the first we find.
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err = r->GetDormantNodes(&mixer_dormant_info, &mixer_count, 0, 0, 0, B_SYSTEM_MIXER, 0);
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status_t err = roster->GetDormantNodes(&mixer_dormant_info,
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&mixer_count, 0, 0, 0, B_SYSTEM_MIXER, 0);
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if (err != B_OK)
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return err;
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//fMixer = new media_node;
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err = r->InstantiateDormantNode(mixer_dormant_info, &fConnection->producer);
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err = roster->InstantiateDormantNode(mixer_dormant_info, &fConnection->producer);
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if (err != B_OK)
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return err;
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// retieve the system's audio mixer
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err = r->GetAudioMixer(&fConnection->consumer);
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err = roster->GetAudioMixer(&fConnection->consumer);
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if (err != B_OK)
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return err;
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int32 count = 1;
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media_input mixerInput;
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err = r->GetFreeInputsFor(fConnection->consumer, &mixerInput, 1, &count);
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err = roster->GetFreeInputsFor(fConnection->consumer, &mixerInput, 1, &count);
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if (err != B_OK)
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return err;
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count = 1;
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media_output mixerOutput;
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err = r->GetFreeOutputsFor(fConnection->producer, &mixerOutput, 1, &count);
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err = roster->GetFreeOutputsFor(fConnection->producer, &mixerOutput, 1, &count);
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if (err != B_OK)
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return err;
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media_format format(mixerOutput.format);
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err = r->Connect(mixerOutput.source, mixerInput.destination, &format, &mixerOutput, &mixerInput);
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err = roster->Connect(mixerOutput.source, mixerInput.destination,
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&format, &mixerOutput, &mixerInput);
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if (err != B_OK)
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return err;
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// set the producer's time source to be the "default" time source, which
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// the Mixer uses too.
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r->GetTimeSource(&fConnection->timeSource);
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r->SetTimeSourceFor(fConnection->producer.node, fConnection->timeSource.node);
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roster->GetTimeSource(&fConnection->timeSource);
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roster->SetTimeSourceFor(fConnection->producer.node, fConnection->timeSource.node);
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// Start our mixer's time source if need be. Chances are, it won't need to be,
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// but if we forget to do this, our mixer might not do anything at all.
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BTimeSource* mixerTimeSource = r->MakeTimeSourceFor(fConnection->producer);
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BTimeSource* mixerTimeSource = roster->MakeTimeSourceFor(fConnection->producer);
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if (!mixerTimeSource)
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return B_ERROR;
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if (!mixerTimeSource->IsRunning()) {
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status_t err = r->StartNode(mixerTimeSource->Node(), BTimeSource::RealTime());
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status_t err = roster->StartNode(mixerTimeSource->Node(), BTimeSource::RealTime());
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if (err != B_OK) {
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mixerTimeSource->Release();
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return err;
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@@ -347,7 +358,7 @@ BGameSoundDevice::Connect()
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// Start up our mixer
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bigtime_t tpNow = mixerTimeSource->Now();
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err = r->StartNode(fConnection->producer, tpNow + 10000);
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err = roster->StartNode(fConnection->producer, tpNow + 10000);
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mixerTimeSource->Release();
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if (err != B_OK)
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return err;
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@@ -360,7 +371,7 @@ BGameSoundDevice::Connect()
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fConnection->destination = mixerInput.destination;
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// Set an appropriate run mode for the producer
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r->SetRunModeNode(fConnection->producer, BMediaNode::B_INCREASE_LATENCY);
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roster->SetRunModeNode(fConnection->producer, BMediaNode::B_INCREASE_LATENCY);
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media_to_gs_format(&fFormat, &format.u.raw_audio);
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fIsConnected = true;
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