Files
haiku-beta6/src/kits/game/GameSoundDevice.cpp
T
Ingo Weinhold 2386ff94ad Added missing include.
git-svn-id: file:///srv/svn/repos/haiku/trunk/current@3854 a95241bf-73f2-0310-859d-f6bbb57e9c96
2003-07-05 12:30:23 +00:00

384 lines
9.5 KiB
C++

//------------------------------------------------------------------------------
// Copyright (c) 2001-2002, OpenBeOS
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
// File Name: BGameSoundDevice.cpp
// Author: Christopher ML Zumwalt May ([email protected])
// Description: Manages the game producer. The class may change with out
// notice and was only inteneded for use by the GameKit at
// this time. Use at your own risk.
//------------------------------------------------------------------------------
#include <malloc.h>
#include <stdio.h>
#include <string.h>
#include <List.h>
#include <MediaRoster.h>
#include <MediaAddOn.h>
#include <TimeSource.h>
#include <MediaTheme.h>
#include "GSUtility.h"
#include "GameSoundDevice.h"
#include "GameSoundBuffer.h"
#include "GameProducer.h"
// BGameSoundDevice definitions ------------------------------------
const int32 kInitSoundCount = 32;
const int32 kGrowth = 16;
static int32 deviceCount = 0;
static BGameSoundDevice* theDevice = NULL;
BGameSoundDevice * GetDefaultDevice()
{
if (!theDevice)
theDevice = new BGameSoundDevice();
deviceCount++;
return theDevice;
}
void ReleaseDevice()
{
deviceCount--;
if (deviceCount <= 0)
{
delete theDevice;
theDevice = NULL;
}
}
// BGameSoundDevice -------------------------------------------------------
BGameSoundDevice::BGameSoundDevice()
: fIsConnected(false),
fSoundCount(kInitSoundCount)
{
fConnection = new Connection;
memset(&fFormat, 0, sizeof(gs_audio_format));
fInitError = Connect();
fSounds = new GameSoundBuffer*[kInitSoundCount];
for(int32 i = 0; i < kInitSoundCount; i++)
fSounds[i] = NULL;
}
BGameSoundDevice::~BGameSoundDevice()
{
BMediaRoster* r = BMediaRoster::Roster();
// We need to stop all the sounds before we stop the mixer
for(int32 i = 0; i < fSoundCount; i++)
{
if (fSounds[i]) fSounds[i]->StopPlaying();
delete fSounds[i];
}
if (fIsConnected)
{
// stop the nodes if they are running
r->StopNode(fConnection->producer, 0, true); // synchronous stop
// 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 is a Bad Idea (tm).
// So, we just disconnect from it, and release our references to the nodes that
// we're using. We *are* supposed to do that even for global nodes like the Mixer.
r->Disconnect(fConnection->producer.node, fConnection->source,
fConnection->consumer.node, fConnection->destination);
r->ReleaseNode(fConnection->producer);
r->ReleaseNode(fConnection->consumer);
}
delete [] fSounds;
delete fConnection;
}
status_t
BGameSoundDevice::InitCheck() const
{
return fInitError;
}
const gs_audio_format &
BGameSoundDevice::Format() const
{
return fFormat;
}
const gs_audio_format &
BGameSoundDevice::Format(gs_id sound) const
{
return fSounds[sound-1]->Format();
}
void
BGameSoundDevice::SetInitError(status_t error)
{
fInitError = error;
}
status_t
BGameSoundDevice::CreateBuffer(gs_id * sound,
const gs_audio_format * format,
const void * data,
int64 frames)
{
if (frames <= 0 || !sound) return B_BAD_VALUE;
status_t err = B_MEDIA_TOO_MANY_BUFFERS;
int32 position = AllocateSound();
if (position >= 0)
{
fSounds[position] = new SimpleSoundBuffer(format, data, frames);
err = fSounds[position]->Connect(&fConnection->producer);
}
*sound = gs_id(position+1);
return err;
}
status_t
BGameSoundDevice::CreateBuffer(gs_id * sound,
const void * object,
const gs_audio_format * format)
{
if (!object || !sound) return B_BAD_VALUE;
status_t err = B_MEDIA_TOO_MANY_BUFFERS;
int32 position = AllocateSound();
if (position >= 0)
{
fSounds[position] = new StreamingSoundBuffer(format, object);
err = fSounds[position]->Connect(&fConnection->producer);
}
*sound = gs_id(position+1);
return err;
}
void
BGameSoundDevice::ReleaseBuffer(gs_id sound)
{
if (fSounds[sound-1])
{
// We must stop playback befor destroying the sound or else
// we may recieve fatel errors.
fSounds[sound-1]->StopPlaying();
delete fSounds[sound-1];
fSounds[sound-1] = NULL;
}
}
status_t
BGameSoundDevice::Buffer(gs_id sound,
gs_audio_format * format,
void * data)
{
if (!format) return B_BAD_VALUE;
memcpy(format, &fSounds[sound-1]->Format(), sizeof(gs_audio_format));
if (fSounds[sound-1]->Data())
{
data = malloc(format->buffer_size);
memcpy(data, fSounds[sound-1]->Data(), format->buffer_size);
}
else data = NULL;
return B_OK;
}
status_t
BGameSoundDevice::StartPlaying(gs_id sound)
{
status_t error = EALREADY;
if (!fSounds[sound-1]->IsPlaying())
{
// tell the producer to start playing the sound
error = fSounds[sound-1]->StartPlaying();
}
else fSounds[sound-1]->Reset();
return error;
}
status_t
BGameSoundDevice::StopPlaying(gs_id sound)
{
status_t error = EALREADY;
if (fSounds[sound-1]->IsPlaying())
{
// Tell the producer to stop play this sound
fSounds[sound-1]->Reset();
error = fSounds[sound-1]->StopPlaying();
}
return error;
}
bool
BGameSoundDevice::IsPlaying(gs_id sound)
{
return fSounds[sound-1]->IsPlaying();
}
status_t
BGameSoundDevice::GetAttributes(gs_id sound,
gs_attribute * attributes,
size_t attributeCount)
{
if (!fSounds[sound-1]) return B_ERROR;
return fSounds[sound-1]->GetAttributes(attributes, attributeCount);
}
status_t
BGameSoundDevice::SetAttributes(gs_id sound,
gs_attribute * attributes,
size_t attributeCount)
{
if (!fSounds[sound-1]) return B_ERROR;
return fSounds[sound-1]->SetAttributes(attributes, attributeCount);
}
status_t
BGameSoundDevice::Connect()
{
BMediaRoster* r = BMediaRoster::Roster();
status_t err;
// create your own audio mixer
dormant_node_info mixer_dormant_info;
int32 mixer_count = 1; // for now, we only care about the first we find.
err = r->GetDormantNodes(&mixer_dormant_info, &mixer_count, 0, 0, 0, B_SYSTEM_MIXER, 0);
if (err != B_OK) return err;
//fMixer = new media_node;
err = r->InstantiateDormantNode(mixer_dormant_info, &fConnection->producer);
if (err != B_OK) return err;
// retieve the system's audio mixer
err = r->GetAudioMixer(&fConnection->consumer);
if (err != B_OK) return err;
int32 count = 1;
media_input mixerInput;
err = r->GetFreeInputsFor(fConnection->consumer, &mixerInput, 1, &count);
if (err != B_OK) return err;
count = 1;
media_output mixerOutput;
err = r->GetFreeOutputsFor(fConnection->producer, &mixerOutput, 1, &count);
if (err != B_OK) return err;
media_format format(mixerOutput.format);
err = r->Connect(mixerOutput.source, mixerInput.destination, &format, &mixerOutput, &mixerInput);
if (err != B_OK) return err;
// set the producer's time source to be the "default" time source, which
// the Mixer uses too.
r->GetTimeSource(&fConnection->timeSource);
r->SetTimeSourceFor(fConnection->producer.node, fConnection->timeSource.node);
// Start our mixer's time source if need be. Chances are, it won't need to be,
// but if we forget to do this, our mixer might not do anything at all.
BTimeSource* mixerTimeSource = r->MakeTimeSourceFor(fConnection->producer);
if (! mixerTimeSource) return B_ERROR;
if (!mixerTimeSource->IsRunning())
{
status_t err = r->StartNode(mixerTimeSource->Node(), BTimeSource::RealTime());
if (err != B_OK)
{
mixerTimeSource->Release();
return err;
}
}
// Start up our mixer
bigtime_t tpNow = mixerTimeSource->Now();
err = r->StartNode(fConnection->producer, tpNow + 10000);
mixerTimeSource->Release();
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.
fConnection->format = format;
fConnection->source = mixerOutput.source;
fConnection->destination = mixerInput.destination;
// Set an appropriate run mode for the producer
r->SetRunModeNode(fConnection->producer, BMediaNode::B_INCREASE_LATENCY);
media_to_gs_format(&fFormat, &format.u.raw_audio);
fIsConnected = true;
return B_OK;
}
int32
BGameSoundDevice::AllocateSound()
{
for(int32 i = 0; i < fSoundCount; i++)
if (!fSounds[i])
return i;
// we need to allocate new space for the sound
GameSoundBuffer ** sounds = new GameSoundBuffer*[fSoundCount + kGrowth];
for(int32 i = 0; i < fSoundCount; i++)
sounds[i] = fSounds[i];
for(int32 i = fSoundCount; i < fSoundCount + kGrowth; i++)
sounds[i] = NULL;
// replace the old list
delete [] fSounds;
fSounds = sounds;
fSoundCount += kGrowth;
return fSoundCount - kGrowth;
}