Files
haiku-beta6/src/kits/game/FileGameSound.cpp
T
Marcus Overhagen f7c354d7ee not sure if this helps: when the file end is reached, playback should be stopped.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@16845 a95241bf-73f2-0310-859d-f6bbb57e9c96
2006-03-20 19:28:03 +00:00

671 lines
14 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: FileGameSound.cpp
// Author: Christopher ML Zumwalt May ([email protected])
// Description: BFileGameSound is a class that streams data out of a file.
//------------------------------------------------------------------------------
// Standard Includes -----------------------------------------------------------
#include <stdlib.h>
#include <string.h>
// System Includes -------------------------------------------------------------
#include <Entry.h>
#include <MediaFile.h>
#include <MediaTrack.h>
#include <scheduler.h>
// Project Includes ------------------------------------------------------------
#include <GameSoundDevice.h>
#include <GSUtility.h>
// Local Includes --------------------------------------------------------------
#include <FileGameSound.h>
// Local Defines ---------------------------------------------------------------
const int32 kPages = 20;
struct _gs_media_tracker
{
BMediaFile * file;
BMediaTrack * stream;
int64 frames;
size_t position;
};
// Locale utility functions -----------------------------------------------
bool FillBuffer(_gs_ramp * ramp, uint8 * data, uint8 * buffer, size_t * bytes)
{
int32 samples = *bytes / sizeof(int16);
for(int32 byte = 0; byte < samples; byte++)
{
float gain = *ramp->value;
data[byte] = uint8(float(buffer[byte]) * gain);
if (ChangeRamp(ramp))
{
*bytes = byte * sizeof(int16);
return true;
}
}
return false;
}
bool FillBuffer(_gs_ramp * ramp, int16 * data, int16 * buffer, size_t * bytes)
{
int32 samples = *bytes / sizeof(int16);
for(int32 byte = 0; byte < samples; byte++)
{
float gain = *ramp->value;
data[byte] = int16(float(buffer[byte]) * gain);
if (ChangeRamp(ramp))
{
*bytes = byte * sizeof(int16);
return true;
}
}
return false;
}
bool FillBuffer(_gs_ramp * ramp, int32 * data, int32 * buffer, size_t * bytes)
{
size_t byte = 0;
bool bytesAreReady = (*bytes > 0);
while(bytesAreReady)
{
float gain = *ramp->value;
data[byte] = int32(float(buffer[byte]) * gain);
if (ChangeRamp(ramp))
{
*bytes = byte;
return true;
}
byte++;
bytesAreReady = (byte >= *bytes);
}
return false;
}
bool FillBuffer(_gs_ramp * ramp, float * data, float * buffer, size_t * bytes)
{
size_t byte = 0;
bool bytesAreReady = (*bytes > 0);
while(bytesAreReady)
{
float gain = *ramp->value;
data[byte] = buffer[byte] * gain;
if (ChangeRamp(ramp))
{
*bytes = byte;
return true;
}
byte++;
bytesAreReady = (byte >= *bytes);
}
return false;
}
// BFileGameSound -------------------------------------------------------
BFileGameSound::BFileGameSound(const entry_ref *file,
bool looping,
BGameSoundDevice *device)
: BStreamingGameSound(device),
fAudioStream(NULL),
fStopping(false),
fLooping(looping),
fBuffer(NULL),
fPlayPosition(0),
fPausing(NULL),
fPaused(false),
fPauseGain(1.0)
{
if (InitCheck() == B_OK) SetInitError(Init(file));
}
BFileGameSound::BFileGameSound(const char *file,
bool looping,
BGameSoundDevice *device)
: BStreamingGameSound(device),
fAudioStream(NULL),
fStopping(false),
fLooping(looping),
fBuffer(NULL),
fPlayPosition(0),
fPausing(NULL),
fPaused(false),
fPauseGain(1.0)
{
if (InitCheck() == B_OK)
{
entry_ref node;
if (get_ref_for_path(file, &node) != B_OK)
SetInitError(B_ENTRY_NOT_FOUND);
else
SetInitError(Init(&node));
}
}
BFileGameSound::~BFileGameSound()
{
if (fReadThread >= 0) kill_thread(fReadThread);
if (fAudioStream)
{
if (fAudioStream->stream) fAudioStream->file->ReleaseTrack(fAudioStream->stream);
fAudioStream->file->CloseFile();
//delete fAudioStream->stream;
delete fAudioStream->file;
}
delete [] fBuffer;
delete fAudioStream;
}
BGameSound *
BFileGameSound::Clone() const
{
return NULL;
}
status_t
BFileGameSound::StartPlaying()
{
// restart playback if needed
if (IsPlaying()) StopPlaying();
fPort = create_port(kPages, "audioque");
// create the thread that will read the file
fReadThread = spawn_thread(ReadThread, "audiostream", B_NORMAL_PRIORITY, this);
if (fReadThread < B_OK) return B_NO_MORE_THREADS;
status_t error = resume_thread(fReadThread);
if (error != B_OK) return error;
// start playing the file
return BStreamingGameSound::StartPlaying();
}
status_t
BFileGameSound::StopPlaying()
{
status_t error = BStreamingGameSound::StopPlaying();
// start reading next time from the start of the file
int64 frame = 0;
fAudioStream->stream->SeekToFrame(&frame);
fStopping = false;
fAudioStream->position = 0;
fPlayPosition = 0;
// we don't need to read any more
kill_thread(fReadThread);
delete_port(fPort);
return error;
}
status_t
BFileGameSound::Preload()
{
if (!IsPlaying())
{
for(int32 i = 0; i < kPages / 2; i++) Load();
}
return B_OK;
}
void
BFileGameSound::FillBuffer(void *inBuffer,
size_t inByteCount)
{
int32 cookie;
size_t bytes = inByteCount;
if (!fPaused || fPausing)
{
// time to read a new buffer
if (fPlayPosition == 0) read_port_etc(fPort, &cookie, fBuffer, fBufferSize, B_TIMEOUT, 0);
if (fPausing)
{
Lock();
bool rampDone = false;
// Fill the requsted buffer, stopping if the paused flag is set
switch(Format().format)
{
case gs_audio_format::B_GS_U8:
rampDone = ::FillBuffer(fPausing, (uint8*)inBuffer, (uint8*)&fBuffer[fPlayPosition], &bytes);
break;
case gs_audio_format::B_GS_S16:
rampDone = ::FillBuffer(fPausing, (int16*)inBuffer, (int16*)&fBuffer[fPlayPosition], &bytes);
break;
case gs_audio_format::B_GS_S32:
rampDone = ::FillBuffer(fPausing, (int32*)inBuffer, (int32*)&fBuffer[fPlayPosition], &bytes);
break;
case gs_audio_format::B_GS_F:
rampDone = ::FillBuffer(fPausing, (float*)inBuffer, (float*)&fBuffer[fPlayPosition], &bytes);
break;
}
// We finished ramping
if (rampDone)
{
if (bytes < inByteCount && !fPausing)
{
// Since are resumming play back, we need to copy any remaining samples
char * buffer = (char*)inBuffer;
memcpy(&buffer[bytes], &fBuffer[fPlayPosition + bytes], inByteCount - bytes);
}
delete fPausing;
fPausing = NULL;
}
Unlock();
}
else
{
size_t byte = 0;
char * buffer = (char*)inBuffer;
// We need to be able to stop asap when the pause flag is flipped.
while(byte < bytes && (!fPaused || fPausing))
{
buffer[byte] = fBuffer[fPlayPosition + byte];
byte++;
}
bytes = byte;
}
}
fPlayPosition += bytes;
if (fPlayPosition >= fBufferSize)
{
// We have finished reading the buffer. Setup for the next buffer.
fPlayPosition = 0;
memset(fBuffer, 0, fBufferSize);
}
}
status_t
BFileGameSound::Perform(int32 selector,
void *data)
{
return B_ERROR;
}
status_t
BFileGameSound::SetPaused(bool isPaused,
bigtime_t rampTime)
{
if (fPaused != isPaused)
{
Lock();
// Clear any old ramping
delete fPausing;
fPausing = NULL;
if (rampTime > 100000)
{
// Setup for ramping
if (isPaused)
fPausing = InitRamp(&fPauseGain, 0.0, Format().frame_rate, rampTime);
else
fPausing = InitRamp(&fPauseGain, 1.0, Format().frame_rate, rampTime);
}
fPaused = isPaused;
Unlock();
}
return B_OK;
}
int32
BFileGameSound::IsPaused()
{
if (fPausing) return B_PAUSE_IN_PROGRESS;
if (fPaused) return B_PAUSED;
return B_NOT_PAUSED;
}
status_t
BFileGameSound::Init(const entry_ref* file)
{
fAudioStream = new _gs_media_tracker;
memset(fAudioStream, 0, sizeof(_gs_media_tracker));
fAudioStream->file = new BMediaFile(file);
status_t error = fAudioStream->file->InitCheck();
if (error != B_OK) return error;
fAudioStream->stream = fAudioStream->file->TrackAt(0);
// is this is an audio file?
media_format mformat;
fAudioStream->stream->EncodedFormat(&mformat);
if (!mformat.IsAudio()) return B_MEDIA_BAD_FORMAT;
gs_audio_format dformat = Device()->Format();
// request the format we want the sound
memset(&mformat, 0, sizeof(media_format));
mformat.type = B_MEDIA_RAW_AUDIO;
fAudioStream->stream->DecodedFormat(&mformat);
// translate the format into a "GameKit" friendly one
gs_audio_format gsformat;
media_to_gs_format(&gsformat, &mformat.u.raw_audio);
// Since the buffer sized read from the file is most likely differnt
// then the buffer used by the audio mixer, we must allocate a buffer
// large enough to hold the largest request.
fBufferSize = gsformat.buffer_size;
if (fBufferSize < dformat.buffer_size) fBufferSize = dformat.buffer_size;
// create the buffer
fBuffer = new char[fBufferSize * 2];
memset(fBuffer, 0, fBufferSize * 2);
fFrameSize = gsformat.channel_count * get_sample_size(gsformat.format);
fAudioStream->frames = fAudioStream->stream->CountFrames();
// Ask the device to attach our sound to it
gs_id sound;
error = Device()->CreateBuffer(&sound, this, &gsformat);
if (error != B_OK) return error;
return BGameSound::Init(sound);
}
int32
BFileGameSound::ReadThread(void* arg)
{
BFileGameSound* obj = (BFileGameSound*)arg;
while(true) obj->Load();
return 0;
}
bool
BFileGameSound::Load()
{
int64 frames;
char * buffer = &fBuffer[fBufferSize + fAudioStream->position];
status_t err = fAudioStream->stream->ReadFrames(buffer, &frames);
if (err < B_OK) {
StopPlaying(); // XXX this is a hack, the whole class design is broken
}
int32 frame = fAudioStream->stream->CurrentFrame();
fAudioStream->position += fFrameSize * frames;
if (fAudioStream->position >= fBufferSize)
{
// we have filled the enter buffer, time to send
write_port(fPort, fBufferSize, &fBuffer[fBufferSize], fBufferSize);
fAudioStream->position = 0;
}
if (frame >= fAudioStream->frames)
{
if (fLooping)
{
// since we are looping, we need to start reading from
// the begining of the file again.
int64 firstFrame = 0;
fAudioStream->stream->SeekToFrame(&firstFrame);
fStopping = true;
}
else fStopping = true;
}
return true;
}
bool
BFileGameSound::Read(void * buffer, size_t bytes)
{
return false;
}
/* unimplemented for protection of the user:
*
* BFileGameSound::BFileGameSound()
* BFileGameSound::BFileGameSound(const BFileGameSound &)
* BFileGameSound &BFileGameSound::operator=(const BFileGameSound &)
*/
status_t
BFileGameSound::_Reserved_BFileGameSound_0(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_1(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_2(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_3(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_4(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_5(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_6(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_7(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_8(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_9(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_10(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_11(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_12(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_13(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_14(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_15(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_16(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_17(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_18(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_19(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_20(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_21(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_22(int32 arg, ...)
{
return B_ERROR;
}
status_t
BFileGameSound::_Reserved_BFileGameSound_23(int32 arg, ...)
{
return B_ERROR;
}