Files
haiku-beta6/src/kits/game/GameSoundBuffer.cpp
T
Ingo Weinhold 338b8dc301 Merged changes from branch build_system_redesign at revision 14573.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@14574 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-10-29 16:27:43 +00:00

552 lines
12 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: GameSoundBuffer.h
// Author: Christopher ML Zumwalt May ([email protected])
// Description: Interface to a single sound, managed by the GameSoundDevice.
//------------------------------------------------------------------------------
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <MediaRoster.h>
#include <MediaAddOn.h>
#include <MediaTheme.h>
#include <TimeSource.h>
#include "GameProducer.h"
#include "GameSoundBuffer.h"
#include "GameSoundDevice.h"
#include "StreamingGameSound.h"
#include "GSUtility.h"
// Sound Buffer Utility functions ----------------------------------------
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]);
}
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]);
}
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]);
}
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];
}
// 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)
{
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
// error occures if the playback is in a subclass.
GameSoundBuffer::~GameSoundBuffer()
{
BMediaRoster* r = 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 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 fGainRamp;
delete fPanRamp;
delete fConnection;
delete fNode;
}
const gs_audio_format &
GameSoundBuffer::Format() const
{
return fFormat;
}
bool
GameSoundBuffer::IsLooping() const
{
return fLooping;
}
void
GameSoundBuffer::SetLooping(bool looping)
{
fLooping = looping;
}
float
GameSoundBuffer::Gain() const
{
return fGain;
}
status_t
GameSoundBuffer::SetGain(float gain, bigtime_t duration)
{
if (gain < 0.0 || gain > 1.0)
return B_BAD_VALUE;
if (fGainRamp) delete fGainRamp;
if (duration > 100000)
fGainRamp = InitRamp(&fGain, gain, fFormat.frame_rate, duration);
else
fGain = gain;
return B_OK;
}
float
GameSoundBuffer::Pan() const
{
return fPan;
}
status_t
GameSoundBuffer::SetPan(float pan, bigtime_t duration)
{
if (pan < -1.0 || pan > 1.0)
return B_BAD_VALUE;
if (fPanRamp) delete fPanRamp;
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 fPanRamp = InitRamp(&fPan, pan, fFormat.frame_rate, duration);
return B_OK;
}
status_t
GameSoundBuffer::GetAttributes(gs_attribute * attributes,
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) attributes[i].duration = fGainRamp->duration;
break;
case B_GS_PAN:
attributes[i].value = fPan;
if (fPanRamp) attributes[i].duration = fGainRamp->duration;
case B_GS_LOOPING:
attributes[i].value = (fLooping) ? -1.0 : 0.0;
attributes[i].duration = bigtime_t(0);
default:
attributes[i].value = 0.0;
attributes[i].duration = bigtime_t(0);
}
}
return B_OK;
}
status_t
GameSoundBuffer::SetAttributes(gs_attribute * attributes,
size_t attributeCount)
{
status_t error = B_OK;
for(size_t i = 0; i < attributeCount; i++)
{
switch(attributes[i].attribute)
{
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);
}
}
return error;
}
void
GameSoundBuffer::Play(void * data, int64 frames)
{
float * pan = new float[1];
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:
{
for(int64 i = 0; i < frames; i++)
{
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:
{
for(int64 i = 0; i < frames; i++)
{
ApplyMod((float*)data, (float*)buffer, i, fGain, pan);
UpdateMods();
}
break;
}
}
delete [] buffer;
delete [] pan;
}
void
GameSoundBuffer::UpdateMods()
{
// adjust the gain if needed
if (fGainRamp)
{
if (ChangeRamp(fGainRamp))
{
delete fGainRamp;
fGainRamp = NULL;
}
}
// adjust the ramp if needed
if (fPanRamp)
{
if (ChangeRamp(fPanRamp))
{
delete fPanRamp;
fPanRamp = NULL;
}
else
{
if (fPan < 0.0)
{
fPanLeft = 1.0;
fPanRight = 1.0 + fPan;
}
else
{
fPanRight = 1.0;
fPanLeft = 1.0 - fPan;
}
}
}
}
void
GameSoundBuffer::Reset()
{
fGain = 1.0;
delete fGainRamp;
fGainRamp = NULL;
fPan = 0.0;
fPanLeft = 1.0;
fPanRight = 1.0;
delete fPanRamp;
fPanRamp = NULL;
fLooping = false;
}
status_t
GameSoundBuffer::Connect(media_node * consumer)
{
BMediaRoster* r = BMediaRoster::Roster();
status_t err;
err = r->RegisterNode(fNode);
if (err != B_OK) return err;
// make sure the Media Roster knows that we're using the node
r->GetNodeFor(fNode->Node().node, &fConnection->producer);
// connect to the mixer
fConnection->consumer = *consumer;
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);
// got the nodes; now we find the endpoints of the connection
media_input mixerInput;
media_output soundOutput;
int32 count = 1;
err = r->GetFreeOutputsFor(fConnection->producer, &soundOutput, 1, &count);
if (err != B_OK) return err;
count = 1;
err = r->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.u.raw_audio = media_raw_audio_format::wildcard;
err = r->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.
fConnection->format = format;
fConnection->source = soundOutput.source;
fConnection->destination = mixerInput.destination;
fIsConnected = true;
return B_OK;
}
status_t
GameSoundBuffer::StartPlaying()
{
if (fIsPlaying) return EALREADY;
BMediaRoster* r = BMediaRoster::Roster();
BTimeSource* ts = r->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;
r->GetLatencyFor(fConnection->producer, &latency);
r->StartNode(fConnection->producer, ts->Now() + latency);
ts->Release();
fIsPlaying = true;
return B_OK;
}
status_t
GameSoundBuffer::StopPlaying()
{
if (!fIsPlaying) return EALREADY;
BMediaRoster* r = BMediaRoster::Roster();
r->StopNode(fConnection->producer, 0, true); // synchronous stop
Reset();
fIsPlaying = false;
return B_OK;
}
bool
GameSoundBuffer::IsPlaying()
{
return fIsPlaying;
}
// SimpleSoundBuffer ------------------------------------------------------
SimpleSoundBuffer::SimpleSoundBuffer(const gs_audio_format * format,
const void * data,
int64 frames)
: GameSoundBuffer(format),
fPosition(0)
{
fBuffer = new char[frames * fFrameSize];
fBufferSize = frames * fFrameSize;
memcpy(fBuffer, data, fBufferSize);
}
SimpleSoundBuffer::~SimpleSoundBuffer()
{
delete [] fBuffer;
}
void
SimpleSoundBuffer::Reset()
{
GameSoundBuffer::Reset();
fPosition = 0;
}
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);
fPosition = bytes - remainder;
}
else fPosition = fBufferSize;
}
else memset(data, 0, bytes);
// there is nothing left to play
}
else
{
memcpy(buffer, &fBuffer[fPosition], bytes);
fPosition += bytes;
}
}
// StreamingSoundBuffer ------------------------------------------------------
StreamingSoundBuffer::StreamingSoundBuffer(const gs_audio_format * format,
const void * streamHook)
: GameSoundBuffer(format)
{
fStreamHook = (void*)streamHook;
}
StreamingSoundBuffer::~StreamingSoundBuffer()
{
}
void
StreamingSoundBuffer::FillBuffer(void * buffer,
int64 frames)
{
BStreamingGameSound* object = (BStreamingGameSound*)fStreamHook;
size_t bytes = fFrameSize * frames;
object->FillBuffer(buffer, bytes);
}