xref: /haiku/src/kits/game/FileGameSound.cpp (revision 495060760727dd782c9f8a90db71e5d727f19748)
1 /*
2  * Copyright 2001-2012 Haiku, Inc. All Rights Reserved.
3  * Distributed under the terms of the MIT License.
4  *
5  * Authors:
6  *		Christopher ML Zumwalt May (zummy@users.sf.net)
7  *		Jérôme Duval
8  */
9 
10 
11 #include <stdio.h>
12 #include <stdlib.h>
13 #include <string.h>
14 
15 #include <Entry.h>
16 #include <FileGameSound.h>
17 #include <MediaFile.h>
18 #include <MediaTrack.h>
19 #include <scheduler.h>
20 
21 #include "GameSoundDevice.h"
22 #include "GSUtility.h"
23 
24 
25 struct _gs_media_tracker {
26 	BMediaFile*	file;
27 	BMediaTrack*	stream;
28 	int64		frames;
29 	size_t		position;
30 };
31 
32 
33 // Local utility functions -----------------------------------------------
34 bool
35 FillBuffer(_gs_ramp* ramp, uint8* data, uint8* buffer, size_t* bytes)
36 {
37 	int32 samples = *bytes / sizeof(uint8);
38 
39 	for (int32 byte = 0; byte < samples; byte++) {
40 		float gain = *ramp->value;
41 		data[byte] = uint8(float(buffer[byte]) * gain);
42 
43 		if (ChangeRamp(ramp)) {
44 			*bytes = byte * sizeof(uint8);
45 			return true;
46 		}
47 	}
48 
49 	return false;
50 }
51 
52 
53 bool
54 FillBuffer(_gs_ramp* ramp, int16* data, int16* buffer, size_t* bytes)
55 {
56 	int32 samples = *bytes / sizeof(int16);
57 
58 	for (int32 byte = 0; byte < samples; byte++) {
59 		float gain = *ramp->value;
60 		data[byte] = int16(float(buffer[byte]) * gain);
61 
62 		if (ChangeRamp(ramp)) {
63 			*bytes = byte * sizeof(int16);
64 			return true;
65 		}
66 	}
67 
68 	return false;
69 }
70 
71 
72 bool
73 FillBuffer(_gs_ramp* ramp, int32* data, int32* buffer, size_t* bytes)
74 {
75 	size_t byte = 0;
76 	bool bytesAreReady = (*bytes > 0);
77 
78 	while (bytesAreReady) {
79 		float gain = *ramp->value;
80 		data[byte] = int32(float(buffer[byte]) * gain);
81 
82 		if (ChangeRamp(ramp)) {
83 			*bytes = byte;
84 			return true;
85 		}
86 
87 		byte++;
88 		bytesAreReady = (byte >= *bytes);
89 	}
90 
91 	return false;
92 }
93 
94 
95 bool
96 FillBuffer(_gs_ramp* ramp, float* data, float* buffer, size_t* bytes)
97 {
98 	size_t byte = 0;
99 	bool bytesAreReady = (*bytes > 0);
100 
101 	while (bytesAreReady) {
102 		float gain = *ramp->value;
103 		data[byte] = buffer[byte] * gain;
104 
105 		if (ChangeRamp(ramp)) {
106 			*bytes = byte;
107 			return true;
108 		}
109 
110 		byte++;
111 		bytesAreReady = (byte >= *bytes);
112 	}
113 
114 	return false;
115 }
116 
117 
118 // BFileGameSound -------------------------------------------------------
119 BFileGameSound::BFileGameSound(const entry_ref* file, bool looping,
120 	BGameSoundDevice* device)
121 	:
122 	BStreamingGameSound(device),
123 	fAudioStream(NULL),
124 	fStopping(false),
125 	fLooping(looping),
126 	fBuffer(NULL),
127 	fPlayPosition(0),
128 	fPausing(NULL),
129 	fPaused(false),
130 	fPauseGain(1.0)
131 {
132 	if (InitCheck() == B_OK)
133 		SetInitError(Init(file));
134 }
135 
136 
137 BFileGameSound::BFileGameSound(const char* file, bool looping,
138 	BGameSoundDevice* device)
139 	:
140 	BStreamingGameSound(device),
141 	fAudioStream(NULL),
142 	fStopping(false),
143 	fLooping(looping),
144 	fBuffer(NULL),
145 	fPlayPosition(0),
146 	fPausing(NULL),
147 	fPaused(false),
148 	fPauseGain(1.0)
149 {
150 	if (InitCheck() == B_OK) {
151 		entry_ref node;
152 
153 		if (get_ref_for_path(file, &node) != B_OK)
154 			SetInitError(B_ENTRY_NOT_FOUND);
155 		else
156 			SetInitError(Init(&node));
157 	}
158 }
159 
160 
161 BFileGameSound::~BFileGameSound()
162 {
163 	if (fReadThread >= 0) {
164 		// TODO: kill_thread() is very bad, since it will leak any resources
165 		// that the thread had allocated. It will also keep locks locked that
166 		// the thread holds! Set a flag to make the thread quit and use
167 		// wait_for_thread() here!
168 		kill_thread(fReadThread);
169 	}
170 
171 	if (fAudioStream) {
172 		if (fAudioStream->stream)
173 			fAudioStream->file->ReleaseTrack(fAudioStream->stream);
174 
175 		delete fAudioStream->file;
176 	}
177 
178 	delete [] fBuffer;
179 	delete fAudioStream;
180 }
181 
182 
183 BGameSound*
184 BFileGameSound::Clone() const
185 {
186 	return NULL;
187 }
188 
189 
190 status_t
191 BFileGameSound::StartPlaying()
192 {
193 	// restart playback if needed
194 	if (IsPlaying())
195 		StopPlaying();
196 
197 	// start playing the file
198 	return BStreamingGameSound::StartPlaying();
199 }
200 
201 
202 status_t
203 BFileGameSound::StopPlaying()
204 {
205 	status_t error = BStreamingGameSound::StopPlaying();
206 
207 	if (!fAudioStream || !fAudioStream->stream)
208 		return B_OK;
209 
210 	// start reading next time from the start of the file
211 	int64 frame = 0;
212 	fAudioStream->stream->SeekToFrame(&frame);
213 
214 	fStopping = false;
215 	fAudioStream->position = 0;
216 	fPlayPosition = 0;
217 
218 	return error;
219 }
220 
221 
222 status_t
223 BFileGameSound::Preload()
224 {
225 	if (!IsPlaying())
226 		Load();
227 
228 	return B_OK;
229 }
230 
231 
232 void
233 BFileGameSound::FillBuffer(void* inBuffer, size_t inByteCount)
234 {
235 	// Split or combine decoder buffers into mixer buffers
236 	// fPlayPosition is where we got up to in the input buffer after last call
237 
238 	size_t out_offset = 0;
239 
240 	while (inByteCount > 0 && !fPaused) {
241 		if (!fPaused || fPausing) {
242 			if (fPlayPosition == 0 || fPlayPosition >= fBufferSize) {
243 				Load();
244 			}
245 
246 			if (fPausing) {
247 				Lock();
248 
249 				bool rampDone = false;
250 				size_t bytes = fBufferSize - fPlayPosition;
251 
252 				if (bytes > inByteCount) {
253 					bytes = inByteCount;
254 				}
255 
256 				// Fill the requested buffer, stopping if the paused flag is set
257 				char* buffer = (char*)inBuffer;
258 
259 				switch(Format().format) {
260 					case gs_audio_format::B_GS_U8:
261 						rampDone = ::FillBuffer(fPausing,
262 							(uint8*)&buffer[out_offset],
263 							(uint8*)&fBuffer[fPlayPosition], &bytes);
264 						break;
265 
266 					case gs_audio_format::B_GS_S16:
267 						rampDone = ::FillBuffer(fPausing,
268 							(int16*)&buffer[out_offset],
269 							(int16*)&fBuffer[fPlayPosition], &bytes);
270 						break;
271 
272 					case gs_audio_format::B_GS_S32:
273 						rampDone = ::FillBuffer(fPausing,
274 							(int32*)&buffer[out_offset],
275 							(int32*)&fBuffer[fPlayPosition], &bytes);
276 						break;
277 
278 					case gs_audio_format::B_GS_F:
279 						rampDone = ::FillBuffer(fPausing,
280 							(float*)&buffer[out_offset],
281 							(float*)&fBuffer[fPlayPosition], &bytes);
282 						break;
283 				}
284 
285 				inByteCount -= bytes;
286 				out_offset += bytes;
287 				fPlayPosition += bytes;
288 
289 				// We finished ramping
290 				if (rampDone) {
291 
292 					// Need to be able to stop asap when pause flag is flipped.
293 					while (fPlayPosition < fBufferSize && (inByteCount > 0)) {
294 						buffer[out_offset++] = fBuffer[fPlayPosition++];
295 						inByteCount--;
296 					}
297 
298 					delete fPausing;
299 					fPausing = NULL;
300 				}
301 
302 				Unlock();
303 			} else {
304 
305 				char* buffer = (char*)inBuffer;
306 
307 				// Need to be able to stop asap when the pause flag is flipped.
308 				while (fPlayPosition < fBufferSize && (!fPaused || fPausing)
309 					&& (inByteCount > 0)) {
310 					buffer[out_offset++] = fBuffer[fPlayPosition++];
311 					inByteCount--;
312 				}
313 			}
314 		}
315 	}
316 }
317 
318 
319 status_t
320 BFileGameSound::Perform(int32 selector, void* data)
321 {
322 	return B_ERROR;
323 }
324 
325 
326 status_t
327 BFileGameSound::SetPaused(bool isPaused, bigtime_t rampTime)
328 {
329 	if (fPaused == isPaused)
330 		return EALREADY;
331 
332 	Lock();
333 
334 	// Clear any old ramping
335 	delete fPausing;
336 	fPausing = NULL;
337 
338 	if (rampTime > 100000) {
339 		// Setup for ramping
340 		if (isPaused) {
341 			fPausing = InitRamp(&fPauseGain, 0.0,
342 					Format().frame_rate, rampTime);
343 		} else {
344 			fPausing = InitRamp(&fPauseGain, 1.0,
345 					Format().frame_rate, rampTime);
346 		}
347 	}
348 
349 	fPaused = isPaused;
350 	Unlock();
351 
352 	return B_OK;
353 }
354 
355 
356 int32
357 BFileGameSound::IsPaused()
358 {
359 	if (fPausing)
360 		return B_PAUSE_IN_PROGRESS;
361 
362 	if (fPaused)
363 		return B_PAUSED;
364 
365 	return B_NOT_PAUSED;
366 }
367 
368 
369 status_t
370 BFileGameSound::Init(const entry_ref* file)
371 {
372 	fAudioStream = new(std::nothrow) _gs_media_tracker;
373 	if (!fAudioStream)
374 		return B_NO_MEMORY;
375 
376 	memset(fAudioStream, 0, sizeof(_gs_media_tracker));
377 	fAudioStream->file = new(std::nothrow) BMediaFile(file);
378 	if (!fAudioStream->file) {
379 		delete fAudioStream;
380 		fAudioStream = NULL;
381 		return B_NO_MEMORY;
382 	}
383 
384 	status_t error = fAudioStream->file->InitCheck();
385 	if (error != B_OK)
386 		return error;
387 
388 	fAudioStream->stream = fAudioStream->file->TrackAt(0);
389 
390 	// is this is an audio file?
391 	media_format playFormat;
392 	if ((error = fAudioStream->stream->EncodedFormat(&playFormat)) != B_OK) {
393 		fAudioStream->file->ReleaseTrack(fAudioStream->stream);
394 		fAudioStream->stream = NULL;
395 		return error;
396 	}
397 
398 	if (!playFormat.IsAudio()) {
399 		fAudioStream->file->ReleaseTrack(fAudioStream->stream);
400 		fAudioStream->stream = NULL;
401 		return B_MEDIA_BAD_FORMAT;
402 	}
403 
404 	gs_audio_format dformat = Device()->Format();
405 
406 	// request the format we want the sound
407 	playFormat.Clear();
408 	playFormat.type = B_MEDIA_RAW_AUDIO;
409 	if (fAudioStream->stream->DecodedFormat(&playFormat) != B_OK) {
410 		fAudioStream->file->ReleaseTrack(fAudioStream->stream);
411 		fAudioStream->stream = NULL;
412 		return B_MEDIA_BAD_FORMAT;
413 	}
414 
415 	// translate the format into a "GameKit" friendly one
416 	gs_audio_format gsformat;
417 	media_to_gs_format(&gsformat, &playFormat.u.raw_audio);
418 
419 	// Since the buffer sized read from the file is most likely differnt
420 	// then the buffer used by the audio mixer, we must allocate a buffer
421 	// large enough to hold the largest request.
422 	fBufferSize = gsformat.buffer_size;
423 	if (fBufferSize < dformat.buffer_size)
424 		fBufferSize = dformat.buffer_size;
425 
426 	// create the buffer
427 	fBuffer = new char[fBufferSize * 2];
428 	memset(fBuffer, 0, fBufferSize * 2);
429 
430 	fFrameSize = gsformat.channel_count * get_sample_size(gsformat.format);
431 	fAudioStream->frames = fAudioStream->stream->CountFrames();
432 
433 	// Ask the device to attach our sound to it
434 	gs_id sound;
435 	error = Device()->CreateBuffer(&sound, this, &gsformat);
436 	if (error != B_OK)
437 		return error;
438 
439 	return BGameSound::Init(sound);
440 }
441 
442 
443 bool
444 BFileGameSound::Load()
445 {
446 	if (!fAudioStream || !fAudioStream->stream)
447 		return false;
448 
449 	// read a new buffer
450 	int64 frames = 0;
451 	fAudioStream->stream->ReadFrames(fBuffer, &frames);
452 	fBufferSize = frames * fFrameSize;
453 	fPlayPosition = 0;
454 
455 	if (fBufferSize <= 0) {
456 		// EOF
457 		if (fLooping) {
458 			// start reading next time from the start of the file
459 			int64 frame = 0;
460 			fAudioStream->stream->SeekToFrame(&frame);
461 		} else {
462 			StopPlaying();
463 		}
464 	}
465 
466 	return true;
467 }
468 
469 
470 bool
471 BFileGameSound::Read(void* buffer, size_t bytes)
472 {
473 	return false;
474 }
475 
476 
477 /* unimplemented for protection of the user:
478  *
479  * BFileGameSound::BFileGameSound()
480  * BFileGameSound::BFileGameSound(const BFileGameSound &)
481  * BFileGameSound &BFileGameSound::operator=(const BFileGameSound &)
482  */
483 
484 
485 status_t
486 BFileGameSound::_Reserved_BFileGameSound_0(int32 arg, ...)
487 {
488 	return B_ERROR;
489 }
490 
491 
492 status_t
493 BFileGameSound::_Reserved_BFileGameSound_1(int32 arg, ...)
494 {
495 	return B_ERROR;
496 }
497 
498 
499 status_t
500 BFileGameSound::_Reserved_BFileGameSound_2(int32 arg, ...)
501 {
502 	return B_ERROR;
503 }
504 
505 
506 status_t
507 BFileGameSound::_Reserved_BFileGameSound_3(int32 arg, ...)
508 {
509 	return B_ERROR;
510 }
511 
512 
513 status_t
514 BFileGameSound::_Reserved_BFileGameSound_4(int32 arg, ...)
515 {
516 	return B_ERROR;
517 }
518 
519 
520 status_t
521 BFileGameSound::_Reserved_BFileGameSound_5(int32 arg, ...)
522 {
523 	return B_ERROR;
524 }
525 
526 
527 status_t
528 BFileGameSound::_Reserved_BFileGameSound_6(int32 arg, ...)
529 {
530 	return B_ERROR;
531 }
532 
533 
534 status_t
535 BFileGameSound::_Reserved_BFileGameSound_7(int32 arg, ...)
536 {
537 	return B_ERROR;
538 }
539 
540 
541 status_t
542 BFileGameSound::_Reserved_BFileGameSound_8(int32 arg, ...)
543 {
544 	return B_ERROR;
545 }
546 
547 
548 status_t
549 BFileGameSound::_Reserved_BFileGameSound_9(int32 arg, ...)
550 {
551 	return B_ERROR;
552 }
553 
554 
555 status_t
556 BFileGameSound::_Reserved_BFileGameSound_10(int32 arg, ...)
557 {
558 	return B_ERROR;
559 }
560 
561 
562 status_t
563 BFileGameSound::_Reserved_BFileGameSound_11(int32 arg, ...)
564 {
565 	return B_ERROR;
566 }
567 
568 
569 status_t
570 BFileGameSound::_Reserved_BFileGameSound_12(int32 arg, ...)
571 {
572 	return B_ERROR;
573 }
574 
575 
576 status_t
577 BFileGameSound::_Reserved_BFileGameSound_13(int32 arg, ...)
578 {
579 	return B_ERROR;
580 }
581 
582 
583 status_t
584 BFileGameSound::_Reserved_BFileGameSound_14(int32 arg, ...)
585 {
586 	return B_ERROR;
587 }
588 
589 
590 status_t
591 BFileGameSound::_Reserved_BFileGameSound_15(int32 arg, ...)
592 {
593 	return B_ERROR;
594 }
595 
596 
597 status_t
598 BFileGameSound::_Reserved_BFileGameSound_16(int32 arg, ...)
599 {
600 	return B_ERROR;
601 }
602 
603 
604 status_t
605 BFileGameSound::_Reserved_BFileGameSound_17(int32 arg, ...)
606 {
607 	return B_ERROR;
608 }
609 
610 
611 status_t
612 BFileGameSound::_Reserved_BFileGameSound_18(int32 arg, ...)
613 {
614 	return B_ERROR;
615 }
616 
617 
618 status_t
619 BFileGameSound::_Reserved_BFileGameSound_19(int32 arg, ...)
620 {
621 	return B_ERROR;
622 }
623 
624 
625 status_t
626 BFileGameSound::_Reserved_BFileGameSound_20(int32 arg, ...)
627 {
628 	return B_ERROR;
629 }
630 
631 
632 status_t
633 BFileGameSound::_Reserved_BFileGameSound_21(int32 arg, ...)
634 {
635 	return B_ERROR;
636 }
637 
638 
639 status_t
640 BFileGameSound::_Reserved_BFileGameSound_22(int32 arg, ...)
641 {
642 	return B_ERROR;
643 }
644 
645 
646 status_t
647 BFileGameSound::_Reserved_BFileGameSound_23(int32 arg, ...)
648 {
649 	return B_ERROR;
650 }
651