xref: /haiku/src/kits/game/GameSoundDevice.cpp (revision 2c3ab1bed617fef9e63fcebd5c4e2dcd123b1db4)
1 //------------------------------------------------------------------------------
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15 //	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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21 //
22 //	File Name:		BGameSoundDevice.cpp
23 //	Author:			Christopher ML Zumwalt May (zummy@users.sf.net)
24 //	Description:	Manages the game producer. The class may change with out
25 //					notice and was only inteneded for use by the GameKit at
26 //					this time. Use at your own risk.
27 //------------------------------------------------------------------------------
28 
29 
30 #include "GameSoundDevice.h"
31 
32 #include <stdlib.h>
33 #include <stdio.h>
34 #include <string.h>
35 
36 #include <Autolock.h>
37 #include <List.h>
38 #include <Locker.h>
39 #include <MediaAddOn.h>
40 #include <MediaRoster.h>
41 #include <MediaTheme.h>
42 #include <TimeSource.h>
43 
44 #include "GameSoundBuffer.h"
45 #include "GameProducer.h"
46 #include "GSUtility.h"
47 
48 
49 // BGameSoundDevice definitions ------------------------------------
50 const int32 kInitSoundCount = 32;
51 const int32 kGrowth = 16;
52 
53 static int32 sDeviceCount = 0;
54 static BGameSoundDevice* sDevice = NULL;
55 static BLocker sDeviceRefCountLock = BLocker("GameSound device lock");
56 
57 
58 BGameSoundDevice*
59 GetDefaultDevice()
60 {
61 	BAutolock _(sDeviceRefCountLock);
62 
63 	if (!sDevice)
64 		sDevice = new BGameSoundDevice();
65 
66 	sDeviceCount++;
67 	return sDevice;
68 }
69 
70 
71 void
72 ReleaseDevice()
73 {
74 	BAutolock _(sDeviceRefCountLock);
75 
76 	sDeviceCount--;
77 
78 	if (sDeviceCount <= 0) {
79 		delete sDevice;
80 		sDevice = NULL;
81 	}
82 }
83 
84 
85 // BGameSoundDevice -------------------------------------------------------
86 BGameSoundDevice::BGameSoundDevice()
87 	:
88 	fIsConnected(false),
89 	fSoundCount(kInitSoundCount)
90 {
91 	memset(&fFormat, 0, sizeof(gs_audio_format));
92 
93 	fInitError = B_OK;
94 
95 	fSounds = new GameSoundBuffer*[kInitSoundCount];
96 	for (int32 i = 0; i < kInitSoundCount; i++)
97 		fSounds[i] = NULL;
98 }
99 
100 
101 BGameSoundDevice::~BGameSoundDevice()
102 {
103 	// We need to stop all the sounds before we stop the mixer
104 	for (int32 i = 0; i < fSoundCount; i++) {
105 		if (fSounds[i])
106 			fSounds[i]->StopPlaying();
107 		delete fSounds[i];
108 	}
109 
110 	delete[] fSounds;
111 }
112 
113 
114 status_t
115 BGameSoundDevice::InitCheck() const
116 {
117 	return fInitError;
118 }
119 
120 
121 const gs_audio_format&
122 BGameSoundDevice::Format() const
123 {
124 	return fFormat;
125 }
126 
127 
128 const gs_audio_format&
129 BGameSoundDevice::Format(gs_id sound) const
130 {
131 	return fSounds[sound - 1]->Format();
132 }
133 
134 
135 void
136 BGameSoundDevice::SetInitError(status_t error)
137 {
138 	fInitError = error;
139 }
140 
141 
142 status_t
143 BGameSoundDevice::CreateBuffer(gs_id* sound, const gs_audio_format* format,
144 	const void* data, int64 frames)
145 {
146 	if (frames <= 0 || !sound)
147 		return B_BAD_VALUE;
148 
149 	status_t err = B_MEDIA_TOO_MANY_BUFFERS;
150 	int32 position = AllocateSound();
151 
152 	if (position >= 0) {
153 		media_node systemMixer;
154 		BMediaRoster::Roster()->GetAudioMixer(&systemMixer);
155 		fSounds[position] = new SimpleSoundBuffer(format, data, frames);
156 		err = fSounds[position]->Connect(&systemMixer);
157 	}
158 
159 	if (err == B_OK)
160 		*sound = gs_id(position + 1);
161 	return err;
162 }
163 
164 
165 status_t
166 BGameSoundDevice::CreateBuffer(gs_id* sound, const void* object,
167 	const gs_audio_format* format, size_t inBufferFrameCount,
168 	size_t inBufferCount)
169 {
170 	if (!object || !sound)
171 		return B_BAD_VALUE;
172 
173 	status_t err = B_MEDIA_TOO_MANY_BUFFERS;
174 	int32 position = AllocateSound();
175 
176 	if (position >= 0) {
177 		media_node systemMixer;
178 		BMediaRoster::Roster()->GetAudioMixer(&systemMixer);
179 		fSounds[position] = new StreamingSoundBuffer(format, object,
180 			inBufferFrameCount, inBufferCount);
181 		err = fSounds[position]->Connect(&systemMixer);
182 	}
183 
184 	if (err == B_OK)
185 		*sound = gs_id(position + 1);
186 	return err;
187 }
188 
189 
190 void
191 BGameSoundDevice::ReleaseBuffer(gs_id sound)
192 {
193 	if (sound <= 0)
194 		return;
195 
196 	if (fSounds[sound - 1]) {
197 		// We must stop playback befor destroying the sound or else
198 		// we may receive fatal errors.
199 		fSounds[sound - 1]->StopPlaying();
200 
201 		delete fSounds[sound - 1];
202 		fSounds[sound - 1] = NULL;
203 	}
204 }
205 
206 
207 status_t
208 BGameSoundDevice::Buffer(gs_id sound, gs_audio_format* format, void*& data)
209 {
210 	if (!format || sound <= 0)
211 		return B_BAD_VALUE;
212 
213 	memcpy(format, &fSounds[sound - 1]->Format(), sizeof(gs_audio_format));
214 	if (fSounds[sound - 1]->Data()) {
215 		data = malloc(format->buffer_size);
216 		memcpy(data, fSounds[sound - 1]->Data(), format->buffer_size);
217 	} else
218 		data = NULL;
219 
220 	return B_OK;
221 }
222 
223 
224 status_t
225 BGameSoundDevice::StartPlaying(gs_id sound)
226 {
227 	if (sound <= 0)
228 		return B_BAD_VALUE;
229 
230 	if (!fSounds[sound - 1]->IsPlaying()) {
231 		// tell the producer to start playing the sound
232 		return fSounds[sound - 1]->StartPlaying();
233 	}
234 
235 	fSounds[sound - 1]->Reset();
236 	return EALREADY;
237 }
238 
239 
240 status_t
241 BGameSoundDevice::StopPlaying(gs_id sound)
242 {
243 	if (sound <= 0)
244 		return B_BAD_VALUE;
245 
246 	if (fSounds[sound - 1]->IsPlaying()) {
247 		// Tell the producer to stop play this sound
248 		fSounds[sound - 1]->Reset();
249 		return fSounds[sound - 1]->StopPlaying();
250 	}
251 
252 	return EALREADY;
253 }
254 
255 
256 bool
257 BGameSoundDevice::IsPlaying(gs_id sound)
258 {
259 	if (sound <= 0)
260 		return false;
261 	return fSounds[sound - 1]->IsPlaying();
262 }
263 
264 
265 status_t
266 BGameSoundDevice::GetAttributes(gs_id sound, gs_attribute* attributes,
267 	size_t attributeCount)
268 {
269 	if (!fSounds[sound - 1])
270 		return B_ERROR;
271 
272 	return fSounds[sound - 1]->GetAttributes(attributes, attributeCount);
273 }
274 
275 
276 status_t
277 BGameSoundDevice::SetAttributes(gs_id sound, gs_attribute* attributes,
278 	size_t attributeCount)
279 {
280 	if (!fSounds[sound - 1])
281 		return B_ERROR;
282 
283 	return fSounds[sound - 1]->SetAttributes(attributes, attributeCount);
284 }
285 
286 
287 int32
288 BGameSoundDevice::AllocateSound()
289 {
290 	for (int32 i = 0; i < fSoundCount; i++)
291 		if (!fSounds[i])
292 			return i;
293 
294 	// we need to allocate new space for the sound
295 	GameSoundBuffer ** sounds = new GameSoundBuffer*[fSoundCount + kGrowth];
296 	for (int32 i = 0; i < fSoundCount; i++)
297 		sounds[i] = fSounds[i];
298 
299 	for (int32 i = fSoundCount; i < fSoundCount + kGrowth; i++)
300 		sounds[i] = NULL;
301 
302 	// replace the old list
303 	delete [] fSounds;
304 	fSounds = sounds;
305 	fSoundCount += kGrowth;
306 
307 	return fSoundCount - kGrowth;
308 }
309 
310