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 */ 8 9 10 #include <SimpleGameSound.h> 11 12 #include <Entry.h> 13 #include <MediaFile.h> 14 #include <MediaTrack.h> 15 #include <stdlib.h> 16 #include <string.h> 17 18 #include "GameSoundBuffer.h" 19 #include "GameSoundDefs.h" 20 #include "GameSoundDevice.h" 21 #include "GSUtility.h" 22 23 24 BSimpleGameSound::BSimpleGameSound(const entry_ref *inFile, 25 BGameSoundDevice *device) 26 : 27 BGameSound(device) 28 { 29 if (InitCheck() == B_OK) 30 SetInitError(Init(inFile)); 31 } 32 33 34 BSimpleGameSound::BSimpleGameSound(const char *inFile, BGameSoundDevice *device) 35 : 36 BGameSound(device) 37 { 38 if (InitCheck() == B_OK) { 39 entry_ref file; 40 41 if (get_ref_for_path(inFile, &file) != B_OK) 42 SetInitError(B_ENTRY_NOT_FOUND); 43 else 44 SetInitError(Init(&file)); 45 } 46 } 47 48 49 BSimpleGameSound::BSimpleGameSound(const void *inData, size_t inFrameCount, 50 const gs_audio_format *format, BGameSoundDevice *device) 51 : 52 BGameSound(device) 53 { 54 if (InitCheck() == B_OK) 55 SetInitError(Init(inData, inFrameCount, format)); 56 } 57 58 59 BSimpleGameSound::BSimpleGameSound(const BSimpleGameSound &other) 60 : 61 BGameSound(other) 62 { 63 gs_audio_format format; 64 void *data = NULL; 65 66 status_t error = other.Device()->Buffer(other.ID(), &format, data); 67 if (error != B_OK) 68 SetInitError(error); 69 70 Init(data, 0, &format); 71 free(data); 72 } 73 74 75 BSimpleGameSound::~BSimpleGameSound() 76 { 77 } 78 79 80 BGameSound * 81 BSimpleGameSound::Clone() const 82 { 83 gs_audio_format format; 84 void *data = NULL; 85 86 status_t error = Device()->Buffer(ID(), &format, data); 87 if (error != B_OK) 88 return NULL; 89 90 BSimpleGameSound *clone = new BSimpleGameSound(data, 0, &format, Device()); 91 free(data); 92 93 return clone; 94 } 95 96 97 /* virtual */ status_t 98 BSimpleGameSound::Perform(int32 selector, void * data) 99 { 100 return B_ERROR; 101 } 102 103 104 status_t 105 BSimpleGameSound::SetIsLooping(bool looping) 106 { 107 gs_attribute attribute; 108 109 attribute.attribute = B_GS_LOOPING; 110 attribute.value = (looping) ? -1.0 : 0.0; 111 attribute.duration = bigtime_t(0); 112 attribute.flags = 0; 113 114 return Device()->SetAttributes(ID(), &attribute, 1); 115 } 116 117 118 bool 119 BSimpleGameSound::IsLooping() const 120 { 121 gs_attribute attribute; 122 123 attribute.attribute = B_GS_LOOPING; 124 attribute.flags = 0; 125 126 if (Device()->GetAttributes(ID(), &attribute, 1) != B_OK) 127 return false; 128 129 return bool(attribute.value); 130 } 131 132 133 status_t 134 BSimpleGameSound::Init(const entry_ref* inFile) 135 { 136 BMediaFile file(inFile); 137 gs_audio_format gsformat; 138 media_format mformat; 139 int64 framesRead, framesTotal = 0; 140 141 if (file.InitCheck() != B_OK) 142 return file.InitCheck(); 143 144 BMediaTrack* audioStream = file.TrackAt(0); 145 audioStream->EncodedFormat(&mformat); 146 if (!mformat.IsAudio()) 147 return B_ERROR; 148 149 int64 frames = audioStream->CountFrames(); 150 151 memset(&mformat, 0, sizeof(media_format)); 152 mformat.type = B_MEDIA_RAW_AUDIO; 153 // mformat.u.raw_audio.byte_order 154 // = (B_HOST_IS_BENDIAN) ? B_MEDIA_BIG_ENDIAN : B_MEDIA_LITTLE_ENDIAN; 155 status_t error = audioStream->DecodedFormat(&mformat); 156 if (error != B_OK) 157 return error; 158 159 memset(&gsformat, 0, sizeof(gs_audio_format)); 160 media_to_gs_format(&gsformat, &mformat.u.raw_audio); 161 162 if (mformat.u.raw_audio.format == media_raw_audio_format::B_AUDIO_CHAR) { 163 // The GameKit doesnt support this format so we will have to reformat 164 // the data into something the GameKit does support. 165 char * buffer = new char[gsformat.buffer_size]; 166 uchar * data = new uchar[frames * gsformat.channel_count]; 167 168 while (framesTotal < frames) { 169 // read the next chunck from the stream 170 memset(buffer, 0, gsformat.buffer_size); 171 audioStream->ReadFrames(buffer, &framesRead); 172 173 // refomat the buffer from 174 int64 position = framesTotal * gsformat.channel_count; 175 for (int32 i = 0; i < (int32)gsformat.buffer_size; i++) 176 data[i + position] = buffer[i] + 128; 177 178 framesTotal += framesRead; 179 } 180 181 gsformat.format = gs_audio_format::B_GS_U8; 182 183 error = Init(data, frames, &gsformat); 184 185 // free the buffers we no longer need 186 delete [] buffer; 187 delete [] data; 188 } else { 189 // We need to determine the size, in bytes, of a single sample. 190 // At the same time, we will store the format of the audio buffer 191 size_t frameSize 192 = get_sample_size(gsformat.format) * gsformat.channel_count; 193 char * data = new char[frames * frameSize]; 194 gsformat.buffer_size = frames * frameSize; 195 196 while (framesTotal < frames) { 197 char * position = &data[framesTotal * frameSize]; 198 audioStream->ReadFrames(position, &framesRead); 199 200 framesTotal += framesRead; 201 } 202 203 error = Init(data, frames, &gsformat); 204 205 delete [] data; 206 } 207 208 file.ReleaseTrack(audioStream); 209 return error; 210 } 211 212 213 status_t 214 BSimpleGameSound::Init(const void* inData, int64 inFrameCount, 215 const gs_audio_format* format) 216 { 217 gs_id sound; 218 219 status_t error 220 = Device()->CreateBuffer(&sound, format, inData, inFrameCount); 221 if (error != B_OK) 222 return error; 223 224 BGameSound::Init(sound); 225 226 return B_OK; 227 } 228 229 230 /* unimplemented for protection of the user: 231 * 232 * BSimpleGameSound::BSimpleGameSound() 233 * BSimpleGameSound &BSimpleGameSound::operator=(const BSimpleGameSound &) 234 */ 235 236 237 status_t 238 BSimpleGameSound::_Reserved_BSimpleGameSound_0(int32 arg, ...) 239 { 240 return B_ERROR; 241 } 242 243 244 status_t 245 BSimpleGameSound::_Reserved_BSimpleGameSound_1(int32 arg, ...) 246 { 247 return B_ERROR; 248 } 249 250 251 status_t 252 BSimpleGameSound::_Reserved_BSimpleGameSound_2(int32 arg, ...) 253 { 254 return B_ERROR; 255 } 256 257 258 status_t 259 BSimpleGameSound::_Reserved_BSimpleGameSound_3(int32 arg, ...) 260 { 261 return B_ERROR; 262 } 263 264 265 status_t 266 BSimpleGameSound::_Reserved_BSimpleGameSound_4(int32 arg, ...) 267 { 268 return B_ERROR; 269 } 270 271 272 status_t 273 BSimpleGameSound::_Reserved_BSimpleGameSound_5(int32 arg, ...) 274 { 275 return B_ERROR; 276 } 277 278 279 status_t 280 BSimpleGameSound::_Reserved_BSimpleGameSound_6(int32 arg, ...) 281 { 282 return B_ERROR; 283 } 284 285 286 status_t 287 BSimpleGameSound::_Reserved_BSimpleGameSound_7(int32 arg, ...) 288 { 289 return B_ERROR; 290 } 291 292 293 status_t 294 BSimpleGameSound::_Reserved_BSimpleGameSound_8(int32 arg, ...) 295 { 296 return B_ERROR; 297 } 298 299 300 status_t 301 BSimpleGameSound::_Reserved_BSimpleGameSound_9(int32 arg, ...) 302 { 303 return B_ERROR; 304 } 305 306 307 status_t 308 BSimpleGameSound::_Reserved_BSimpleGameSound_10(int32 arg, ...) 309 { 310 return B_ERROR; 311 } 312 313 314 status_t 315 BSimpleGameSound::_Reserved_BSimpleGameSound_11(int32 arg, ...) 316 { 317 return B_ERROR; 318 } 319 320 321 status_t 322 BSimpleGameSound::_Reserved_BSimpleGameSound_12(int32 arg, ...) 323 { 324 return B_ERROR; 325 } 326 327 328 status_t 329 BSimpleGameSound::_Reserved_BSimpleGameSound_13(int32 arg, ...) 330 { 331 return B_ERROR; 332 } 333 334 335 status_t 336 BSimpleGameSound::_Reserved_BSimpleGameSound_14(int32 arg, ...) 337 { 338 return B_ERROR; 339 } 340 341 342 status_t 343 BSimpleGameSound::_Reserved_BSimpleGameSound_15(int32 arg, ...) 344 { 345 return B_ERROR; 346 } 347 348 349 status_t 350 BSimpleGameSound::_Reserved_BSimpleGameSound_16(int32 arg, ...) 351 { 352 return B_ERROR; 353 } 354 355 356 status_t 357 BSimpleGameSound::_Reserved_BSimpleGameSound_17(int32 arg, ...) 358 { 359 return B_ERROR; 360 } 361 362 363 status_t 364 BSimpleGameSound::_Reserved_BSimpleGameSound_18(int32 arg, ...) 365 { 366 return B_ERROR; 367 } 368 369 370 status_t 371 BSimpleGameSound::_Reserved_BSimpleGameSound_19(int32 arg, ...) 372 { 373 return B_ERROR; 374 } 375 376 377 status_t 378 BSimpleGameSound::_Reserved_BSimpleGameSound_20(int32 arg, ...) 379 { 380 return B_ERROR; 381 } 382 383 384 status_t 385 BSimpleGameSound::_Reserved_BSimpleGameSound_21(int32 arg, ...) 386 { 387 return B_ERROR; 388 } 389 390 391 status_t 392 BSimpleGameSound::_Reserved_BSimpleGameSound_22(int32 arg, ...) 393 { 394 return B_ERROR; 395 } 396 397 398 status_t 399 BSimpleGameSound::_Reserved_BSimpleGameSound_23(int32 arg, ...) 400 { 401 return B_ERROR; 402 } 403