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457 lines (365 loc) · 11.5 KB
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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2015 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <cpp3ds/Audio/SoundStream.hpp>
#include <cpp3ds/System/Sleep.hpp>
#include <cpp3ds/System/Err.hpp>
#include <cpp3ds/System/Lock.hpp>
#include <string.h>
namespace cpp3ds
{
////////////////////////////////////////////////////////////
SoundStream::SoundStream()
: m_thread (&SoundStream::streamData, this)
, m_threadMutex ()
, m_threadStartState(Stopped)
, m_isStreaming (false)
, m_channelCount (0)
, m_sampleRate (0)
, m_format (0)
, m_loop (false)
, m_samplesProcessed(0)
{
}
////////////////////////////////////////////////////////////
SoundStream::~SoundStream()
{
// Stop the sound if it was playing
// Request the thread to terminate
{
Lock lock(m_threadMutex);
m_isStreaming = false;
}
// Wait for the thread to terminate
m_thread.wait();
}
////////////////////////////////////////////////////////////
void SoundStream::initialize(unsigned int channelCount, unsigned int sampleRate)
{
m_channelCount = channelCount;
m_sampleRate = sampleRate;
// Check if the format is valid
if (channelCount > 2)
{
m_channelCount = 0;
m_sampleRate = 0;
err() << "Unsupported number of channels (" << m_channelCount << ")" << std::endl;
}
else
m_format = 1;
}
////////////////////////////////////////////////////////////
void SoundStream::play()
{
// Check if the sound parameters have been set
if (m_format == 0)
{
err() << "Failed to play audio stream: sound parameters have not been initialized (call initialize() first)" << std::endl;
return;
}
bool isStreaming = false;
Status threadStartState = Stopped;
{
Lock lock(m_threadMutex);
isStreaming = m_isStreaming;
threadStartState = m_threadStartState;
}
if (isStreaming && (threadStartState == Playing))
{
// If the sound is playing, stop it and continue as if it was stopped
stop();
}
if (isStreaming && (threadStartState == Paused))
{
// If the sound is paused, resume it
Lock lock(m_threadMutex);
m_threadStartState = Playing;
ndspChnSetPaused(m_channel, false);
return;
}
m_channel = 0;
while (m_channel < 24 && ndspChnIsPlaying(m_channel))
m_channel++;
if (m_channel == 24) {
err() << "Failed to play audio stream: all channels are in use." << std::endl;
m_channel = -1;
return;
}
ndspChnReset(m_channel);
ndspChnSetInterp(m_channel, NDSP_INTERP_LINEAR);
ndspChnSetRate(m_channel, float(m_sampleRate));
ndspChnSetFormat(m_channel, (m_channelCount == 1) ? NDSP_FORMAT_MONO_PCM16 : NDSP_FORMAT_STEREO_PCM16);
// Move to the beginning
onSeek(Time::Zero);
// Start updating the stream in a separate thread to avoid blocking the application
m_samplesProcessed = 0;
m_isStreaming = true;
m_threadStartState = Playing;
m_thread.launch();
}
////////////////////////////////////////////////////////////
void SoundStream::pause()
{
// Handle pause() being called before the thread has started
{
Lock lock(m_threadMutex);
if (!m_isStreaming)
return;
m_threadStartState = Paused;
}
ndspChnSetPaused(m_channel, true);
}
////////////////////////////////////////////////////////////
void SoundStream::stop()
{
// Request the thread to terminate
{
Lock lock(m_threadMutex);
m_isStreaming = false;
}
// Wait for the thread to terminate
m_thread.wait();
// Move to the beginning
onSeek(Time::Zero);
// Reset the playing position
m_samplesProcessed = 0;
}
////////////////////////////////////////////////////////////
unsigned int SoundStream::getChannelCount() const
{
return m_channelCount;
}
////////////////////////////////////////////////////////////
unsigned int SoundStream::getSampleRate() const
{
return m_sampleRate;
}
////////////////////////////////////////////////////////////
SoundStream::Status SoundStream::getStatus() const
{
Status status = SoundSource::getStatus();
// To compensate for the lag between play() and alSourceplay()
if (status == Stopped)
{
Lock lock(m_threadMutex);
if (m_isStreaming)
status = m_threadStartState;
}
return status;
}
////////////////////////////////////////////////////////////
void SoundStream::setPlayingOffset(Time timeOffset)
{
// Get old playing status
Status oldStatus = getStatus();
// Stop the stream
stop();
// Let the derived class update the current position
onSeek(timeOffset);
// Restart streaming
m_samplesProcessed = static_cast<Uint64>(timeOffset.asSeconds() * m_sampleRate * m_channelCount);
if (oldStatus == Stopped)
return;
m_isStreaming = true;
m_threadStartState = oldStatus;
m_thread.launch();
}
////////////////////////////////////////////////////////////
Time SoundStream::getPlayingOffset() const
{
if (m_sampleRate && m_channelCount)
{
u32 samplePos = ndspChnGetSamplePos(m_channel) * m_channelCount;
// In case current buffer has finished and yet to be updated to next in queue
if (ndspChnGetWaveBufSeq(m_channel) != m_ndspWaveBuf.sequence_id) {
if (samplePos < 400)
samplePos += m_ndspWaveBuf.nsamples * m_channelCount;
}
return seconds(static_cast<float>(m_samplesProcessed + samplePos) / m_sampleRate / m_channelCount);
}
else
{
return Time::Zero;
}
}
////////////////////////////////////////////////////////////
void SoundStream::setLoop(bool loop)
{
m_loop = loop;
}
////////////////////////////////////////////////////////////
bool SoundStream::getLoop() const
{
return m_loop;
}
////////////////////////////////////////////////////////////
void SoundStream::streamData()
{
bool requestStop = false;
{
Lock lock(m_threadMutex);
// Check if the thread was launched Stopped
if (m_threadStartState == Stopped)
{
m_isStreaming = false;
return;
}
}
// Reset the buffers
for (int i = 0; i < BufferCount; ++i)
m_endBuffers[i] = false;
// Fill the queue to start playing
requestStop = fillQueue();
{
Lock lock(m_threadMutex);
// Check if the thread was launched Paused
if (m_threadStartState == Paused) {
ndspChnSetPaused(m_channel, true); // needed when setPlayingOffset is used while paused ??
}
}
for (;;)
{
{
Lock lock(m_threadMutex);
if (!m_isStreaming)
break;
}
// The stream has been interrupted!
if (SoundSource::getStatus() == Stopped)
{
if (!requestStop)
{
// Just continue
// alCheck(alSourcePlay(m_source));
}
else
{
// End streaming
Lock lock(m_threadMutex);
m_isStreaming = false;
}
}
if (SoundSource::getStatus() != Paused)
{
// Get the number of buffers that have been processed (i.e. ready for reuse)
for (int i = 0; i < BufferCount; ++i) {
if (m_ndspWaveBuffers[i].status == NDSP_WBUF_DONE) {
// Retrieve its size and add it to the samples count
if (m_endBuffers[i]) {
// This was the last buffer: reset the sample count
m_samplesProcessed = 0;
m_endBuffers[i] = false;
}
else {
m_samplesProcessed += m_ndspWaveBuffers[i].nsamples * m_channelCount;
}
m_ndspWaveBuffers[i].status = NDSP_WBUF_FREE;
// Fill it and push it back into the playing queue
if (!requestStop) {
if (fillAndPushBuffer(i))
requestStop = true;
}
}
}
}
// Leave some time for the other threads if the stream is still playing
if (SoundSource::getStatus() != Stopped)
sleep(milliseconds(10));
}
// Stop the playback
// Dequeue any buffer left in the queue
clearQueue();
for (int i = 0; i < BufferCount; ++i)
m_buffers->clear();
}
////////////////////////////////////////////////////////////
bool SoundStream::fillAndPushBuffer(unsigned int bufferNum)
{
bool requestStop = false;
// Acquire audio data
Chunk data = {NULL, 0};
if (!onGetData(data))
{
// Mark the buffer as the last one (so that we know when to reset the playing position)
m_endBuffers[bufferNum] = true;
// Check if the stream must loop or stop
if (m_loop)
{
// Return to the beginning of the stream source
onSeek(Time::Zero);
// If we previously had no data, try to fill the buffer once again
if (!data.samples || (data.sampleCount == 0))
{
return fillAndPushBuffer(bufferNum);
}
}
else
{
// Not looping: request stop
requestStop = true;
}
}
// Fill the buffer if some data was returned
if (data.samples && data.sampleCount)
{
auto& buffer = m_buffers[bufferNum];
auto& ndspBuffer = m_ndspWaveBuffers[bufferNum];
// Fill the buffer
buffer.assign(data.samples, data.samples + data.sampleCount);
memset(&ndspBuffer, 0, sizeof(ndspWaveBuf));
ndspBuffer.data_vaddr = &buffer[0];
ndspBuffer.nsamples = data.sampleCount / m_channelCount;
ndspBuffer.looping = false;
ndspBuffer.status = NDSP_WBUF_FREE;
DSP_FlushDataCache((u8*)&buffer[0], data.sampleCount);
// Push it into the sound queue
ndspChnWaveBufAdd(m_channel, &ndspBuffer);
m_ndspWaveBuf = m_ndspWaveBuffers[(bufferNum + 1) % BufferCount];
}
return requestStop;
}
////////////////////////////////////////////////////////////
bool SoundStream::fillQueue()
{
// Fill and enqueue all the available buffers
bool requestStop = false;
for (int i = 0; (i < BufferCount) && !requestStop; ++i)
{
if (fillAndPushBuffer(i))
requestStop = true;
sleep(milliseconds(10));
}
return requestStop;
}
////////////////////////////////////////////////////////////
void SoundStream::clearQueue()
{
ndspChnWaveBufClear(m_channel);
for (int i = 0; i < BufferCount; ++i)
m_ndspWaveBuffers[i].status = NDSP_WBUF_FREE;
m_ndspWaveBuf.status = NDSP_WBUF_FREE;
}
} // namespace cpp3ds