123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291 |
- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // 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.
- //-----------------------------------------------------------------------------
- #include "sfx/sfxBuffer.h"
- #include "sfx/sfxVoice.h"
- #include "sfx/sfxDescription.h"
- #include "sfx/sfxInternal.h"
- //#define DEBUG_SPEW
- Signal< void( SFXBuffer* ) > SFXBuffer::smBufferDestroyedSignal;
- //-----------------------------------------------------------------------------
- SFXBuffer::SFXBuffer( const ThreadSafeRef< SFXStream >& stream, SFXDescription* description, bool createAsyncState )
- : mStatus( STATUS_Null ),
- mFormat( stream->getFormat() ),
- mDuration( stream->getDuration() ),
- mIsStreaming( description->mIsStreaming ),
- mIsLooping( description->mIsLooping ),
- mIsUnique( description->mIsStreaming ),
- mIsDead( false ),
- mUniqueVoice( NULL )
- {
- using namespace SFXInternal;
-
- if( createAsyncState )
- {
- U32 packetLength = description->mStreamPacketSize;
- U32 readAhead = description->mStreamReadAhead;
- ThreadSafeRef< SFXStream > streamRef( stream );
- mAsyncState = new AsyncState(
- new SFXAsyncStream
- ( streamRef, mIsStreaming, packetLength, readAhead,
- mIsStreaming ? description->mIsLooping : false ) );
- }
- }
- //-----------------------------------------------------------------------------
- SFXBuffer::SFXBuffer( SFXDescription* description )
- : mStatus( STATUS_Ready ),
- mDuration( 0 ), // Must be set by subclass.
- mIsStreaming( false ), // Not streaming through our system.
- mIsLooping( description->mIsLooping ),
- mIsUnique( false ), // Must be set by subclass.
- mIsDead( false ),
- mUniqueVoice( NULL )
- {
- }
- //-----------------------------------------------------------------------------
- SFXBuffer::~SFXBuffer()
- {
- smBufferDestroyedSignal.trigger( this );
- }
- //-----------------------------------------------------------------------------
- void SFXBuffer::load()
- {
- if( getStatus() == STATUS_Null )
- {
- AssertFatal( mAsyncState != NULL, "SFXBuffer::load() - no async state!" );
- _setStatus( STATUS_Loading );
- SFXInternal::UPDATE_LIST().add( this );
- mAsyncState->mStream->start();
- }
- }
- //-----------------------------------------------------------------------------
- bool SFXBuffer::update()
- {
- using namespace SFXInternal;
- if( isDead() )
- {
- // Buffer requested to finish its async operations.
- // Kill our async state and put us on the dead buffer list.
- mAsyncState->mStream->stop();
- mAsyncState = NULL;
- gDeadBufferList.pushFront( this );
- return false;
- }
- else if( isAtEnd() && isStreaming() )
- {
- // Streaming buffers remain in the update loop even if they
- // have played in full to allow for stream seeks.
- return true;
- }
- AssertFatal( mAsyncState != NULL, "SFXBuffer::update() - async state has already been released" );
- bool needFurtherUpdates = true;
- if( !isStreaming() )
- {
- // Not a streaming buffer. If the async stream has its data
- // ready, we load it and finish up on our async work.
- SFXStreamPacket* packet;
- while( mAsyncState->mStream->read( &packet, 1 ) )
- {
- bool isLast = packet->mIsLast;
- // Write packet data into buffer.
- write( &packet, 1 );
- packet = NULL;
-
- if( isLast )
- {
- // Release async state.
- mAsyncState = NULL;
- // Once loaded, non-streaming buffers disappear from the SFX
- // update thread.
- needFurtherUpdates = false;
- // Signal that we are ready.
- _setStatus( STATUS_Ready );
- #ifdef DEBUG_SPEW
- Platform::outputDebugString( "[SFXBuffer] Buffer ready" );
- #endif
- break;
- }
- }
- }
- else
- {
- // A streaming buffer.
- //
- // If we don't have a queue, construct one now. Note that when doing
- // a stream seek on us, SFXVoice will drop our async stream and queue.
- // Work on local copies of the pointers to allow having the async state
- // be switched in parallel.
- //
- // Note that despite us being a streamed buffer, our unique voice may
- // not yet have been assigned to us.
- AsyncStatePtr state = mAsyncState;
- if( !state->mQueue && !mUniqueVoice.isNull() )
- {
- // Make sure we have no data currently submitted to the device.
- // This will stop and discard an outdated feed if we've been
- // switching streams.
-
- _setStatus( STATUS_Loading );
- _flush();
- // Create a new queue.
- state->mQueue = new SFXAsyncQueue( mUniqueVoice, this, mIsLooping );
- }
-
- // Check the queue.
- if( state->mQueue != NULL )
- {
- // Feed the queue, if necessary and possible.
- while( state->mQueue->needPacket() )
- {
- // Try to read a packet.
- SFXStreamPacket* packet;
- if( !state->mStream->read( &packet, 1 ) )
- break;
- // Submit it.
- state->mQueue->submitPacket( packet, packet->getSampleCount() );
- #ifdef DEBUG_SPEW
- Platform::outputDebugString( "[SFXBuffer] Stream packet queued" );
- #endif
- // Signal that the buffer has data ready.
- _setStatus( STATUS_Ready );
- }
- // Detect buffer underrun and end-of-stream.
- if( !isReady() && state->mQueue->isEmpty() )
- {
- #ifdef DEBUG_SPEW
- Platform::outputDebugString( "[SFXBuffer] Stream blocked" );
- #endif
- _setStatus( STATUS_Blocked );
- }
- else if( state->mQueue->isAtEnd() )
- {
- #ifdef DEBUG_SPEW
- Platform::outputDebugString( "[SFXBuffer] Stream at end" );
- #endif
- _setStatus( STATUS_AtEnd );
- _flush();
- }
- }
- }
- return needFurtherUpdates;
- }
- //-----------------------------------------------------------------------------
- void SFXBuffer::destroySelf()
- {
- AssertFatal( !isDead(), "SFXBuffer::destroySelf() - buffer already dead" );
- mIsDead = true;
- if( !mAsyncState )
- {
- // Easy way. This buffer has finished all its async
- // processing, so we can just kill it.
- delete this;
- }
- else
- {
- // Hard way. We will have to make the buffer finish
- // all its concurrent stuff, so we mark it dead, make sure
- // to see an update, and then wait for the buffer to surface
- // on the dead buffer list.
- SFXInternal::TriggerUpdate();
- }
- }
- //-----------------------------------------------------------------------------
- void SFXBuffer::_setStatus( Status status )
- {
- if( mStatus != status )
- {
- mOnStatusChange.trigger( this, status );
- mStatus = status;
- }
- }
- //-----------------------------------------------------------------------------
- SFXBuffer::AsyncState::AsyncState()
- : mQueue( NULL )
- {
- }
- //-----------------------------------------------------------------------------
- SFXBuffer::AsyncState::AsyncState( SFXInternal::SFXAsyncStream* stream )
- : mStream( stream ), mQueue( NULL )
- {
- }
- //-----------------------------------------------------------------------------
- SFXBuffer::AsyncState::~AsyncState()
- {
- if( mQueue )
- SAFE_DELETE( mQueue );
- }
|