123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236 |
- //-----------------------------------------------------------------------------
- // 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.
- //-----------------------------------------------------------------------------
- #ifndef _SFXBUFFER_H_
- #define _SFXBUFFER_H_
- #ifndef _REFBASE_H_
- #include "core/util/refBase.h"
- #endif
- #ifndef _TSIGNAL_H_
- #include "core/util/tSignal.h"
- #endif
- #ifndef _TSTREAM_H_
- #include "core/stream/tStream.h"
- #endif
- #ifndef _SFXCOMMON_H_
- #include "sfx/sfxCommon.h"
- #endif
- #ifndef _THREADSAFEREFCOUNT_H_
- #include "platform/threads/threadSafeRefCount.h"
- #endif
- class SFXStream;
- class SFXDescription;
- class SFXVoice;
- namespace SFXInternal {
- class SFXStreamPacket;
- class SFXAsyncStream;
- class SFXAsyncQueue;
- void PurgeDeadBuffers();
- }
- /// The buffer interface hides the details of how the device holds sound data for playback.
- ///
- /// A sound buffer may either be loaded once completely and then played as needed or it may
- /// be progressively streamed from an SFXStream. In the latter case, there can only be a single
- /// voice tied to the buffer.
- ///
- /// @note SFXDevice is the last instance when it comes to ownership
- /// of SFXBuffers. If the SFXDevice goes away, it will take all
- /// SFXBuffers with it, regardless of whether there are still strong
- /// refs to it. Use StrongWeakRefPtrs to keep pointers to
- /// SFXBuffers!
- ///
- /// @see SFXStream
- class SFXBuffer : public StrongRefBase,
- public IPolled, // SFXBuffers are periodically updated on the SFX thread.
- public IOutputStream< SFXInternal::SFXStreamPacket* > // Interface for writing sound data to the buffer.
- {
- friend class SFXVoice; // mUniqueVoice
- friend void SFXInternal::PurgeDeadBuffers(); // dtor
- public:
- typedef void Parent;
- /// Status indicators for sound buffers.
- enum Status
- {
- STATUS_Null, ///< Initial state.
- STATUS_Loading, ///< Buffer has requested data and is waiting for queue to fill up.
- STATUS_Ready, ///< Playback queue is fed and ready (non-stream buffers will stop at this state).
- STATUS_Blocked, ///< Queue is starved and playback thus held until further data is available (streaming buffers only).
- STATUS_AtEnd, ///< Buffer has read all its streaming data (streaming buffers only).
- };
- /// This signal is triggered from SFXBuffer's destructor so the sound system
- /// can keep track of buffers being released on the device.
- static Signal< void( SFXBuffer* ) > smBufferDestroyedSignal;
- protected:
- typedef ThreadSafeRef< SFXInternal::SFXAsyncStream > SFXAsyncStreamPtr;
- typedef SFXInternal::SFXAsyncQueue* SFXAsyncQueuePtr;
- /// Encapsulates the async I/O state of the sound buffer.
- struct AsyncState : public ThreadSafeRefCount< AsyncState >
- {
- /// The sound packet stream.
- SFXAsyncStreamPtr mStream;
- /// The packet queue that feeds into the actual device buffer.
- /// Only used for streaming buffers; non-streaming buffers directly receive
- /// and upload sound packets without queuing.
- SFXAsyncQueuePtr mQueue;
- AsyncState();
- AsyncState( SFXInternal::SFXAsyncStream* stream );
- ~AsyncState();
- };
- typedef ThreadSafeRef< AsyncState > AsyncStatePtr;
- /// Create a new buffer from @a stream using the parameters in @a description.
- ///
- /// @param stream Sound stream from which to read sound data into the buffer.
- /// @param description Sound setup description.
- /// @param createAsyncState If true, the asynchronous loading state for the buffer will be set up
- /// in the constructor. This is mainly useful for the null device which creates dummy buffers that
- /// do not need the async state to be in place. All other buffers do.
- SFXBuffer( const ThreadSafeRef< SFXStream >& stream, SFXDescription* description, bool createAsyncState = true );
-
- /// Create a buffer with just a description. This is used by devices who fully take over loading
- /// and streaming.
- SFXBuffer( SFXDescription* description );
-
- virtual ~SFXBuffer();
- /// The buffer readiness status.
- Status mStatus;
-
- /// The sound sample format used by the buffer.
- SFXFormat mFormat;
- /// Total playback time of the associated sound stream in milliseconds.
- /// @note For streaming buffers, this will not correspond to the actual
- /// playtime of the device buffer.
- U32 mDuration;
- /// If true, this is a continuously streaming buffer.
- bool mIsStreaming;
-
- /// For streaming buffers, tells whether the source stream loops.
- bool mIsLooping;
- /// If true, this buffer can only have a single SFXVoice attached.
- bool mIsUnique;
- /// If true, the buffer is dead and will be deleted. Can't be in status
- /// for synchronization reasons.
- bool mIsDead;
- /// Pointer to structure keeping the asynchronous I/O state of the buffer.
- /// For non-streaming buffers, this is released as soon as all data is loaded.
- ///
- /// To allow seeking in streaming buffers even after playback has ended,
- /// we do not release the async state of these buffers until the buffer is
- /// actually released itself. This allows to always access the associated
- /// input stream.
- ///
- /// @note For devices that handle loading/streaming on their own, this will
- /// not be set.
- AsyncStatePtr mAsyncState;
- /// If this is a unique buffer (i.e. a streaming buffer), then this holds
- /// the reference to the unique voice.
- StrongWeakRefPtr< SFXVoice > mUniqueVoice;
- /// Set the buffer status and trigger mOnStatusChange if the status changes.
- /// @note Called on both the SFX update thread and the main thread.
- void _setStatus( Status status );
- /// Flush all queue state for this buffer on the device.
- /// @note Called on the SFX update thread.
- virtual void _flush() = 0;
- public:
- /// Signal that is triggered when the buffer status changes.
- /// @note This signal is triggered on the same thread that the buffer update
- /// code runs on.
- Signal< void( SFXBuffer* buffer, Status newStatus ) > mOnStatusChange;
- /// @return The current buffer loading/queue status.
- Status getStatus() const { return mStatus; }
- /// @return The sound sample format used by the buffer.
- const SFXFormat& getFormat() const { return mFormat; }
- /// @return The total playback time of the buffer in milliseconds.
- U32 getDuration() const { return mDuration; }
- /// @return The total number of samples in the buffer.
- U32 getNumSamples() const { return getFormat().getSampleCount( mDuration ); }
- /// @return The number of bytes consumed by this sound buffer.
- virtual U32 getMemoryUsed() const { return 0; }
- /// @return True if the buffer does continuous sound streaming.
- bool isStreaming() const { return mIsStreaming; }
- /// @return True if the buffer is pending deletion.
- bool isDead() const { return mIsDead; }
- /// @return True if the buffer's packet queue is loaded and ready for playback.
- bool isReady() const { return ( getStatus() == STATUS_Ready ); }
- /// @return True if the buffer's packet queue is still loading.
- bool isLoading() const { return ( getStatus() == STATUS_Loading ); }
- /// @return True if the buffer's packet queue has been starved and is waiting for data.
- bool isBlocked() const { return ( getStatus() == STATUS_Blocked ); }
- /// @return True if the buffer has exhausted its source stream
- bool isAtEnd() const { return ( getStatus() == STATUS_AtEnd ); }
- /// @return True if the buffer can only have a single SFXVoice attached to it.
- bool isUnique() const { return mIsUnique; }
- /// Start the async request chain for the buffer.
- void load();
- // IPolled.
- virtual bool update();
- // WeakRefBase.
- virtual void destroySelf();
- };
- #endif // _SFXBUFFER_H_
|