388 lines
6.5 KiB
C++
388 lines
6.5 KiB
C++
/*
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* Copyright 2001-2012 Haiku, Inc. All Rights Reserved.
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* Distributed under the terms of the MIT License.
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*
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* Authors:
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* Christopher ML Zumwalt May (zummy@users.sf.net)
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* Jérôme Duval
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*/
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#include <PushGameSound.h>
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#include <List.h>
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#include <string.h>
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#include "GSUtility.h"
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BPushGameSound::BPushGameSound(size_t inBufferFrameCount,
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const gs_audio_format *format, size_t inBufferCount,
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BGameSoundDevice *device)
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:
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BStreamingGameSound(inBufferFrameCount, format, inBufferCount, device),
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fLockPos(0),
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fPlayPos(0)
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{
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fPageLocked = new BList;
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size_t frameSize = get_sample_size(format->format) * format->channel_count;
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fPageCount = inBufferCount;
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fPageSize = frameSize * inBufferFrameCount;
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fBufferSize = fPageSize * fPageCount;
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fBuffer = new char[fBufferSize];
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}
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BPushGameSound::BPushGameSound(BGameSoundDevice * device)
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: BStreamingGameSound(device),
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fLockPos(0),
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fPlayPos(0),
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fBuffer(NULL),
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fPageSize(0),
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fPageCount(0),
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fBufferSize(0)
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{
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fPageLocked = new BList;
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}
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BPushGameSound::~BPushGameSound()
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{
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delete [] fBuffer;
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delete fPageLocked;
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}
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BPushGameSound::lock_status
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BPushGameSound::LockNextPage(void **out_pagePtr, size_t *out_pageSize)
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{
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// the user can not lock every page
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if (fPageLocked->CountItems() > fPageCount - 1)
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return lock_failed;
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// the user can't lock a page being played
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if (fLockPos < fPlayPos
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&& fLockPos + fPageSize > fPlayPos)
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return lock_failed;
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// lock the page
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char * lockPage = &fBuffer[fLockPos];
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fPageLocked->AddItem(lockPage);
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// move the locker to the next page
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fLockPos += fPageSize;
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if (fLockPos >= fBufferSize)
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fLockPos = 0;
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*out_pagePtr = lockPage;
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*out_pageSize = fPageSize;
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return lock_ok;
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}
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status_t
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BPushGameSound::UnlockPage(void *in_pagePtr)
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{
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return (fPageLocked->RemoveItem(in_pagePtr)) ? B_OK : B_ERROR;
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}
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BPushGameSound::lock_status
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BPushGameSound::LockForCyclic(void **out_basePtr, size_t *out_size)
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{
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*out_basePtr = fBuffer;
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*out_size = fBufferSize;
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return lock_ok;
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}
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status_t
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BPushGameSound::UnlockCyclic()
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{
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return B_OK;
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}
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size_t
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BPushGameSound::CurrentPosition()
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{
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return fPlayPos;
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}
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BGameSound *
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BPushGameSound::Clone() const
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{
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gs_audio_format format = Format();
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size_t frameSize = get_sample_size(format.format) * format.channel_count;
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size_t bufferFrameCount = fPageSize / frameSize;
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return new BPushGameSound(bufferFrameCount, &format, fPageCount, Device());
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}
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status_t
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BPushGameSound::Perform(int32 selector, void *data)
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{
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return BStreamingGameSound::Perform(selector, data);
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}
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status_t
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BPushGameSound::SetParameters(size_t inBufferFrameCount,
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const gs_audio_format *format, size_t inBufferCount)
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{
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return B_UNSUPPORTED;
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}
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status_t
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BPushGameSound::SetStreamHook(void (*hook)(void * inCookie, void * inBuffer,
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size_t inByteCount, BStreamingGameSound * me), void * cookie)
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{
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return B_UNSUPPORTED;
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}
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void
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BPushGameSound::FillBuffer(void *inBuffer, size_t inByteCount)
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{
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size_t bytes = inByteCount;
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if (!BytesReady(&bytes))
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return;
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if (fPlayPos + bytes > fBufferSize) {
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size_t remainder = fBufferSize - fPlayPos;
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// Space left in buffer
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char * buffer = (char*)inBuffer;
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// fill the buffer with the samples left at the end of our buffer
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memcpy(buffer, &fBuffer[fPlayPos], remainder);
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fPlayPos = 0;
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// fill the remainder of the buffer by looping to the start
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// of the buffer if it isn't locked
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bytes -= remainder;
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if (BytesReady(&bytes)) {
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memcpy(&buffer[remainder], fBuffer, bytes);
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fPlayPos += bytes;
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}
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} else {
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memcpy(inBuffer, &fBuffer[fPlayPos], bytes);
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fPlayPos += bytes;
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}
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BStreamingGameSound::FillBuffer(inBuffer, inByteCount);
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}
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bool
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BPushGameSound::BytesReady(size_t * bytes)
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{
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if (fPageLocked->CountItems() <= 0)
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return true;
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size_t start = fPlayPos;
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size_t ready = fPlayPos;
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int32 page = int32(start / fPageSize);
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// return if there is nothing to do
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if (fPageLocked->HasItem(&fBuffer[page * fPageSize]))
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return false;
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while (ready < *bytes) {
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ready += fPageSize;
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page = int32(ready / fPageSize);
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if (fPageLocked->HasItem(&fBuffer[page * fPageSize])) {
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// we have found a locked page
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*bytes = ready - start - (ready - page * fPageSize);
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return true;
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}
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}
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// all of the bytes are ready
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return true;
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}
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/* unimplemented for protection of the user:
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*
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* BPushGameSound::BPushGameSound()
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* BPushGameSound::BPushGameSound(const BPushGameSound &)
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* BPushGameSound &BPushGameSound::operator=(const BPushGameSound &)
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*/
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status_t
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BPushGameSound::_Reserved_BPushGameSound_0(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_1(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_2(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_3(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_4(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_5(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_6(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_7(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_8(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_9(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_10(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_11(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_12(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_13(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_14(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_15(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_16(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_17(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_18(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_19(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_20(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_21(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_22(int32 arg, ...)
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{
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return B_ERROR;
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}
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status_t
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BPushGameSound::_Reserved_BPushGameSound_23(int32 arg, ...)
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{
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return B_ERROR;
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}
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