haiku/src/kits/game/SimpleGameSound.cpp

411 lines
7.4 KiB
C++

/*
* Copyright 2001-2012 Haiku, Inc. All Rights Reserved.
* Distributed under the terms of the MIT License.
*
* Authors:
* Christopher ML Zumwalt May (zummy@users.sf.net)
*/
#include <SimpleGameSound.h>
#include <Entry.h>
#include <MediaFile.h>
#include <MediaTrack.h>
#include <stdlib.h>
#include <string.h>
#include "GameSoundBuffer.h"
#include "GameSoundDefs.h"
#include "GameSoundDevice.h"
#include "GSUtility.h"
BSimpleGameSound::BSimpleGameSound(const entry_ref *inFile,
BGameSoundDevice *device)
:
BGameSound(device)
{
if (InitCheck() == B_OK)
SetInitError(Init(inFile));
}
BSimpleGameSound::BSimpleGameSound(const char *inFile, BGameSoundDevice *device)
:
BGameSound(device)
{
if (InitCheck() == B_OK) {
entry_ref file;
if (get_ref_for_path(inFile, &file) != B_OK)
SetInitError(B_ENTRY_NOT_FOUND);
else
SetInitError(Init(&file));
}
}
BSimpleGameSound::BSimpleGameSound(const void *inData, size_t inFrameCount,
const gs_audio_format *format, BGameSoundDevice *device)
:
BGameSound(device)
{
if (InitCheck() != B_OK)
return;
gs_audio_format actual = *format;
if (actual.byte_order == 0)
actual.byte_order = B_MEDIA_HOST_ENDIAN;
size_t frameSize
= get_sample_size(format->format) * format->channel_count;
uchar * data = new uchar[inFrameCount * frameSize];
memcpy(data, inData, inFrameCount * frameSize);
SetInitError(Init(data, inFrameCount, &actual));
}
BSimpleGameSound::BSimpleGameSound(const BSimpleGameSound &other)
:
BGameSound(other)
{
gs_audio_format format;
void *data = NULL;
status_t error = other.Device()->Buffer(other.ID(), &format, data);
if (error != B_OK)
SetInitError(error);
Init(data, 0, &format);
free(data);
}
BSimpleGameSound::~BSimpleGameSound()
{
}
BGameSound *
BSimpleGameSound::Clone() const
{
gs_audio_format format;
void *data = NULL;
status_t error = Device()->Buffer(ID(), &format, data);
if (error != B_OK)
return NULL;
BSimpleGameSound *clone = new BSimpleGameSound(data, 0, &format, Device());
free(data);
return clone;
}
/* virtual */ status_t
BSimpleGameSound::Perform(int32 selector, void * data)
{
return B_ERROR;
}
status_t
BSimpleGameSound::SetIsLooping(bool looping)
{
gs_attribute attribute;
attribute.attribute = B_GS_LOOPING;
attribute.value = (looping) ? -1.0 : 0.0;
attribute.duration = bigtime_t(0);
attribute.flags = 0;
return Device()->SetAttributes(ID(), &attribute, 1);
}
bool
BSimpleGameSound::IsLooping() const
{
gs_attribute attribute;
attribute.attribute = B_GS_LOOPING;
attribute.flags = 0;
if (Device()->GetAttributes(ID(), &attribute, 1) != B_OK)
return false;
return bool(attribute.value);
}
status_t
BSimpleGameSound::Init(const entry_ref* inFile)
{
BMediaFile file(inFile);
gs_audio_format gsformat;
media_format mformat;
int64 framesRead, framesTotal = 0;
if (file.InitCheck() != B_OK)
return file.InitCheck();
BMediaTrack* audioStream = file.TrackAt(0);
audioStream->EncodedFormat(&mformat);
if (!mformat.IsAudio())
return B_ERROR;
int64 frames = audioStream->CountFrames();
mformat.Clear();
mformat.type = B_MEDIA_RAW_AUDIO;
// mformat.u.raw_audio.byte_order
// = (B_HOST_IS_BENDIAN) ? B_MEDIA_BIG_ENDIAN : B_MEDIA_LITTLE_ENDIAN;
status_t error = audioStream->DecodedFormat(&mformat);
if (error != B_OK)
return error;
memset(&gsformat, 0, sizeof(gs_audio_format));
media_to_gs_format(&gsformat, &mformat.u.raw_audio);
if (mformat.u.raw_audio.format == media_raw_audio_format::B_AUDIO_CHAR) {
// The GameKit doesnt support this format so we will have to reformat
// the data into something the GameKit does support.
char * buffer = new char[gsformat.buffer_size];
uchar * data = new uchar[frames * gsformat.channel_count];
while (framesTotal < frames) {
// read the next chunck from the stream
memset(buffer, 0, gsformat.buffer_size);
audioStream->ReadFrames(buffer, &framesRead);
// refomat the buffer from
int64 position = framesTotal * gsformat.channel_count;
for (int32 i = 0; i < (int32)gsformat.buffer_size; i++)
data[i + position] = buffer[i] + 128;
framesTotal += framesRead;
}
delete [] buffer;
gsformat.format = gs_audio_format::B_GS_U8;
error = Init(data, frames, &gsformat);
// free the buffers we no longer need
} else {
// We need to determine the size, in bytes, of a single sample.
// At the same time, we will store the format of the audio buffer
size_t frameSize
= get_sample_size(gsformat.format) * gsformat.channel_count;
char * data = new char[frames * frameSize];
gsformat.buffer_size = frames * frameSize;
while (framesTotal < frames) {
char * position = &data[framesTotal * frameSize];
audioStream->ReadFrames(position, &framesRead);
framesTotal += framesRead;
}
error = Init(data, frames, &gsformat);
}
file.ReleaseTrack(audioStream);
return error;
}
status_t
BSimpleGameSound::Init(const void* inData, int64 inFrameCount,
const gs_audio_format* format)
{
gs_id sound;
status_t error
= Device()->CreateBuffer(&sound, format, inData, inFrameCount);
if (error != B_OK)
return error;
BGameSound::Init(sound);
return B_OK;
}
/* unimplemented for protection of the user:
*
* BSimpleGameSound::BSimpleGameSound()
* BSimpleGameSound &BSimpleGameSound::operator=(const BSimpleGameSound &)
*/
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_0(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_1(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_2(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_3(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_4(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_5(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_6(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_7(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_8(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_9(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_10(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_11(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_12(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_13(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_14(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_15(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_16(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_17(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_18(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_19(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_20(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_21(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_22(int32 arg, ...)
{
return B_ERROR;
}
status_t
BSimpleGameSound::_Reserved_BSimpleGameSound_23(int32 arg, ...)
{
return B_ERROR;
}