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/*
 * 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)
 *		Jérôme Duval
 */


#include <stdio.h>
#include <stdlib.h>
#include <string.h>

#include <Entry.h>
#include <File.h>
#include <FileGameSound.h>
#include <MediaFile.h>
#include <MediaTrack.h>
#include <scheduler.h>

#include "GameSoundDevice.h"
#include "GSUtility.h"


struct _gs_media_tracker {
	BMediaFile*	file;
	BMediaTrack*	stream;
	int64		frames;
	size_t		position;
};


// Local utility functions -----------------------------------------------
template<typename T, int32 min, int32 middle, int32 max>
bool
FillBuffer(_gs_ramp* ramp, T* dest, const T* src, size_t* bytes)
{
	size_t samples = *bytes / sizeof(T);

	for (size_t sample = 0; sample < samples; sample++) {
		float gain = *ramp->value;
		dest[sample] = clamp<T, min, max>(float(src[sample] - middle) * gain
			+ middle);

		if (ChangeRamp(ramp)) {
			*bytes = sample * sizeof(T);
			return true;
		}
	}

	return false;
}


// BFileGameSound -------------------------------------------------------
BFileGameSound::BFileGameSound(const entry_ref* file, bool looping,
	BGameSoundDevice* device)
	:
	BStreamingGameSound(device),
	fAudioStream(NULL),
	fStopping(false),
	fLooping(looping),
	fBuffer(NULL),
	fPlayPosition(0),
	fPausing(NULL),
	fPaused(false),
	fPauseGain(1.0)
{
	if (InitCheck() == B_OK)
		SetInitError(Init(new(std::nothrow) BFile(file, B_READ_ONLY)));
}


BFileGameSound::BFileGameSound(const char* file, bool looping,
	BGameSoundDevice* device)
	:
	BStreamingGameSound(device),
	fAudioStream(NULL),
	fStopping(false),
	fLooping(looping),
	fBuffer(NULL),
	fPlayPosition(0),
	fPausing(NULL),
	fPaused(false),
	fPauseGain(1.0)
{
	if (InitCheck() == B_OK) {
		entry_ref node;

		if (get_ref_for_path(file, &node) != B_OK)
			SetInitError(B_ENTRY_NOT_FOUND);
		else {
			BFile* file = new(std::nothrow) BFile(&node, B_READ_ONLY);
			SetInitError(Init(file));
		}
	}
}


BFileGameSound::BFileGameSound(BDataIO* data, bool looping,
	BGameSoundDevice* device)
	:
	BStreamingGameSound(device),
	fAudioStream(NULL),
	fStopping(false),
	fLooping(looping),
	fBuffer(NULL),
	fPlayPosition(0),
	fPausing(NULL),
	fPaused(false),
	fPauseGain(1.0)
{
	if (InitCheck() == B_OK)
		SetInitError(Init(data));
}


BFileGameSound::~BFileGameSound()
{
	if (fAudioStream != NULL) {
		if (fAudioStream->stream != NULL)
			fAudioStream->file->ReleaseTrack(fAudioStream->stream);

		delete fAudioStream->file;
	}

	delete [] fBuffer;
	delete fAudioStream;
	delete fDataSource;
}


BGameSound*
BFileGameSound::Clone() const
{
	return NULL;
}


status_t
BFileGameSound::StartPlaying()
{
	// restart playback if needed
	if (IsPlaying())
		StopPlaying();

	// start playing the file
	return BStreamingGameSound::StartPlaying();
}


status_t
BFileGameSound::StopPlaying()
{
	status_t error = BStreamingGameSound::StopPlaying();

	if (fAudioStream == NULL || fAudioStream->stream == NULL)
		return B_OK;

	// start reading next time from the start of the file
	int64 frame = 0;
	fAudioStream->stream->SeekToFrame(&frame);

	fStopping = false;
	fAudioStream->position = 0;
	fPlayPosition = 0;

	return error;
}


status_t
BFileGameSound::Preload()
{
	if (!IsPlaying())
		Load();

	return B_OK;
}


void
BFileGameSound::FillBuffer(void* inBuffer, size_t inByteCount)
{
	// Split or combine decoder buffers into mixer buffers
	// fPlayPosition is where we got up to in the input buffer after last call

	char* buffer = (char*)inBuffer;
	size_t out_offset = 0;

	while (inByteCount > 0 && (!fPaused || fPausing != NULL)) {
		if (fPlayPosition == 0 || fPlayPosition >= fBufferSize) {
			if (!Load())
				break;
		}

		size_t bytes = fBufferSize - fPlayPosition;

		if (bytes > inByteCount)
			bytes = inByteCount;

		if (fPausing != NULL) {
			Lock();

			bool rampDone = false;

			switch(Format().format) {
				case gs_audio_format::B_GS_U8:
					rampDone = ::FillBuffer<uint8, 0, 128, UINT8_MAX>(
						fPausing, (uint8*)&buffer[out_offset],
						(uint8*)&fBuffer[fPlayPosition], &bytes);
					break;

				case gs_audio_format::B_GS_S16:
					rampDone = ::FillBuffer<int16, INT16_MIN, 0, INT16_MAX>(
						fPausing, (int16*)&buffer[out_offset],
						(int16*)&fBuffer[fPlayPosition], &bytes);
					break;

				case gs_audio_format::B_GS_S32:
					rampDone = ::FillBuffer<int32, INT32_MIN, 0, INT32_MAX>(
						fPausing, (int32*)&buffer[out_offset],
						(int32*)&fBuffer[fPlayPosition], &bytes);
					break;

				case gs_audio_format::B_GS_F:
					rampDone = ::FillBuffer<float, -1, 0, 1>(
						fPausing, (float*)&buffer[out_offset],
						(float*)&fBuffer[fPlayPosition], &bytes);
					break;
			}

			if (rampDone) {
				delete fPausing;
				fPausing = NULL;
			}

			Unlock();
		} else
			memcpy(&buffer[out_offset], &fBuffer[fPlayPosition], bytes);

		inByteCount -= bytes;
		out_offset += bytes;
		fPlayPosition += bytes;
	}

	// Fill the rest with silence
	if (inByteCount > 0) {
		int middle = 0;
		if (Format().format == gs_audio_format::B_GS_U8)
			middle = 128;
		memset(&buffer[out_offset], middle, inByteCount);
	}
}


status_t
BFileGameSound::Perform(int32 selector, void* data)
{
	return B_ERROR;
}


status_t
BFileGameSound::SetPaused(bool isPaused, bigtime_t rampTime)
{
	if (fPaused == isPaused)
		return EALREADY;

	Lock();

	// Clear any old ramping
	delete fPausing;
	fPausing = NULL;

	if (rampTime > 100000) {
		// Setup for ramping
		if (isPaused) {
			fPausing = InitRamp(&fPauseGain, 0.0,
					Format().frame_rate, rampTime);
		} else {
			fPausing = InitRamp(&fPauseGain, 1.0,
					Format().frame_rate, rampTime);
		}
	}

	fPaused = isPaused;
	Unlock();

	return B_OK;
}


int32
BFileGameSound::IsPaused()
{
	if (fPausing)
		return B_PAUSE_IN_PROGRESS;

	if (fPaused)
		return B_PAUSED;

	return B_NOT_PAUSED;
}


status_t
BFileGameSound::Init(BDataIO* data)
{
	fDataSource = data;
	if (fDataSource == NULL)
		return B_NO_MEMORY;

	fAudioStream = new(std::nothrow) _gs_media_tracker;
	if (fAudioStream == NULL)
		return B_NO_MEMORY;

	memset(fAudioStream, 0, sizeof(_gs_media_tracker));
	fAudioStream->file = new(std::nothrow) BMediaFile(data);
	if (fAudioStream->file == NULL) {
		delete fAudioStream;
		fAudioStream = NULL;
		return B_NO_MEMORY;
	}

	status_t error = fAudioStream->file->InitCheck();
	if (error != B_OK)
		return error;

	fAudioStream->stream = fAudioStream->file->TrackAt(0);

	// is this is an audio file?
	media_format playFormat;
	if ((error = fAudioStream->stream->EncodedFormat(&playFormat)) != B_OK) {
		fAudioStream->file->ReleaseTrack(fAudioStream->stream);
		fAudioStream->stream = NULL;
		return error;
	}

	if (!playFormat.IsAudio()) {
		fAudioStream->file->ReleaseTrack(fAudioStream->stream);
		fAudioStream->stream = NULL;
		return B_MEDIA_BAD_FORMAT;
	}

	gs_audio_format dformat = Device()->Format();

	// request the format we want the sound
	playFormat.Clear();
	playFormat.type = B_MEDIA_RAW_AUDIO;
	if (fAudioStream->stream->DecodedFormat(&playFormat) != B_OK) {
		fAudioStream->file->ReleaseTrack(fAudioStream->stream);
		fAudioStream->stream = NULL;
		return B_MEDIA_BAD_FORMAT;
	}

	// translate the format into a "GameKit" friendly one
	gs_audio_format gsformat;
	media_to_gs_format(&gsformat, &playFormat.u.raw_audio);

	// Since the buffer sized read from the file is most likely differnt
	// then the buffer used by the audio mixer, we must allocate a buffer
	// large enough to hold the largest request.
	fBufferSize = gsformat.buffer_size;
	if (fBufferSize < dformat.buffer_size)
		fBufferSize = dformat.buffer_size;

	// create the buffer
	int middle = 0;
	if (gsformat.format == gs_audio_format::B_GS_U8)
		middle = 128;
	fBuffer = new char[fBufferSize * 2];
	memset(fBuffer, middle, fBufferSize * 2);

	fFrameSize = gsformat.channel_count * get_sample_size(gsformat.format);
	fAudioStream->frames = fAudioStream->stream->CountFrames();

	// Ask the device to attach our sound to it
	gs_id sound;
	error = Device()->CreateBuffer(&sound, this, &gsformat);
	if (error != B_OK)
		return error;

	return BGameSound::Init(sound);
}


bool
BFileGameSound::Load()
{
	if (fAudioStream == NULL || fAudioStream->stream == NULL)
		return false;

	// read a new buffer
	int64 frames = 0;
	fAudioStream->stream->ReadFrames(fBuffer, &frames);
	fBufferSize = frames * fFrameSize;
	fPlayPosition = 0;

	if (fBufferSize <= 0) {
		// EOF
		if (fLooping) {
			// start reading next time from the start of the file
			int64 frame = 0;
			fAudioStream->stream->SeekToFrame(&frame);
		} else {
			StopPlaying();
			return false;
		}
	}

	return true;
}


bool
BFileGameSound::Read(void* buffer, size_t bytes)
{
	return false;
}


/* unimplemented for protection of the user:
 *
 * BFileGameSound::BFileGameSound()
 * BFileGameSound::BFileGameSound(const BFileGameSound &)
 * BFileGameSound &BFileGameSound::operator=(const BFileGameSound &)
 */


status_t
BFileGameSound::_Reserved_BFileGameSound_0(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_1(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_2(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_3(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_4(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_5(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_6(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_7(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_8(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_9(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_10(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_11(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_12(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_13(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_14(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_15(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_16(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_17(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_18(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_19(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_20(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_21(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_22(int32 arg, ...)
{
	return B_ERROR;
}


status_t
BFileGameSound::_Reserved_BFileGameSound_23(int32 arg, ...)
{
	return B_ERROR;
}