Torque3D/Engine/source/sfx/sfxInternal.cpp

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// 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/sfxInternal.h"
#include "sfx/sfxDescription.h"
#include "core/util/safeDelete.h"
#include "platform/threads/threadPoolAsyncIO.h"
/// @file
/// Implementation of async sound I/O.
//#define DEBUG_SPEW
namespace SFXInternal {
ThreadSafeRef< SFXUpdateThread > gUpdateThread;
ThreadSafeRef< SFXBufferProcessList > gBufferUpdateList = new SFXBufferProcessList;
ThreadSafeDeque< SFXBuffer* > gDeadBufferList;
//==========================================================================
// SFXAsyncStream implementation.
//==========================================================================
//--------------------------------------------------------------------------
SFXAsyncStream::SFXAsyncStream( const SFXStreamRef& stream,
bool isIncremental,
U32 streamPacketLength,
U32 numReadAhead,
bool isLooping )
: Parent( stream,
isIncremental
? streamPacketLength
* stream->getFormat().getSamplesPerSecond()
* stream->getFormat().getBytesPerSample() // Streamed buffer; read in incremental packets.
: stream->getDataLength(), // Non-streamed buffer; read entire stream in one packet.
stream->getDataLength() // Read all remaining data in stream.
- ( dynamic_cast< IPositionable< U32 >* >( stream.ptr() )
? dynamic_cast< IPositionable< U32 >* >( stream.ptr() )->getPosition()
: 0 ),
numReadAhead,
isLooping,
&THREAD_POOL() ),
mReadSilenceAtEnd( false )
{
}
//--------------------------------------------------------------------------
void SFXAsyncStream::_onArrival( SFXStreamPacket* const& packet )
{
#ifdef DEBUG_SPEW
Platform::outputDebugString( "[SFXAsyncStream] Packet arrived" );
#endif
Parent::_onArrival( packet );
// Some buffer may be waiting for this data so trigger
// an update.
if( !mIsStopped )
TriggerUpdate();
}
//--------------------------------------------------------------------------
void SFXAsyncStream::_requestNext()
{
#ifdef DEBUG_SPEW
Platform::outputDebugString( "[SFXAsyncStream] Next packet requested" );
#endif
if( !mNumRemainingSourceElements && mReadSilenceAtEnd )
{
// Push an artificial packet of silence.
SFXStreamPacket* packet = _newPacket( mPacketSize );
packet->mIndex = mNextPacketIndex;
mNextPacketIndex ++;
mReadSilenceAtEnd = false;
dMemset( packet->data, 0, packet->size );
packet->mIsLast = true;
_onArrival( packet );
}
else
Parent::_requestNext();
}
//==========================================================================
// SFXWrapAroundBuffer implementation.
//==========================================================================
//--------------------------------------------------------------------------
SFXWrapAroundBuffer::SFXWrapAroundBuffer( const ThreadSafeRef< SFXStream >& stream, SFXDescription* description )
: Parent( stream, description ),
mWriteOffset( 0 )
{
// Determine the device buffer metrics.
const U32 maxQueuedPackets = isStreaming() ? SFXAsyncQueue::DEFAULT_STREAM_QUEUE_LENGTH : 1;
const U32 packetSize = mAsyncState->mStream->getPacketSize();
mBufferSize = maxQueuedPackets * packetSize;
#ifdef DEBUG_SPEW
Platform::outputDebugString( "[SFXWrapAroundBuffer] size=%i, packets=%i",
mBufferSize, maxQueuedPackets );
#endif
// For streaming buffers that are not looping, add a packet of silence to the
// source stream.
if( isStreaming() && !description->mIsLooping )
mAsyncState->mStream->setReadSilenceAtEnd( true );
}
//--------------------------------------------------------------------------
void SFXWrapAroundBuffer::write( SFXStreamPacket* const* packets, U32 num )
{
AssertFatal( SFXInternal::isSFXThread(), "SFXWrapAroundBuffer::write() - not on SFX thread" );
for( U32 i = 0; i < num; ++ i )
{
const SFXStreamPacket* packet = packets[ i ];
// Determine where in the buffer to copy the data to. In case we are crossing over
// the wrap-around point, we need to copy in two slices.
U32 offset1 = 0;
U32 offset2 = 0;
U32 numBytes1 = 0;
U32 numBytes2 = 0;
offset1 = mWriteOffset % mBufferSize;
numBytes1 = packet->size;
if( offset1 + numBytes1 > mBufferSize )
{
// Crossing wrap-around point.
numBytes1 = mBufferSize - offset1;
numBytes2 = packet->size - numBytes1;
}
offset2 = offset1 + numBytes1;
#ifdef DEBUG_SPEW
Platform::outputDebugString( "[SFXWrapAroundBuffer] writing %i bytes from packet #%i at %i (stream offset: %i)",
numBytes1, packet->mIndex, offset1, mWriteOffset );
#endif
// Copy the packet data.
_copyData( offset1, packet->data, numBytes1 );
if( numBytes2 > 0 )
{
#ifdef DEBUG_SPEW
Platform::outputDebugString( "[SFXWrapAroundBuffer] writing %i more bytes at %i",
numBytes2, offset2 );
#endif
_copyData( offset2, &packet->data[ numBytes1 ], numBytes2 );
}
dFetchAndAdd( mWriteOffset, packet->size );
// Free the packet.
destructSingle( packet );
}
}
} // namespace SFXInternal