Torque3D/Engine/source/sfx/sfxBuffer.h
marauder2k7 efbe5e90f5 virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00

237 lines
9.1 KiB
C++

//-----------------------------------------------------------------------------
// 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.
bool update() override;
// WeakRefBase.
void destroySelf() override;
};
#endif // _SFXBUFFER_H_