mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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237 lines
9.1 KiB
C++
237 lines
9.1 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _SFXBUFFER_H_
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#define _SFXBUFFER_H_
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#ifndef _REFBASE_H_
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#include "core/util/refBase.h"
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#endif
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#ifndef _TSIGNAL_H_
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#include "core/util/tSignal.h"
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#endif
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#ifndef _TSTREAM_H_
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#include "core/stream/tStream.h"
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#endif
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#ifndef _SFXCOMMON_H_
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#include "sfx/sfxCommon.h"
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#endif
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#ifndef _THREADSAFEREFCOUNT_H_
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#include "platform/threads/threadSafeRefCount.h"
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#endif
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class SFXStream;
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class SFXDescription;
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class SFXVoice;
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namespace SFXInternal {
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class SFXStreamPacket;
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class SFXAsyncStream;
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class SFXAsyncQueue;
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void PurgeDeadBuffers();
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}
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/// The buffer interface hides the details of how the device holds sound data for playback.
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///
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/// A sound buffer may either be loaded once completely and then played as needed or it may
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/// be progressively streamed from an SFXStream. In the latter case, there can only be a single
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/// voice tied to the buffer.
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///
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/// @note SFXDevice is the last instance when it comes to ownership
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/// of SFXBuffers. If the SFXDevice goes away, it will take all
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/// SFXBuffers with it, regardless of whether there are still strong
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/// refs to it. Use StrongWeakRefPtrs to keep pointers to
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/// SFXBuffers!
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///
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/// @see SFXStream
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class SFXBuffer : public StrongRefBase,
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public IPolled, // SFXBuffers are periodically updated on the SFX thread.
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public IOutputStream< SFXInternal::SFXStreamPacket* > // Interface for writing sound data to the buffer.
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{
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friend class SFXVoice; // mUniqueVoice
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friend void SFXInternal::PurgeDeadBuffers(); // dtor
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public:
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typedef void Parent;
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/// Status indicators for sound buffers.
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enum Status
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{
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STATUS_Null, ///< Initial state.
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STATUS_Loading, ///< Buffer has requested data and is waiting for queue to fill up.
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STATUS_Ready, ///< Playback queue is fed and ready (non-stream buffers will stop at this state).
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STATUS_Blocked, ///< Queue is starved and playback thus held until further data is available (streaming buffers only).
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STATUS_AtEnd, ///< Buffer has read all its streaming data (streaming buffers only).
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};
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/// This signal is triggered from SFXBuffer's destructor so the sound system
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/// can keep track of buffers being released on the device.
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static Signal< void( SFXBuffer* ) > smBufferDestroyedSignal;
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protected:
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typedef ThreadSafeRef< SFXInternal::SFXAsyncStream > SFXAsyncStreamPtr;
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typedef SFXInternal::SFXAsyncQueue* SFXAsyncQueuePtr;
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/// Encapsulates the async I/O state of the sound buffer.
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struct AsyncState : public ThreadSafeRefCount< AsyncState >
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{
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/// The sound packet stream.
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SFXAsyncStreamPtr mStream;
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/// The packet queue that feeds into the actual device buffer.
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/// Only used for streaming buffers; non-streaming buffers directly receive
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/// and upload sound packets without queuing.
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SFXAsyncQueuePtr mQueue;
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AsyncState();
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AsyncState( SFXInternal::SFXAsyncStream* stream );
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~AsyncState();
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};
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typedef ThreadSafeRef< AsyncState > AsyncStatePtr;
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/// Create a new buffer from @a stream using the parameters in @a description.
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///
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/// @param stream Sound stream from which to read sound data into the buffer.
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/// @param description Sound setup description.
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/// @param createAsyncState If true, the asynchronous loading state for the buffer will be set up
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/// in the constructor. This is mainly useful for the null device which creates dummy buffers that
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/// do not need the async state to be in place. All other buffers do.
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SFXBuffer( const ThreadSafeRef< SFXStream >& stream, SFXDescription* description, bool createAsyncState = true );
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/// Create a buffer with just a description. This is used by devices who fully take over loading
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/// and streaming.
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SFXBuffer( SFXDescription* description );
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virtual ~SFXBuffer();
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/// The buffer readiness status.
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Status mStatus;
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/// The sound sample format used by the buffer.
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SFXFormat mFormat;
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/// Total playback time of the associated sound stream in milliseconds.
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/// @note For streaming buffers, this will not correspond to the actual
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/// playtime of the device buffer.
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U32 mDuration;
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/// If true, this is a continuously streaming buffer.
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bool mIsStreaming;
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/// For streaming buffers, tells whether the source stream loops.
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bool mIsLooping;
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/// If true, this buffer can only have a single SFXVoice attached.
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bool mIsUnique;
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/// If true, the buffer is dead and will be deleted. Can't be in status
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/// for synchronization reasons.
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bool mIsDead;
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/// Pointer to structure keeping the asynchronous I/O state of the buffer.
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/// For non-streaming buffers, this is released as soon as all data is loaded.
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///
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/// To allow seeking in streaming buffers even after playback has ended,
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/// we do not release the async state of these buffers until the buffer is
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/// actually released itself. This allows to always access the associated
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/// input stream.
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///
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/// @note For devices that handle loading/streaming on their own, this will
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/// not be set.
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AsyncStatePtr mAsyncState;
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/// If this is a unique buffer (i.e. a streaming buffer), then this holds
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/// the reference to the unique voice.
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StrongWeakRefPtr< SFXVoice > mUniqueVoice;
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/// Set the buffer status and trigger mOnStatusChange if the status changes.
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/// @note Called on both the SFX update thread and the main thread.
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void _setStatus( Status status );
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/// Flush all queue state for this buffer on the device.
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/// @note Called on the SFX update thread.
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virtual void _flush() = 0;
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public:
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/// Signal that is triggered when the buffer status changes.
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/// @note This signal is triggered on the same thread that the buffer update
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/// code runs on.
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Signal< void( SFXBuffer* buffer, Status newStatus ) > mOnStatusChange;
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/// @return The current buffer loading/queue status.
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Status getStatus() const { return mStatus; }
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/// @return The sound sample format used by the buffer.
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const SFXFormat& getFormat() const { return mFormat; }
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/// @return The total playback time of the buffer in milliseconds.
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U32 getDuration() const { return mDuration; }
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/// @return The total number of samples in the buffer.
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U32 getNumSamples() const { return getFormat().getSampleCount( mDuration ); }
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/// @return The number of bytes consumed by this sound buffer.
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virtual U32 getMemoryUsed() const { return 0; }
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/// @return True if the buffer does continuous sound streaming.
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bool isStreaming() const { return mIsStreaming; }
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/// @return True if the buffer is pending deletion.
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bool isDead() const { return mIsDead; }
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/// @return True if the buffer's packet queue is loaded and ready for playback.
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bool isReady() const { return ( getStatus() == STATUS_Ready ); }
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/// @return True if the buffer's packet queue is still loading.
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bool isLoading() const { return ( getStatus() == STATUS_Loading ); }
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/// @return True if the buffer's packet queue has been starved and is waiting for data.
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bool isBlocked() const { return ( getStatus() == STATUS_Blocked ); }
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/// @return True if the buffer has exhausted its source stream
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bool isAtEnd() const { return ( getStatus() == STATUS_AtEnd ); }
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/// @return True if the buffer can only have a single SFXVoice attached to it.
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bool isUnique() const { return mIsUnique; }
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/// Start the async request chain for the buffer.
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void load();
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// IPolled.
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virtual bool update();
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// WeakRefBase.
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virtual void destroySelf();
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};
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#endif // _SFXBUFFER_H_
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