Torque3D/Engine/source/sfx/xaudio/sfxXAudioBuffer.cpp
2012-09-19 11:15:01 -04:00

126 lines
3.8 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.
//-----------------------------------------------------------------------------
#include "sfx/xaudio/sfxXAudioBuffer.h"
#include "sfx/xaudio/sfxXAudioVoice.h"
//#define DEBUG_SPEW
SFXXAudioBuffer* SFXXAudioBuffer::create( const ThreadSafeRef< SFXStream >& stream, SFXDescription* description )
{
SFXXAudioBuffer *buffer = new SFXXAudioBuffer( stream, description );
return buffer;
}
SFXXAudioBuffer::SFXXAudioBuffer( const ThreadSafeRef< SFXStream >& stream, SFXDescription* description )
: Parent( stream, description )
{
VECTOR_SET_ASSOCIATION( mBufferQueue );
}
SFXXAudioBuffer::~SFXXAudioBuffer()
{
_flush();
}
void SFXXAudioBuffer::write( SFXInternal::SFXStreamPacket* const* packets, U32 num )
{
AssertFatal( SFXInternal::isSFXThread(), "SFXXAudioBuffer::write() - not on SFX thread" );
using namespace SFXInternal;
// Unqueue processed packets.
if( isStreaming() )
{
EnterCriticalSection( &_getUniqueVoice()->mLock );
XAUDIO2_VOICE_STATE state;
_getUniqueVoice()->mXAudioVoice->GetState( &state );
U32 numProcessed = mBufferQueue.size() - state.BuffersQueued;
for( U32 i = 0; i < numProcessed; ++ i )
{
destructSingle< SFXStreamPacket* >( mBufferQueue.first().mPacket );
mBufferQueue.pop_front();
#ifdef DEBUG_SPEW
Platform::outputDebugString( "[SFXXAudioBuffer] Unqueued packet" );
#endif
}
LeaveCriticalSection( &_getUniqueVoice()->mLock );
}
// Queue new packets.
for( U32 i = 0; i < num; ++ i )
{
SFXStreamPacket* packet = packets[ i ];
Buffer buffer;
if( packet->mIsLast )
buffer.mData.Flags = XAUDIO2_END_OF_STREAM;
buffer.mPacket = packet;
buffer.mData.AudioBytes = packet->mSizeActual;
buffer.mData.pAudioData = packet->data;
mBufferQueue.push_back( buffer );
#ifdef DEBUG_SPEW
Platform::outputDebugString( "[SFXXAudioBuffer] Queued packet" );
#endif
// If this is a streaming buffer, submit the packet to the
// voice queue right away.
if( isStreaming() )
{
EnterCriticalSection( &_getUniqueVoice()->mLock );
IXAudio2SourceVoice* voice = _getUniqueVoice()->mXAudioVoice;
voice->SubmitSourceBuffer( &buffer.mData );
LeaveCriticalSection( &_getUniqueVoice()->mLock );
}
}
}
void SFXXAudioBuffer::_flush()
{
#ifdef DEBUG_SPEW
Platform::outputDebugString( "[SFXXAudioBuffer] Flushing buffer" );
#endif
if( _getUniqueVoice() )
_getUniqueVoice()->_stop();
while( !mBufferQueue.empty() )
{
destructSingle( mBufferQueue.last().mPacket );
mBufferQueue.pop_back();
}
}