1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199
|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Original license header:
*
* Cabal - Legacy Game Implementations
*
* Cabal is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "backends/audiocd/audiocd-stream.h"
#include "common/textconsole.h"
AudioCDStream::AudioCDStream() : _buffer(), _frame(0), _bufferPos(0), _bufferFrame(0), _forceStop(false) {
}
AudioCDStream::~AudioCDStream() {
// Stop the timer; the subclass needs to do this,
// so this is just a last resort.
stopTimer();
// Clear any buffered frames
emptyQueue();
}
int AudioCDStream::readBuffer(int16 *buffer, const int numSamples) {
int samples = 0;
// See if any data is left first
while (_bufferPos < kSamplesPerFrame && samples < numSamples)
buffer[samples++] = _buffer[_bufferPos++];
// Bail out if done
if (endOfData())
return samples;
while (samples < numSamples && !endOfData()) {
if (!readNextFrame())
return samples;
// Copy the samples over
for (_bufferPos = 0; _bufferPos < kSamplesPerFrame && samples < numSamples;)
buffer[samples++] = _buffer[_bufferPos++];
}
return samples;
}
bool AudioCDStream::readNextFrame() {
// Fetch a frame from the queue
int16 *buffer;
{
Common::StackLock lock(_mutex);
// Nothing we can do if it's empty
if (_bufferQueue.empty())
return false;
buffer = _bufferQueue.pop();
}
memcpy(_buffer, buffer, kSamplesPerFrame * 2);
delete[] buffer;
_frame++;
return true;
}
bool AudioCDStream::endOfData() const {
return !shouldForceStop() && getStartFrame() + _frame >= getEndFrame() && _bufferPos == kSamplesPerFrame;
}
bool AudioCDStream::seek(const Audio::Timestamp &where) {
// Stop the timer
stopTimer();
// Clear anything out of the queue
emptyQueue();
// Convert to the frame number
// Really not much else needed
_bufferPos = kSamplesPerFrame;
_frame = where.convertToFramerate(kFramesPerSecond).totalNumberOfFrames();
_bufferFrame = _frame;
// Start the timer again
startTimer();
return true;
}
Audio::Timestamp AudioCDStream::getLength() const {
return Audio::Timestamp(0, getEndFrame() - getStartFrame(), kFramesPerSecond);
}
void AudioCDStream::timerProc(void *refCon) {
static_cast<AudioCDStream *>(refCon)->onTimer();
}
void AudioCDStream::onTimer() {
// The goal here is to do as much work in this timer instead
// of doing it in the readBuffer() call, which is the mixer.
// If we're done, bail.
if (shouldForceStop() || getStartFrame() + _bufferFrame >= getEndFrame())
return;
// Get a quick count of the number of items in the queue
// We don't care that much; we only need a quick estimate
_mutex.lock();
uint32 queueCount = _bufferQueue.size();
_mutex.unlock();
// If we have enough audio buffered, bail out
if (queueCount >= kBufferThreshold)
return;
while (!shouldForceStop() && queueCount < kBufferThreshold && getStartFrame() + _bufferFrame < getEndFrame()) {
int16 *buffer = new int16[kSamplesPerFrame];
// Figure out the MSF of the frame we're looking for
int frame = _bufferFrame + getStartFrame();
// Request to read that frame
if (!readFrame(frame, buffer)) {
warning("Failed to read CD audio");
forceStop();
return;
}
_bufferFrame++;
// Now push the buffer onto the queue
Common::StackLock lock(_mutex);
_bufferQueue.push(buffer);
queueCount = _bufferQueue.size();
}
}
void AudioCDStream::startTimer(bool fillBuffer) {
_forceStop = false;
if (fillBuffer) {
onTimer();
}
g_system->getTimerManager()->installTimerProc(timerProc, 10 * 1000, this, "AudioCDStream");
}
void AudioCDStream::stopTimer() {
forceStop();
g_system->getTimerManager()->removeTimerProc(timerProc);
}
void AudioCDStream::emptyQueue() {
while (!_bufferQueue.empty())
delete[] _bufferQueue.pop();
}
bool AudioCDStream::shouldForceStop() const {
Common::StackLock lock(_forceStopMutex);
return _forceStop;
}
void AudioCDStream::forceStop() {
Common::StackLock lock(_forceStopMutex);
_forceStop = true;
}
|