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#include "stdafx.h"
#include "Audio.h"
#include "Player.h"
#include "LibData.h"
#include "Exception.h"
#include "mpg123.h"
namespace sound {
AudioMgr::AudioMgr() : wait(null), soundDevice() {
players = new (this) WeakSet<Player>();
try {
init();
} catch (const storm::Exception *e) {
std::wcout << e->toS() << endl;
soundDevice = SoundDevice();
} catch (const ::Exception &e) {
std::wcout << e.what() << endl;
soundDevice = SoundDevice();
}
// We need to initialize the MP3 backend.
mpg123_init();
}
void AudioMgr::terminate() {
if (wait) {
wait->terminate();
wait = null;
}
// We're likely running in a different thread that the thread that set up OpenAL. We need to
// activate the OpenAL context once more to make 'close' work as expected.
activate();
WeakSet<Player>::Iter i = players->iter();
while (Player *p = i.next()) {
p->close();
}
destroy();
}
void AudioMgr::addPlayer(Player *player) {
players->put(player);
}
void AudioMgr::removePlayer(Player *player) {
players->remove(player);
}
AudioMgr *audioMgr(EnginePtr e) {
AudioMgr *&d = audioMgrData(e.v);
if (!d)
d = new (e.v) AudioMgr();
return d;
}
/**
* Waiting logic.
*/
AudioWait::AudioWait(Engine &e) : e(e), exit(false), working(false), notifyExit(null) {
AudioMgr *m = audioMgr(e);
m->wait = this;
}
AudioWait::~AudioWait() {
destroy();
}
void AudioWait::doExit() {
if (exit && !working && notifyExit) {
notifyExit->up();
notifyExit = null;
}
}
void AudioWait::terminate() {
os::Sema sync(0);
notifyExit = &sync;
exit = true;
// Allow the thread to exit properly...
signal();
sync.down();
}
os::Thread spawnAudioThread(Engine &e) {
return os::Thread::spawn(new AudioWait(e), runtime::threadGroup(e));
}
/**
* Backend specific code.
*/
#ifdef SOUND_DX
void AudioMgr::init() {
IDirectSound8 *dsound = null;
if (FAILED(DirectSoundCreate8(NULL, &dsound, NULL))) {
throw new (this) SoundInitError();
} else {
// This is fine since we do not do anything that depends on focus:
// https://groups.google.com/forum/#!msg/microsoft.public.win32.programmer.directx.audio/a7QhlgNFBpg/w8lTd8_NRSEJ
dsound->SetCooperativeLevel(GetDesktopWindow(), DSSCL_PRIORITY);
soundDevice = dsound;
}
}
void AudioMgr::destroy() {
soundDevice.release();
}
void AudioMgr::activate() {}
static bool signaled(HANDLE event) {
return WaitForSingleObjectEx(event, 0, FALSE) != WAIT_TIMEOUT;
}
void AudioMgr::notifyEvents() {
WeakSet<Player>::Iter i = players->iter();
while (Player *p = i.next()) {
if (p->waitEvent() == Handle())
continue;
HANDLE event = p->waitEvent().v();
if (signaled(event)) {
ResetEvent(event);
p->onNotify();
}
}
}
void AudioMgr::allEvents(vector<HANDLE> &all) {
all.resize(2);
WeakSet<Player>::Iter i = players->iter();
while (Player *p = i.next()) {
Handle event = p->waitEvent();
if (event != Handle())
all.push_back(event.v());
}
}
void AudioWait::init() {
events.push_back(NULL);
events.push_back(CreateEvent(NULL, TRUE, FALSE, NULL));
}
void AudioWait::destroy() {
CloseHandle(events[1]);
}
bool AudioWait::wait(os::IOHandle &io) {
return wait(io, INFINITE);
}
bool AudioWait::wait(os::IOHandle &io, nat ms) {
if (exit) {
doExit();
return false;
}
events[0] = io.v();
Nat first = events[0] ? 0 : 1;
Nat count = 2;
if (!working) {
AudioMgr *m = audioMgr(e);
m->allEvents(events);
count = nat(events.size());
}
DWORD z = WaitForMultipleObjectsEx(count - first, &events[first], FALSE, ms, FALSE);
ResetEvent(events[1]);
if (exit)
doExit();
return !exit;
}
void AudioWait::signal() {
SetEvent(events[1]);
}
void AudioWait::work() {
AudioMgr *m = audioMgr(e);
working = true;
m->notifyEvents();
working = false;
doExit();
}
#endif
#ifdef SOUND_AL
/**
* Note: There does not seem to be any sophisticated mechanism to get notified when sound
* buffers in OpenAL are finished playing. So we simply make sure that we do not sleep longer
* than a couple of hundred ms each time, so that we can poll OpenAL often enough.
*/
static const nat MAX_WAIT_MS = 100;
void AudioMgr::init() {
soundDevice = alcOpenDevice(NULL);
if (!soundDevice)
throw new (this) SoundInitError();
soundContext = alcCreateContext(soundDevice, NULL);
if (!soundContext)
throw new (this) SoundInitError();
alcMakeContextCurrent(soundContext);
// Set up the listener.
alListener3f(AL_POSITION, 0, 0, 1);
alListener3f(AL_VELOCITY, 0, 0, 0);
ALfloat orientation[] = { 0, 0, 1, 0, 1, 0 };
alListenerfv(AL_ORIENTATION, orientation);
}
void AudioMgr::destroy() {
alcDestroyContext(soundContext);
alcCloseDevice(soundDevice);
}
void AudioMgr::activate() {
if (soundContext)
alcMakeContextCurrent(soundContext);
}
void AudioMgr::notifyEvents() {
WeakSet<Player>::Iter i = players->iter();
while (Player *p = i.next()) {
if (p->playing())
p->onNotify();
}
}
bool AudioMgr::anyPlayback() {
WeakSet<Player>::Iter i = players->iter();
while (Player *p = i.next()) {
if (p->playing())
return true;
}
return false;
}
void AudioWait::init() {}
void AudioWait::destroy() {}
bool AudioWait::wait(os::IOHandle &io) {
if (exit) {
doExit();
return false;
}
if (!working && audioMgr(e)->anyPlayback()) {
ioWait.wait(io, MAX_WAIT_MS);
} else {
ioWait.wait(io);
}
if (exit)
doExit();
return !exit;
}
bool AudioWait::wait(os::IOHandle &io, nat ms) {
if (exit) {
doExit();
return false;
}
if (!working && audioMgr(e)->anyPlayback()) {
ioWait.wait(io, min(MAX_WAIT_MS, ms));
} else {
ioWait.wait(io, ms);
}
if (exit)
doExit();
return !exit;
}
void AudioWait::signal() {
ioWait.signal();
}
void AudioWait::work() {
AudioMgr *m = audioMgr(e);
working = true;
m->notifyEvents();
working = false;
doExit();
}
#endif
}
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