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/*
* Modification History
*
* 2004-July-17 Jason Rohrer
* Created.
*
* 2004-July-21 Jason Rohrer
* Changed to use a callback to reduce latency.
*
* 2004-August-9 Jason Rohrer
* Added a limit on the number of simultaneous sounds.
*
* 2004-August-12 Jason Rohrer
* Parameterized the sample rate.
*
* 2004-August-13 Jason Rohrer
* Added Mutex to protect members that are accessed by multiple threads.
*
* 2004-August-14 Jason Rohrer
* Changed to fade sounds out before dropping them.
*
* 2004-August-15 Jason Rohrer
* Added a function for getting the sample rate.
* Added volume modifier parameter to playSoundNow function.
*
* 2004-August-20 Jason Rohrer
* Added priority flags.
*
* 2004-August-23 Jason Rohrer
* Added music.
*
* 2004-August-25 Jason Rohrer
* Added lock in setMusicPlayer function.
* Added function for setting music loudness.
*
* 2004-August-31 Jason Rohrer
* Added function for removing filters.
*/
#include "SoundPlayer.h"
#include "MusicPlayer.h"
#include <stdio.h>
// callback passed into portaudio
static int portaudioCallback( void *inputBuffer, void *outputBuffer,
unsigned long framesPerBuffer,
PaTimestamp outTime, void *userData ) {
SoundPlayer *player = (SoundPlayer *)userData;
player->getSamples( outputBuffer, framesPerBuffer );
return 0;
}
/**
* Class that wraps SoundSamples in a PlayableSound.
*/
class SamplesPlayableSound : public PlayableSound {
public:
/**
* Constructs a playable sound.
*
* @param inSamples the samples to play.
* Must be destroyed by caller.
*/
SamplesPlayableSound( SoundSamples *inSamples );
~SamplesPlayableSound();
// implements the PlayableSound interface
virtual SoundSamples *getMoreSamples( unsigned long inNumSamples );
virtual PlayableSound *copy();
protected:
SoundSamples *mRemainingSamples;
};
SamplesPlayableSound::SamplesPlayableSound( SoundSamples *inSamples )
: mRemainingSamples( new SoundSamples( inSamples ) ) {
}
SamplesPlayableSound::~SamplesPlayableSound() {
delete mRemainingSamples;
}
SoundSamples *SamplesPlayableSound::getMoreSamples(
unsigned long inNumSamples ) {
SoundSamples *returnSamples = new SoundSamples( mRemainingSamples,
inNumSamples );
mRemainingSamples->trim( returnSamples->mSampleCount );
return returnSamples;
}
PlayableSound *SamplesPlayableSound::copy() {
return new SamplesPlayableSound( mRemainingSamples );
}
SoundPlayer::SoundPlayer( int inSampleRate,
int inMaxSimultaneousRealtimeSounds,
void *inMusicPlayer,
double inMusicLoudness )
: mLock( new MutexLock() ),
mSampleRate( inSampleRate ),
mMaxSimultaneousRealtimeSounds( inMaxSimultaneousRealtimeSounds ),
mMusicPlayer( inMusicPlayer ),
mMusicLoudness( inMusicLoudness ),
mRealtimeSounds( new SimpleVector<PlayableSound *>() ),
mPriorityFlags( new SimpleVector<char>() ),
mSoundLoudnessModifiers( new SimpleVector<double>() ),
mSoundDroppedFlags( new SimpleVector<char>() ),
mFilterChain( new SimpleVector<SoundFilter *>() ) {
PaError error = Pa_Initialize();
if( error == paNoError ) {
error = Pa_OpenStream(
&mAudioStream,
paNoDevice,// default input device
0, // no input
paFloat32, // 32 bit floating point input
NULL,
Pa_GetDefaultOutputDeviceID(),
2, // stereo output
paFloat32, // 32 bit floating point output
NULL,
mSampleRate,
1024, // frames per buffer
0, // number of buffers, if zero then use default minimum
paClipOff, // we won't output out of range samples so
// don't bother clipping them
portaudioCallback,
(void *)this ); // pass self-pointer to callback function
if( error == paNoError ) {
error = Pa_StartStream( mAudioStream );
if( error == paNoError ) {
mAudioInitialized = true;
}
else {
fprintf( stderr, "Error starting audio stream\n" );
Pa_CloseStream( mAudioStream );
}
}
else {
fprintf( stderr, "Error opening audio stream\n" );
Pa_Terminate();
}
}
else {
fprintf( stderr, "Error initializing audio framework\n" );
}
if( error != paNoError ) {
fprintf( stderr, "Error number: %d\n", error );
fprintf( stderr, "Error message: %s\n", Pa_GetErrorText( error ) );
mAudioInitialized = false;
}
}
SoundPlayer::~SoundPlayer() {
if( mAudioInitialized ) {
PaError error = Pa_StopStream( mAudioStream );
if( error == paNoError ) {
error = Pa_CloseStream( mAudioStream );
if( error != paNoError ) {
fprintf( stderr, "Error closingaudio stream\n" );
}
}
else {
fprintf( stderr, "Error stopping audio stream\n" );
}
Pa_Terminate();
if( error != paNoError ) {
fprintf( stderr, "Error number: %d\n", error);
fprintf( stderr, "Error message: %s\n", Pa_GetErrorText( error) );
}
}
delete mLock;
int i;
int numSounds = mRealtimeSounds->size();
for( i=0; i<numSounds; i++ ) {
delete *( mRealtimeSounds->getElement( i ) );
}
delete mRealtimeSounds;
delete mPriorityFlags;
delete mSoundLoudnessModifiers;
delete mSoundDroppedFlags;
int numFilters = mFilterChain->size();
for( i=0; i<numFilters; i++ ) {
delete *( mFilterChain->getElement( i ) );
}
delete mFilterChain;
}
void SoundPlayer::setMusicPlayer( void *inMusicPlayer ) {
mLock->lock();
mMusicPlayer = inMusicPlayer;
mLock->unlock();
}
void SoundPlayer::setMusicLoudness( double inMusicLoudness ) {
mLock->lock();
mMusicLoudness = inMusicLoudness;
mLock->unlock();
}
void SoundPlayer::getSamples( void *outputBuffer,
unsigned long inFramesInBuffer ) {
SoundSamples *mixingBuffer = new SoundSamples( inFramesInBuffer );
unsigned long bufferLength = inFramesInBuffer;
mLock->lock();
// add each pending realtime sound to the buffer
int i = 0;
// we may be removing sounds from the buffer as we use them up
// i is adjusted inside the while loop
while( i<mRealtimeSounds->size() ) {
PlayableSound *realtimeSound = *( mRealtimeSounds->getElement( i ) );
double loudnessModifier =
*( mSoundLoudnessModifiers->getElement( i ) );
SoundSamples *samples = realtimeSound->getMoreSamples( bufferLength );
unsigned long mixLength = samples->mSampleCount;
char shouldDrop = *( mSoundDroppedFlags->getElement( i ) );
// fade out if we should drop
float fadeFactor = 1;
unsigned long maxJ = mixLength - 1;
for( unsigned long j=0; j<mixLength; j++ ) {
mixingBuffer->mLeftChannel[j] +=
loudnessModifier * fadeFactor * samples->mLeftChannel[j];
mixingBuffer->mRightChannel[j] +=
loudnessModifier * fadeFactor * samples->mRightChannel[j];
if( shouldDrop ) {
fadeFactor = ( maxJ - j ) / (float)maxJ;
}
}
delete samples;
if( mixLength < bufferLength || shouldDrop ) {
// we have used up all samples of this sound or
// it is flagged to be dropped
delete realtimeSound;
mRealtimeSounds->deleteElement( i );
mPriorityFlags->deleteElement( i );
mSoundLoudnessModifiers->deleteElement( i );
mSoundDroppedFlags->deleteElement( i );
// don't increment i, since the next element drops into the current
// index
}
else {
// increment i to move on to the next sound
i++;
}
}
if( mMusicPlayer != NULL ) {
// cast out of void *
MusicPlayer *player = (MusicPlayer *)mMusicPlayer;
// mix in the music
SoundSamples *musicSamples =
player->getMoreMusic( inFramesInBuffer );
for( unsigned long j=0; j<inFramesInBuffer; j++ ) {
mixingBuffer->mLeftChannel[j] +=
musicSamples->mLeftChannel[j] * mMusicLoudness;
mixingBuffer->mRightChannel[j] +=
musicSamples->mRightChannel[j] * mMusicLoudness;
}
delete musicSamples;
}
// filter the samples
int numFilters = mFilterChain->size();
SoundSamples *filteredSamples = new SoundSamples( mixingBuffer );
delete mixingBuffer;
for( i=0; i<numFilters; i++ ) {
SoundFilter *filter = *( mFilterChain->getElement( i ) );
SoundSamples *nextOutput = filter->filterSamples( filteredSamples );
delete filteredSamples;
filteredSamples = nextOutput;
}
mLock->unlock();
float *samples = (float *)outputBuffer;
unsigned long numSamples = 2 * bufferLength;
unsigned long j;
unsigned long frameNumber = 0;
for( j=0; j<numSamples; j+=2 ) {
samples[j] = filteredSamples->mLeftChannel[frameNumber];
samples[j+1] = filteredSamples->mRightChannel[frameNumber];
frameNumber++;
}
delete filteredSamples;
}
void SoundPlayer::checkForExcessSounds() {
int numSounds = mRealtimeSounds->size();
if( numSounds > mMaxSimultaneousRealtimeSounds ) {
// flag the oldest unflagged, low-priority sound
// skip sounds that are already flagged or are priority sounds
int i=0;
while( i<numSounds &&
( *( mSoundDroppedFlags->getElement( i ) ) ||
*( mPriorityFlags->getElement( i ) ) ) ) {
i++;
}
if( i<numSounds ) {
*( mSoundDroppedFlags->getElement( i ) ) = true;
}
else {
// else all low-priority sounds are already flagged
// try again, ignoring priority flags
i=0;
while( i<numSounds && *( mSoundDroppedFlags->getElement( i ) ) ) {
i++;
}
if( i<numSounds ) {
*( mSoundDroppedFlags->getElement( i ) ) = true;
}
// else all sounds are already flagged
}
}
}
void SoundPlayer::playSoundNow( SoundSamples *inSamples,
char inPriorityFlag,
double inLoudnessModifier ) {
mLock->lock();
mRealtimeSounds->push_back( new SamplesPlayableSound( inSamples ) );
mPriorityFlags->push_back( inPriorityFlag );
mSoundLoudnessModifiers->push_back( inLoudnessModifier );
mSoundDroppedFlags->push_back( false );
checkForExcessSounds();
mLock->unlock();
}
void SoundPlayer::playSoundNow( PlayableSound *inSound,
char inPriorityFlag,
double inLoudnessModifier ) {
mLock->lock();
mRealtimeSounds->push_back( inSound->copy() );
mPriorityFlags->push_back( inPriorityFlag );
mSoundLoudnessModifiers->push_back( inLoudnessModifier );
mSoundDroppedFlags->push_back( false );
checkForExcessSounds();
mLock->unlock();
}
void SoundPlayer::addMoreMusic( SoundSamples *inSamples ) {
}
void SoundPlayer::addFilter( SoundFilter *inFilter ) {
mLock->lock();
mFilterChain->push_back( inFilter );
mLock->unlock();
}
void SoundPlayer::removeAllFilters() {
mLock->lock();
int numFilters = mFilterChain->size();
for( int i=0; i<numFilters; i++ ) {
delete *( mFilterChain->getElement( i ) );
}
mFilterChain->deleteAll();
mLock->unlock();
}
unsigned long SoundPlayer::getSampleRate() {
return mSampleRate;
}
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