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505 lines
14 KiB
C++
505 lines
14 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdsound.h"
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#include "nel/sound/stream_source.h"
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// Project includes
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#include "nel/sound/driver/buffer.h"
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#include "nel/sound/audio_mixer_user.h"
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#include "nel/sound/stream_sound.h"
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#include "nel/sound/clustered_sound.h"
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// using namespace std;
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using namespace NLMISC;
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// #define NLSOUND_DEBUG_STREAM
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namespace NLSOUND {
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CStreamSource::CStreamSource(CStreamSound *streamSound, bool spawn, TSpawnEndCallback cb, void *cbUserParam, NL3D::CCluster *cluster, CGroupController *groupController)
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: CSourceCommon(streamSound, spawn, cb, cbUserParam, cluster, groupController),
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m_StreamSound(streamSound),
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m_Alpha(0.0f),
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m_Track(NULL),
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m_FreeBuffers(3),
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m_NextBuffer(0),
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m_LastSize(0),
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m_BytesPerSecond(0),
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m_WaitingForPlay(false),
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m_PitchInv(1.0f)
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{
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nlassert(m_StreamSound != 0);
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// get a local copy of the stream sound parameter
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m_Alpha = m_StreamSound->getAlpha();//m_Buffers
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m_PitchInv = 1.0f / _Pitch;
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// create the three buffer objects
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CAudioMixerUser *mixer = CAudioMixerUser::instance();
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ISoundDriver *driver = mixer->getSoundDriver();
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m_Buffers[0] = driver->createBuffer();
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m_Buffers[0]->setStorageMode(IBuffer::StorageSoftware);
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m_Buffers[1] = driver->createBuffer();
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m_Buffers[1]->setStorageMode(IBuffer::StorageSoftware);
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m_Buffers[2] = driver->createBuffer();
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m_Buffers[2]->setStorageMode(IBuffer::StorageSoftware);
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}
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CStreamSource::~CStreamSource()
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{
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if (_Playing)
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stop();
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if (m_Buffers[0] != NULL) { delete m_Buffers[0]; m_Buffers[0] = NULL; }
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if (m_Buffers[1] != NULL) { delete m_Buffers[1]; m_Buffers[1] = NULL; }
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if (m_Buffers[2] != NULL) { delete m_Buffers[2]; m_Buffers[2] = NULL; }
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}
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void CStreamSource::initPhysicalSource()
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{
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CAudioMixerUser *mixer = CAudioMixerUser::instance();
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CTrack *track = mixer->getFreeTrack(this);
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if (track != NULL)
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{
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nlassert(track->hasPhysicalSource());
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m_Track = track;
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getPhysicalSource()->setStreaming(true);
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}
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}
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void CStreamSource::releasePhysicalSource()
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{
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if (hasPhysicalSource())
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{
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CAudioMixerUser *mixer = CAudioMixerUser::instance();
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ISource *pSource = getPhysicalSource();
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nlassert(pSource != NULL);
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// free the track
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pSource->stop();
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pSource->setStreaming(false);
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mixer->freeTrack(m_Track);
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m_Track = NULL;
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}
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}
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uint32 CStreamSource::getTime()
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{
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CAutoMutex<CMutex> autoMutex(m_BufferMutex);
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if (hasPhysicalSource())
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return getPhysicalSource()->getTime();
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else
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return 0;
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}
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bool CStreamSource::isPlaying()
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{
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return _Playing;
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}
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/// Set looping on/off for future playbacks (default: off)
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void CStreamSource::setLooping(bool l)
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{
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CSourceCommon::setLooping(l);
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//CAutoMutex<CMutex> autoMutex(m_BufferMutex);
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//
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//CSourceCommon::setLooping(l);
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//if (hasPhysicalSource())
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// getPhysicalSource()->setLooping(l);
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}
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CVector CStreamSource::getVirtualPos() const
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{
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if (getCluster() != 0)
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{
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// need to check the cluster status
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const CClusteredSound::CClusterSoundStatus *css = CAudioMixerUser::instance()->getClusteredSound()->getClusterSoundStatus(getCluster());
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if (css != 0)
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{
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// there is some data here, update the virtual position of the sound.
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float dist = (css->Position - getPos()).norm();
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CVector vpos(CAudioMixerUser::instance()->getListenPosVector() + css->Direction * (css->Dist + dist));
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vpos = _Position * (1-css->PosAlpha) + vpos*(css->PosAlpha);
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return vpos;
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}
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}
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return getPos();
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}
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void CStreamSource::play()
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{
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nlassert(!_Playing);
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bool play = false;
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CAudioMixerUser *mixer = CAudioMixerUser::instance();
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{
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CAutoMutex<CMutex> autoMutex(m_BufferMutex);
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//if ((mixer->getListenPosVector() - _Position).sqrnorm() > m_StreamSound->getMaxDistance() * m_StreamSound->getMaxDistance())
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if ((_RelativeMode ? getPos().sqrnorm() : (mixer->getListenPosVector() - getPos()).sqrnorm()) > m_StreamSound->getMaxDistance() * m_StreamSound->getMaxDistance())
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{
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// Source is too far to play
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m_WaitingForPlay = false;
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if (_Spawn)
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{
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if (_SpawnEndCb != NULL)
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_SpawnEndCb(this, _CbUserParam);
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delete this;
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}
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#ifdef NLSOUND_DEBUG_STREAM
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nldebug("CStreamSource %p : play FAILED, source is too far away !", (CAudioMixerUser::IMixerEvent*)this);
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#endif
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return;
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}
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CAudioMixerUser *mixer = CAudioMixerUser::instance();
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if (!hasPhysicalSource())
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initPhysicalSource();
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if (hasPhysicalSource())
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{
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ISource *pSource = getPhysicalSource();
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nlassert(pSource != NULL);
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uint nbS = m_NextBuffer;
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if (!m_NextBuffer && !m_FreeBuffers) nbS = 3;
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for (uint i = 0; i < nbS; ++i)
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pSource->submitStreamingBuffer(m_Buffers[i]);
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// pSource->setPos( _Position, false);
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pSource->setPos(getVirtualPos(), false);
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pSource->setMinMaxDistances(m_StreamSound->getMinDistance(), m_StreamSound->getMaxDistance(), false);
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if (!m_Buffers[0]->isStereo())
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{
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setDirection(_Direction); // because there is a workaround inside
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pSource->setVelocity(_Velocity);
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}
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else
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{
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pSource->setDirection(NLMISC::CVector::I);
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pSource->setCone(float(Pi * 2), float(Pi * 2), 1.0f);
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pSource->setVelocity(NLMISC::CVector::Null);
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}
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pSource->setGain(getFinalGain());
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pSource->setSourceRelativeMode(_RelativeMode);
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// pSource->setLooping(_Looping);
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pSource->setPitch(_Pitch);
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pSource->setAlpha(m_Alpha);
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// and play the sound
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nlassert(nbS); // must have buffered already!
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play = pSource->play();
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// nldebug("CStreamSource %p : REAL play done", (CAudioMixerUser::IMixerEvent*)this);
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}
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else
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{
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if (_Priority == HighestPri)
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{
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// This sound is not discardable, add it in waiting playlist
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mixer->addSourceWaitingForPlay(this);
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m_WaitingForPlay = true;
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return;
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}
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else
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{
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// No source available, kill.
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m_WaitingForPlay = false;
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if (_Spawn)
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{
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if (_SpawnEndCb != NULL)
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_SpawnEndCb(this, _CbUserParam);
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delete this;
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}
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return;
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}
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}
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if (play)
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{
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CSourceCommon::play();
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m_WaitingForPlay = false;
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#ifdef NLSOUND_DEBUG_STREAM
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// Dump source info
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nlwarning("--- DUMP SOURCE INFO ---");
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nlwarning(" * getLooping: %s", getPhysicalSource()->getLooping() ? "YES" : "NO");
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nlwarning(" * isPlaying: %s", getPhysicalSource()->isPlaying() ? "YES" : "NO");
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nlwarning(" * isStopped: %s", getPhysicalSource()->isStopped() ? "YES" : "NO");
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nlwarning(" * isPaused: %s", getPhysicalSource()->isPaused() ? "YES" : "NO");
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nlwarning(" * getPos: %f, %f, %f", getPhysicalSource()->getPos().x, getPhysicalSource()->getPos().y, getPhysicalSource()->getPos().z);
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NLMISC::CVector v;
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getPhysicalSource()->getVelocity(v);
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nlwarning(" * getVelocity: %f, %f, %f", v.x, v.y, v.z);
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getPhysicalSource()->getDirection(v);
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nlwarning(" * getDirection: %f, %f, %f", v.x, v.y, v.z);
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nlwarning(" * getGain: %f", getPhysicalSource()->getGain());
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nlwarning(" * getPitch: %f", getPhysicalSource()->getPitch());
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nlwarning(" * getSourceRelativeMode: %s", getPhysicalSource()->getSourceRelativeMode() ? "YES" : "NO");
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float a, b, c;
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getPhysicalSource()->getMinMaxDistances(a, b);
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nlwarning(" * getMinMaxDistances: %f, %f", a, b);
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getPhysicalSource()->getCone(a, b, c);
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nlwarning(" * getCone: %f, %f", a, b, c);
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nlwarning(" * getDirect: %s", getPhysicalSource()->getDirect() ? "YES" : "NO");
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nlwarning(" * getDirectGain: %f", getPhysicalSource()->getDirectGain());
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nlwarning(" * isDirectFilterEnabled: %s", getPhysicalSource()->isDirectFilterEnabled() ? "YES" : "NO");
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nlwarning(" * getEffect: %s", getPhysicalSource()->getEffect() ? "YES" : "NO");
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nlwarning(" * getEffectGain: %f", getPhysicalSource()->getEffectGain());
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nlwarning(" * isEffectFilterEnabled: %s", getPhysicalSource()->isEffectFilterEnabled() ? "YES" : "NO");
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#endif
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}
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}
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#ifdef NL_DEBUG
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nlassert(play);
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#else
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if (!play)
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nlwarning("Failed to play physical sound source. This is a serious error");
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#endif
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}
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void CStreamSource::stopInt()
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{
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CAutoMutex<CMutex> autoMutex(m_BufferMutex);
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// nldebug("CStreamSource %p : stop", (CAudioMixerUser::IMixerEvent*)this);
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// nlassert(_Playing);
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if (m_WaitingForPlay)
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{
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nlassert(!_Playing); // cannot already be playing if waiting for play
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CAudioMixerUser *mixer = CAudioMixerUser::instance();
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mixer->removeSourceWaitingForPlay(this);
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}
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if (!_Playing)
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{
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m_WaitingForPlay = false;
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return;
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}
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if (hasPhysicalSource())
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releasePhysicalSource();
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CSourceCommon::stop();
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m_FreeBuffers = 3;
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m_NextBuffer = 0;
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m_WaitingForPlay = false;
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}
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/// Stop playing
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void CStreamSource::stop()
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{
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stopInt();
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if (_Spawn)
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{
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if (_SpawnEndCb != NULL)
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_SpawnEndCb(this, _CbUserParam);
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delete this;
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}
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}
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void CStreamSource::setPos(const NLMISC::CVector& pos)
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{
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CAutoMutex<CMutex> autoMutex(m_BufferMutex);
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CSourceCommon::setPos(pos);
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if (hasPhysicalSource())
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getPhysicalSource()->setPos(getVirtualPos());
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}
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void CStreamSource::setVelocity(const NLMISC::CVector& vel)
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{
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CAutoMutex<CMutex> autoMutex(m_BufferMutex);
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CSourceCommon::setVelocity(vel);
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if (hasPhysicalSource())
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getPhysicalSource()->setVelocity(vel);
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}
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/*
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* Set the direction vector (3D mode only, ignored in stereo mode) (default: (0,0,0) as non-directional)
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*/
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void CStreamSource::setDirection(const NLMISC::CVector& dir)
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{
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CAutoMutex<CMutex> autoMutex(m_BufferMutex);
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CSourceCommon::setDirection(dir);
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// Set the direction
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if (hasPhysicalSource())
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{
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if (!m_Buffers[0]->isStereo())
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{
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static bool coneset = false;
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if (dir.isNull()) // workaround // For what?
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{
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getPhysicalSource()->setCone(float(Pi * 2), float(Pi * 2), 1.0f); // because the direction with 0 is not enough for a non-directional source!
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getPhysicalSource()->setDirection(CVector::I); // Don't send a 0 vector, DSound will complain. Send (1,0,0), it's omnidirectional anyway.
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coneset = false;
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}
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else
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{
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// if (!coneset)
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{
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getPhysicalSource()->setCone(m_StreamSound->getConeInnerAngle(), m_StreamSound->getConeOuterAngle(), m_StreamSound->getConeOuterGain());
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coneset = true;
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}
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getPhysicalSource()->setDirection(dir);
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}
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}
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}
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}
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void CStreamSource::updateFinalGain()
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{
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CAutoMutex<CMutex> autoMutex(m_BufferMutex);
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if (hasPhysicalSource())
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getPhysicalSource()->setGain(getFinalGain());
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}
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void CStreamSource::setPitch(float pitch)
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{
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CAutoMutex<CMutex> autoMutex(m_BufferMutex);
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m_PitchInv = 1.0f / pitch;
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CSourceCommon::setPitch(pitch);
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if (hasPhysicalSource())
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getPhysicalSource()->setPitch(pitch);
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}
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void CStreamSource::setSourceRelativeMode(bool mode)
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{
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CAutoMutex<CMutex> autoMutex(m_BufferMutex);
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CSourceCommon::setSourceRelativeMode(mode);
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if (hasPhysicalSource())
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getPhysicalSource()->setSourceRelativeMode(mode);
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}
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/// Set the sample format. (channels = 1, 2, ...; bitsPerSample = 8, 16; frequency = samples per second, 44100, ...)
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void CStreamSource::setFormat(uint8 channels, uint8 bitsPerSample, uint32 frequency)
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{
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nlassert(!_Playing);
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m_Buffers[0]->setFormat(IBuffer::FormatPcm, channels, bitsPerSample, frequency);
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m_Buffers[1]->setFormat(IBuffer::FormatPcm, channels, bitsPerSample, frequency);
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m_Buffers[2]->setFormat(IBuffer::FormatPcm, channels, bitsPerSample, frequency);
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m_BytesPerSecond = ((uint)bitsPerSample * (uint)frequency * (uint)channels) / 8;
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}
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/// Return the sample format information.
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void CStreamSource::getFormat(uint8 &channels, uint8 &bitsPerSample, uint32 &frequency) const
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{
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IBuffer::TBufferFormat bufferFormat;
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m_Buffers[0]->getFormat(bufferFormat, channels, bitsPerSample, frequency);
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}
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void CStreamSource::updateAvailableBuffers()
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{
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if (hasPhysicalSource())
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{
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m_FreeBuffers = 3 - getPhysicalSource()->countStreamingBuffers();
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}
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}
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/// Get a writable pointer to the buffer of specified size. Use capacity to specify the required bytes. Returns NULL when all the buffer space is already filled. Call setFormat() first.
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uint8 *CStreamSource::lock(uint capacity)
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{
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CAutoMutex<CMutex> autoMutex(m_BufferMutex);
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updateAvailableBuffers();
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if (m_FreeBuffers > 0)
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return m_Buffers[m_NextBuffer]->lock(capacity);
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return NULL;
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}
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/// Notify that you are done writing to the locked buffer, so it can be copied over to hardware if needed. Set size to the number of bytes actually written to the buffer. Returns true if ok.
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bool CStreamSource::unlock(uint size)
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{
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nlassert(m_FreeBuffers > 0);
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CAutoMutex<CMutex> autoMutex(m_BufferMutex);
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IBuffer *buffer = m_Buffers[m_NextBuffer];
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bool result = buffer->unlock(size);
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if (size > 0)
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{
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++m_NextBuffer; m_NextBuffer %= 3;
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--m_FreeBuffers;
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if (hasPhysicalSource())
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{
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getPhysicalSource()->submitStreamingBuffer(buffer);
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}
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m_LastSize = size;
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}
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return result;
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}
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/// Get the recommended buffer size to use with lock()/unlock()
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void CStreamSource::getRecommendedBufferSize(uint &samples, uint &bytes) const
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{
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IBuffer::TBufferFormat bufferFormat;
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uint8 channels;
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uint8 bitsPerSample;
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uint32 frequency;
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m_Buffers[0]->getFormat(bufferFormat, channels, bitsPerSample, frequency);
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samples = frequency / 25; // 25 is a good value
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bytes = ((uint)bitsPerSample * samples * (uint)channels) / 8;
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}
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/// Get the recommended sleep time based on the size of the last submitted buffer and the available buffer space
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uint32 CStreamSource::getRecommendedSleepTime() const
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{
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if (m_FreeBuffers > 0) return 0;
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uint32 sleepTime = (uint32)((1000.0f * ((float)m_LastSize) / (float)m_BytesPerSecond) * m_PitchInv);
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clamp(sleepTime, (uint32)0, (uint32)80);
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return sleepTime;
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}
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/// Return if there are still buffers available for playback.
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bool CStreamSource::hasFilledBuffersAvailable() const
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{
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const_cast<CStreamSource *>(this)->updateAvailableBuffers();
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return m_FreeBuffers < 3;
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}
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void CStreamSource::preAllocate(uint capacity)
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{
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uint8 *b0 = m_Buffers[0]->lock(capacity);
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memset(b0, 0, capacity);
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m_Buffers[0]->unlock(capacity);
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uint8 *b1 = m_Buffers[1]->lock(capacity);
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memset(b1, 0, capacity);
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m_Buffers[1]->unlock(capacity);
|
|
uint8 *b2 = m_Buffers[2]->lock(capacity);
|
|
memset(b2, 0, capacity);
|
|
m_Buffers[2]->unlock(capacity);
|
|
}
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|
|
|
} /* namespace NLSOUND */
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|
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/* end of file */
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