mirror of
https://github.com/RaySollium99/picodrive.git
synced 2025-09-05 23:37:46 -04:00
initial import
git-svn-id: file:///home/notaz/opt/svn/PicoDrive@2 be3aeb3a-fb24-0410-a615-afba39da0efa
This commit is contained in:
parent
2cadbd5e56
commit
cc68a136aa
341 changed files with 180839 additions and 0 deletions
293
platform/uiq3/engine/audio_mediaserver.cpp
Normal file
293
platform/uiq3/engine/audio_mediaserver.cpp
Normal file
|
@ -0,0 +1,293 @@
|
|||
/*******************************************************************
|
||||
*
|
||||
* File: Audio_mediaserver.cpp
|
||||
*
|
||||
* Author: Peter van Sebille (peter@yipton.net)
|
||||
*
|
||||
* Modified/adapted for picodriveN by notaz, 2006
|
||||
*
|
||||
* (c) Copyright 2006, notaz
|
||||
* (c) Copyright 2001, Peter van Sebille
|
||||
* All Rights Reserved
|
||||
*
|
||||
*******************************************************************/
|
||||
|
||||
#include "audio_mediaserver.h"
|
||||
#include "debug.h"
|
||||
|
||||
//#undef DEBUGPRINT
|
||||
//#define DEBUGPRINT(x...)
|
||||
|
||||
|
||||
const TInt KUpdatesPerSec = 10;
|
||||
const TInt KBlockTime = 1000000 / KUpdatesPerSec;
|
||||
const TInt KMaxLag = 200000; // max sound lag, lower values increase chance of underflow
|
||||
const TInt KMaxUnderflows = 50; // max underflows/API errors we are going allow in a row (to prevent lockups)
|
||||
|
||||
|
||||
/*******************************************
|
||||
*
|
||||
* CGameAudioMS
|
||||
*
|
||||
*******************************************/
|
||||
|
||||
CGameAudioMS::CGameAudioMS(TInt aRate, TBool aStereo, TInt aWritesPerSec)
|
||||
: iRate(aRate), iStereo(aStereo), iWritesPerSec(aWritesPerSec)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
CGameAudioMS* CGameAudioMS::NewL(TInt aRate, TBool aStereo, TInt aWritesPerSec)
|
||||
{
|
||||
DEBUGPRINT(_L("CGameAudioMS::NewL(%i, %i, %i)"), aRate, aStereo, aWritesPerSec);
|
||||
CGameAudioMS* self = new(ELeave) CGameAudioMS(aRate, aStereo, aWritesPerSec);
|
||||
CleanupStack::PushL(self);
|
||||
self->ConstructL();
|
||||
CleanupStack::Pop(); // self
|
||||
return self;
|
||||
}
|
||||
|
||||
|
||||
CGameAudioMS::~CGameAudioMS()
|
||||
{
|
||||
DEBUGPRINT(_L("CGameAudioMS::~CGameAudioMS()"));
|
||||
if(iMdaAudioOutputStream) {
|
||||
iScheduler->Schedule(); // let it finish it's stuff
|
||||
iMdaAudioOutputStream->Stop();
|
||||
delete iMdaAudioOutputStream;
|
||||
}
|
||||
if(iServer) delete iServer;
|
||||
|
||||
for (TInt i=0; i<KSoundBuffers; i++)
|
||||
delete iSoundBuffers[i];
|
||||
|
||||
// Polled AS
|
||||
//if(iScheduler) delete iScheduler;
|
||||
}
|
||||
|
||||
|
||||
void CGameAudioMS::ConstructL()
|
||||
{
|
||||
iServer = CMdaServer::NewL();
|
||||
|
||||
// iScheduler = CPolledActiveScheduler::NewL();
|
||||
iScheduler = CPolledActiveScheduler::Instance();
|
||||
|
||||
switch(iRate) {
|
||||
case 11025: iMdaAudioDataSettings.iSampleRate = TMdaAudioDataSettings::ESampleRate11025Hz; break;
|
||||
case 16000: iMdaAudioDataSettings.iSampleRate = TMdaAudioDataSettings::ESampleRate16000Hz; break;
|
||||
case 22050: iMdaAudioDataSettings.iSampleRate = TMdaAudioDataSettings::ESampleRate22050Hz; break;
|
||||
case 44100: iMdaAudioDataSettings.iSampleRate = TMdaAudioDataSettings::ESampleRate44100Hz; break;
|
||||
default: iMdaAudioDataSettings.iSampleRate = TMdaAudioDataSettings::ESampleRate8000Hz; break;
|
||||
}
|
||||
|
||||
iMdaAudioDataSettings.iChannels = (iStereo) ? TMdaAudioDataSettings::EChannelsStereo : TMdaAudioDataSettings::EChannelsMono;
|
||||
iMdaAudioDataSettings.iCaps = TMdaAudioDataSettings::ESampleRateFixed | iMdaAudioDataSettings.iSampleRate;
|
||||
iMdaAudioDataSettings.iFlags = TMdaAudioDataSettings::ENoNetworkRouting;
|
||||
|
||||
int pcmFrames = iRate / iWritesPerSec;
|
||||
pcmFrames += iRate - (iRate / iWritesPerSec) * iWritesPerSec; // add division remainder too for our buffer size
|
||||
iBufferedFrames = iWritesPerSec / KUpdatesPerSec;
|
||||
|
||||
TInt bytesPerFrame = pcmFrames << (iStereo?2:1);
|
||||
for (TInt i=0 ; i<KSoundBuffers ; i++)
|
||||
{
|
||||
iSoundBuffers[i] = HBufC8::NewL(bytesPerFrame * iBufferedFrames);
|
||||
iSoundBuffers[i]->Des().FillZ (bytesPerFrame * iBufferedFrames);
|
||||
}
|
||||
|
||||
iCurrentBuffer = 0;
|
||||
iCurrentBufferSize = 0;
|
||||
|
||||
// here we actually test if we can create and open CMdaAudioOutputStream at all, but really create and use it later.
|
||||
iMdaAudioOutputStream = CMdaAudioOutputStream::NewL(iListener, iServer);
|
||||
if(iMdaAudioOutputStream) {
|
||||
iVolume = iMdaAudioOutputStream->MaxVolume();
|
||||
DEBUGPRINT(_L("MaxVolume: %i"), iVolume);
|
||||
delete iMdaAudioOutputStream;
|
||||
iMdaAudioOutputStream = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// returns a pointer to buffer for next frame,
|
||||
// to be used when iSoundBuffers are used directly
|
||||
TInt16 *CGameAudioMS::NextFrameL(TInt aPcmFrames)
|
||||
{
|
||||
iCurrentPosition += aPcmFrames << (iStereo?1:0);
|
||||
iCurrentBufferSize += aPcmFrames << (iStereo?2:1);
|
||||
|
||||
if (++iFrameCount == iBufferedFrames)
|
||||
{
|
||||
WriteBlockL();
|
||||
}
|
||||
|
||||
iScheduler->Schedule();
|
||||
|
||||
if(iListener.iUnderflowed) {
|
||||
if(iListener.iUnderflowed > KMaxUnderflows) {
|
||||
delete iMdaAudioOutputStream;
|
||||
iMdaAudioOutputStream = 0;
|
||||
return 0;
|
||||
}
|
||||
UnderflowedL(); // not again!
|
||||
}
|
||||
|
||||
return iCurrentPosition;
|
||||
}
|
||||
|
||||
void CGameAudioMS::WriteBlockL()
|
||||
{
|
||||
iScheduler->Schedule();
|
||||
// do not write until stream is open
|
||||
if(!iListener.iIsOpen) WaitForOpenToCompleteL();
|
||||
//if(!iListener.iHasCopied) WaitForCopyToCompleteL(); // almost never happens anyway and sometimes even deadlocks?
|
||||
//iListener.iHasCopied = EFalse;
|
||||
|
||||
|
||||
if(!iListener.iUnderflowed) {
|
||||
TInt64 delta;
|
||||
// don't write if sound is lagging too much
|
||||
delta = iTime - iMdaAudioOutputStream->Position().Int64();
|
||||
if (delta > MAKE_TINT64(0, KMaxLag))
|
||||
// another query sometimes returns very different result
|
||||
delta = iTime - iMdaAudioOutputStream->Position().Int64();
|
||||
|
||||
if(delta <= MAKE_TINT64(0, KMaxLag)) {
|
||||
//RDebug::Print(_L("delta: %i"), iTime.Low() - iMdaAudioOutputStream->Position().Int64().Low());
|
||||
iSoundBuffers[iCurrentBuffer]->Des().SetLength(iCurrentBufferSize);
|
||||
iMdaAudioOutputStream->WriteL(*iSoundBuffers[iCurrentBuffer]);
|
||||
iTime += KBlockTime;
|
||||
} else {
|
||||
DEBUGPRINT(_L("lag: %i"), I64LOW(delta));
|
||||
}
|
||||
}
|
||||
|
||||
iFrameCount = 0;
|
||||
if (++iCurrentBuffer == KSoundBuffers)
|
||||
iCurrentBuffer = 0;
|
||||
iCurrentPosition = (TInt16*) iSoundBuffers[iCurrentBuffer]->Ptr();
|
||||
iCurrentBufferSize = 0;
|
||||
}
|
||||
|
||||
void CGameAudioMS::Pause()
|
||||
{
|
||||
if(!iMdaAudioOutputStream) return;
|
||||
|
||||
iScheduler->Schedule(); // let it finish it's stuff
|
||||
iMdaAudioOutputStream->Stop();
|
||||
delete iMdaAudioOutputStream;
|
||||
iMdaAudioOutputStream = 0;
|
||||
}
|
||||
|
||||
// call this before doing any playback!
|
||||
TInt16 *CGameAudioMS::ResumeL()
|
||||
{
|
||||
DEBUGPRINT(_L("CGameAudioMS::Resume()"));
|
||||
iScheduler->Schedule();
|
||||
|
||||
// we act a bit strange here: simulate buffer underflow, which actually starts audio
|
||||
iListener.iIsOpen = ETrue;
|
||||
iListener.iUnderflowed = 1;
|
||||
iListener.iLastError = 0;
|
||||
iFrameCount = 0;
|
||||
iCurrentBufferSize = 0;
|
||||
iCurrentPosition = (TInt16*) iSoundBuffers[iCurrentBuffer]->Ptr();
|
||||
return iCurrentPosition;
|
||||
}
|
||||
|
||||
// handles underflow condition
|
||||
void CGameAudioMS::UnderflowedL()
|
||||
{
|
||||
DEBUGPRINT(_L("UnderflowedL()"));
|
||||
|
||||
if (iListener.iLastError != KErrUnderflow)
|
||||
{
|
||||
// recreate the stream
|
||||
//iMdaAudioOutputStream->Stop();
|
||||
if(iMdaAudioOutputStream) delete iMdaAudioOutputStream;
|
||||
iMdaAudioOutputStream = CMdaAudioOutputStream::NewL(iListener, iServer);
|
||||
iMdaAudioOutputStream->Open(&iMdaAudioDataSettings);
|
||||
iMdaAudioOutputStream->SetAudioPropertiesL(iMdaAudioDataSettings.iSampleRate, iMdaAudioDataSettings.iChannels);
|
||||
iMdaAudioOutputStream->SetVolume(iVolume); // new in UIQ3
|
||||
|
||||
iListener.iIsOpen = EFalse; // wait for it to open
|
||||
//iListener.iHasCopied = ETrue; // but don't wait for last copy to complete
|
||||
// let it open and feed some stuff to make it happy
|
||||
User::After(0);
|
||||
iScheduler->Schedule();
|
||||
iListener.iLastError = 0;
|
||||
if(!iListener.iIsOpen) WaitForOpenToCompleteL();
|
||||
} else {
|
||||
iListener.iLastError = iListener.iUnderflowed = 0;
|
||||
}
|
||||
iTime = iMdaAudioOutputStream->Position().Int64();
|
||||
}
|
||||
|
||||
void CGameAudioMS::WaitForOpenToCompleteL()
|
||||
{
|
||||
DEBUGPRINT(_L("CGameAudioMS::WaitForOpenToCompleteL"));
|
||||
TInt count = 20; // 2 seconds
|
||||
TInt waitPeriod = 100 * 1000;
|
||||
|
||||
if(!iListener.iIsOpen) {
|
||||
// it is often enough to do this
|
||||
User::After(0);
|
||||
iScheduler->Schedule();
|
||||
}
|
||||
while (!iListener.iIsOpen && --count)
|
||||
{
|
||||
User::After(waitPeriod);
|
||||
iScheduler->Schedule();
|
||||
}
|
||||
if (!iListener.iIsOpen)
|
||||
User::LeaveIfError(KErrNotSupported);
|
||||
}
|
||||
|
||||
void CGameAudioMS::ChangeVolume(TInt aUp)
|
||||
{
|
||||
//DEBUGPRINT(_L("CGameAudioMS::ChangeVolume(%i)"), aUp);
|
||||
|
||||
if (iMdaAudioOutputStream) {
|
||||
if (aUp) {
|
||||
if (iVolume < iMdaAudioOutputStream->MaxVolume()) iVolume+=5;
|
||||
} else {
|
||||
if (iVolume > 0) iVolume-=5;
|
||||
}
|
||||
iMdaAudioOutputStream->SetVolume(iVolume);
|
||||
}
|
||||
}
|
||||
|
||||
void TGameAudioEventListener::MaoscOpenComplete(TInt aError)
|
||||
{
|
||||
DEBUGPRINT(_L("CGameAudioMS::MaoscOpenComplete, error=%d"), aError);
|
||||
|
||||
iIsOpen = ETrue;
|
||||
if(aError) {
|
||||
iLastError = aError;
|
||||
iUnderflowed++;
|
||||
}
|
||||
else iUnderflowed = 0;
|
||||
}
|
||||
|
||||
void TGameAudioEventListener::MaoscBufferCopied(TInt aError, const TDesC8& aBuffer)
|
||||
{
|
||||
if (aError)
|
||||
DEBUGPRINT(_L("CGameAudioMS::MaoscBufferCopied, error=%d"), aError);
|
||||
|
||||
// iHasCopied = ETrue;
|
||||
|
||||
if(aError) { // shit!
|
||||
iLastError = aError;
|
||||
iUnderflowed++;
|
||||
}
|
||||
}
|
||||
|
||||
void TGameAudioEventListener::MaoscPlayComplete(TInt aError)
|
||||
{
|
||||
DEBUGPRINT(_L("CGameAudioMS::MaoscPlayComplete: %i"), aError);
|
||||
if(aError) {
|
||||
iLastError = aError;
|
||||
iUnderflowed++; // never happened to me while testing, but just in case
|
||||
}
|
||||
}
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue