picodrive/platform/uiq2/audio/mediaserver/audio_mediaserver.cpp
notaz cc68a136aa initial import
git-svn-id: file:///home/notaz/opt/svn/PicoDrive@2 be3aeb3a-fb24-0410-a615-afba39da0efa
2006-12-19 20:53:21 +00:00

321 lines
9.2 KiB
C++

/*******************************************************************
*
* 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"
//#define __DEBUG_PRINT_SND
#ifdef __DEBUG_PRINT_SND
#include <e32svr.h> // RDebug
#define DEBUGPRINT(x...) RDebug::Print(x)
#else
#define DEBUGPRINT(x...)
#endif
GLDEF_C TInt E32Dll(TDllReason)
{
return KErrNone;
}
/*******************************************
*
* CGameAudioMS
*
*******************************************/
CGameAudioMS::CGameAudioMS(TInt aRate, TBool aStereo, TInt aPcmFrames, TInt aBufferedFrames)
: iRate(aRate), iStereo(aStereo), iBufferedFrames(aBufferedFrames), iPcmFrames(aPcmFrames)
{
}
CGameAudioMS* CGameAudioMS::NewL(TInt aRate, TBool aStereo, TInt aPcmFrames, TInt aBufferedFrames)
{
DEBUGPRINT(_L("CGameAudioMS::NewL(%i, %i, %i, %i)"),aRate, aStereo, aPcmFrames, aBufferedFrames);
CGameAudioMS* self = new(ELeave) CGameAudioMS(aRate, aStereo, aPcmFrames, aBufferedFrames);
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+1 ; i++)
delete iSoundBuffers[i];
// Polled AS
if(iScheduler) delete iScheduler;
}
void CGameAudioMS::ConstructL()
{
iServer = CMdaServer::NewL();
iScheduler = CPolledActiveScheduler::NewL();
switch(iRate) {
case 11025: iMdaAudioDataSettings.iSampleRate = TMdaAudioDataSettings::ESampleRate11025Hz; break;
case 16000: iMdaAudioDataSettings.iSampleRate = TMdaAudioDataSettings::ESampleRate16000Hz; break;
case 22050: iMdaAudioDataSettings.iSampleRate = TMdaAudioDataSettings::ESampleRate22050Hz; break;
default: iMdaAudioDataSettings.iSampleRate = TMdaAudioDataSettings::ESampleRate8000Hz; break;
}
iMdaAudioDataSettings.iChannels = (iStereo) ? TMdaAudioDataSettings::EChannelsStereo : TMdaAudioDataSettings::EChannelsMono;
iMdaAudioDataSettings.iCaps = TMdaAudioDataSettings::ESampleRateFixed | iMdaAudioDataSettings.iSampleRate;
iMdaAudioDataSettings.iFlags = TMdaAudioDataSettings::ENoNetworkRouting;
TInt bytesPerFrame = iStereo ? iPcmFrames << 2 : iPcmFrames << 1;
for (TInt i=0 ; i<KSoundBuffers ; i++)
{
iSoundBuffers[i] = HBufC8::NewL(bytesPerFrame * iBufferedFrames);
iSoundBuffers[i]->Des().FillZ (bytesPerFrame * iBufferedFrames);
}
// because feeding 2 buffers after an underflow is a little too much, but feeding 1 may be not enough,
// prepare this ~50ms empty buffer to additionaly feed after every underflow.
// Another strange thing here: if we try to make and odd-length sound buffer here,
// system then outputs horrible noise! (this happened on 22050 mono and when there
// were no parenthesis around iBufferedFrames / 4.
iSoundBuffers[KSoundBuffers] = HBufC8::NewL(bytesPerFrame * (iBufferedFrames / 4));
iSoundBuffers[KSoundBuffers]->Des().FillZ (bytesPerFrame * (iBufferedFrames / 4));
iCurrentBuffer = 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) {
delete iMdaAudioOutputStream;
iMdaAudioOutputStream = 0;
}
}
/* currently unused
TInt CGameAudioMS::Write(TInt16* aBuffer, TInt aSize)
{
TInt byteSize = iStereo ? aSize << 2 : aSize << 1;
Mem::Copy(iCurrentPosition, aBuffer, byteSize);
iCurrentPosition += aSize;
if (++iFrameCount == iBufferedFrames)
{
WriteBlock();
}
CPolledActiveScheduler::Instance()->Schedule();
if(iListener.iUnderflowed) Underflowed(); // oh no, CMdaAudioOutputStream underflowed!
return aSize;
}
*/
// returns a pointer to buffer for next frame,
// to be used when iSoundBuffers are used directly
TInt16 *CGameAudioMS::NextFrameL()
{
iCurrentPosition += iPcmFrames << (iStereo?1:0);
if (++iFrameCount == iBufferedFrames)
{
WriteBlockL();
}
iScheduler->Schedule();
if(iListener.iUnderflowed) {
if(iListener.iUnderflowed > KMaxUnderflows) {
delete iMdaAudioOutputStream;
iMdaAudioOutputStream = 0;
return 0;
}
UnderflowedL(); // not again!
}
return iCurrentPosition;
}
TInt16 *CGameAudioMS::DupeFrameL(TInt &aUnderflowed)
{
TInt shorts = iStereo ? (iPcmFrames << 1) : iPcmFrames;
if(iFrameCount)
Mem::Copy(iCurrentPosition, iCurrentPosition-shorts, shorts<<1);
else {
TInt lastBuffer = iCurrentBuffer;
if(--lastBuffer < 0) lastBuffer = KSoundBuffers - 1;
Mem::Copy(iCurrentPosition, ((TInt16*) (iSoundBuffers[lastBuffer]->Ptr()))+shorts*(iBufferedFrames-1), shorts<<1);
}
iCurrentPosition += shorts;
if (++iFrameCount == iBufferedFrames)
{
WriteBlockL();
}
iScheduler->Schedule();
if((aUnderflowed = iListener.iUnderflowed)) { // not again!
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) {
// don't write if sound is lagging too much
if(iTime - iMdaAudioOutputStream->Position().Int64() <= TInt64(0, KMaxLag)) {
//RDebug::Print(_L("delta: %i"), iTime.Low() - iMdaAudioOutputStream->Position().Int64().Low());
iMdaAudioOutputStream->WriteL(*iSoundBuffers[iCurrentBuffer]);
iTime += KBlockTime;
}
}
iFrameCount = 0;
if (++iCurrentBuffer == KSoundBuffers)
iCurrentBuffer = 0;
iCurrentPosition = (TInt16*) iSoundBuffers[iCurrentBuffer]->Ptr();
}
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;
iFrameCount = 0;
iCurrentPosition = (TInt16*) iSoundBuffers[iCurrentBuffer]->Ptr();
return iCurrentPosition;
}
// handles underflow condition
void CGameAudioMS::UnderflowedL()
{
// recreate the stream
//iMdaAudioOutputStream->Stop();
if(iMdaAudioOutputStream) delete iMdaAudioOutputStream;
iMdaAudioOutputStream = CMdaAudioOutputStream::NewL(iListener, iServer);
iMdaAudioOutputStream->Open(&iMdaAudioDataSettings);
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);
TInt lastBuffer = iCurrentBuffer;
if(--lastBuffer < 0) lastBuffer = KSoundBuffers - 1;
iScheduler->Schedule();
if(!iListener.iIsOpen) WaitForOpenToCompleteL();
iMdaAudioOutputStream->WriteL(*iSoundBuffers[KSoundBuffers]); // special empty fill-up
iMdaAudioOutputStream->WriteL(*iSoundBuffers[lastBuffer]);
iTime = TInt64(0, KBlockTime/4 + KBlockTime);
}
/*
void CGameAudioMS::WaitForCopyToCompleteL()
{
DEBUGPRINT(_L("CGameAudioMS::WaitForCopyToCompleteL"));
while (!iListener.iHasCopied) {
//User::After(0);
iScheduler->Schedule();
}
}
*/
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)
{
// do nothing
DEBUGPRINT(_L("CGameAudioMS::ChangeVolume(%i)"), aUp);
}
void TGameAudioEventListener::MaoscOpenComplete(TInt aError)
{
DEBUGPRINT(_L("CGameAudioMS::MaoscOpenComplete, error=%d"), aError);
iIsOpen = ETrue;
if(aError) iUnderflowed++;
else iUnderflowed = 0;
}
void TGameAudioEventListener::MaoscBufferCopied(TInt aError, const TDesC8& aBuffer)
{
DEBUGPRINT(_L("CGameAudioMS::MaoscBufferCopied, error=%d"), aError);
// iHasCopied = ETrue;
if(aError) // shit!
iUnderflowed++;
}
void TGameAudioEventListener::MaoscPlayComplete(TInt aError)
{
DEBUGPRINT(_L("CGameAudioMS::MaoscPlayComplete: %i"), aError);
if(aError)
iUnderflowed++; // never happened to me while testing, but just in case
}