mirror of
https://github.com/RaySollium99/picodrive.git
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321 lines
9.2 KiB
C++
321 lines
9.2 KiB
C++
/*******************************************************************
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*
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* File: Audio_mediaserver.cpp
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*
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* Author: Peter van Sebille (peter@yipton.net)
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*
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* Modified/adapted for picodriveN by notaz, 2006
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*
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* (c) Copyright 2006, notaz
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* (c) Copyright 2001, Peter van Sebille
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* All Rights Reserved
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*
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*******************************************************************/
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#include "audio_mediaserver.h"
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//#define __DEBUG_PRINT_SND
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#ifdef __DEBUG_PRINT_SND
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#include <e32svr.h> // RDebug
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#define DEBUGPRINT(x...) RDebug::Print(x)
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#else
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#define DEBUGPRINT(x...)
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#endif
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GLDEF_C TInt E32Dll(TDllReason)
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{
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return KErrNone;
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}
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/*******************************************
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*
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* CGameAudioMS
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*
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*******************************************/
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CGameAudioMS::CGameAudioMS(TInt aRate, TBool aStereo, TInt aPcmFrames, TInt aBufferedFrames)
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: iRate(aRate), iStereo(aStereo), iBufferedFrames(aBufferedFrames), iPcmFrames(aPcmFrames)
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{
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}
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CGameAudioMS* CGameAudioMS::NewL(TInt aRate, TBool aStereo, TInt aPcmFrames, TInt aBufferedFrames)
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{
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DEBUGPRINT(_L("CGameAudioMS::NewL(%i, %i, %i, %i)"),aRate, aStereo, aPcmFrames, aBufferedFrames);
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CGameAudioMS* self = new(ELeave) CGameAudioMS(aRate, aStereo, aPcmFrames, aBufferedFrames);
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CleanupStack::PushL(self);
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self->ConstructL();
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CleanupStack::Pop(); // self
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return self;
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}
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CGameAudioMS::~CGameAudioMS()
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{
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DEBUGPRINT(_L("CGameAudioMS::~CGameAudioMS()"));
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if(iMdaAudioOutputStream) {
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iScheduler->Schedule(); // let it finish it's stuff
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iMdaAudioOutputStream->Stop();
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delete iMdaAudioOutputStream;
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}
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if(iServer) delete iServer;
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for (TInt i=0 ; i<KSoundBuffers+1 ; i++)
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delete iSoundBuffers[i];
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// Polled AS
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if(iScheduler) delete iScheduler;
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}
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void CGameAudioMS::ConstructL()
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{
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iServer = CMdaServer::NewL();
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iScheduler = CPolledActiveScheduler::NewL();
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switch(iRate) {
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case 11025: iMdaAudioDataSettings.iSampleRate = TMdaAudioDataSettings::ESampleRate11025Hz; break;
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case 16000: iMdaAudioDataSettings.iSampleRate = TMdaAudioDataSettings::ESampleRate16000Hz; break;
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case 22050: iMdaAudioDataSettings.iSampleRate = TMdaAudioDataSettings::ESampleRate22050Hz; break;
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default: iMdaAudioDataSettings.iSampleRate = TMdaAudioDataSettings::ESampleRate8000Hz; break;
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}
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iMdaAudioDataSettings.iChannels = (iStereo) ? TMdaAudioDataSettings::EChannelsStereo : TMdaAudioDataSettings::EChannelsMono;
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iMdaAudioDataSettings.iCaps = TMdaAudioDataSettings::ESampleRateFixed | iMdaAudioDataSettings.iSampleRate;
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iMdaAudioDataSettings.iFlags = TMdaAudioDataSettings::ENoNetworkRouting;
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TInt bytesPerFrame = iStereo ? iPcmFrames << 2 : iPcmFrames << 1;
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for (TInt i=0 ; i<KSoundBuffers ; i++)
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{
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iSoundBuffers[i] = HBufC8::NewL(bytesPerFrame * iBufferedFrames);
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iSoundBuffers[i]->Des().FillZ (bytesPerFrame * iBufferedFrames);
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}
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// because feeding 2 buffers after an underflow is a little too much, but feeding 1 may be not enough,
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// prepare this ~50ms empty buffer to additionaly feed after every underflow.
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// Another strange thing here: if we try to make and odd-length sound buffer here,
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// system then outputs horrible noise! (this happened on 22050 mono and when there
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// were no parenthesis around iBufferedFrames / 4.
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iSoundBuffers[KSoundBuffers] = HBufC8::NewL(bytesPerFrame * (iBufferedFrames / 4));
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iSoundBuffers[KSoundBuffers]->Des().FillZ (bytesPerFrame * (iBufferedFrames / 4));
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iCurrentBuffer = 0;
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// here we actually test if we can create and open CMdaAudioOutputStream at all, but really create and use it later.
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iMdaAudioOutputStream = CMdaAudioOutputStream::NewL(iListener, iServer);
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if(iMdaAudioOutputStream) {
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delete iMdaAudioOutputStream;
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iMdaAudioOutputStream = 0;
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}
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}
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/* currently unused
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TInt CGameAudioMS::Write(TInt16* aBuffer, TInt aSize)
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{
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TInt byteSize = iStereo ? aSize << 2 : aSize << 1;
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Mem::Copy(iCurrentPosition, aBuffer, byteSize);
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iCurrentPosition += aSize;
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if (++iFrameCount == iBufferedFrames)
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{
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WriteBlock();
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}
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CPolledActiveScheduler::Instance()->Schedule();
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if(iListener.iUnderflowed) Underflowed(); // oh no, CMdaAudioOutputStream underflowed!
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return aSize;
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}
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*/
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// returns a pointer to buffer for next frame,
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// to be used when iSoundBuffers are used directly
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TInt16 *CGameAudioMS::NextFrameL()
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{
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iCurrentPosition += iPcmFrames << (iStereo?1:0);
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if (++iFrameCount == iBufferedFrames)
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{
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WriteBlockL();
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}
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iScheduler->Schedule();
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if(iListener.iUnderflowed) {
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if(iListener.iUnderflowed > KMaxUnderflows) {
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delete iMdaAudioOutputStream;
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iMdaAudioOutputStream = 0;
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return 0;
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}
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UnderflowedL(); // not again!
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}
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return iCurrentPosition;
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}
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TInt16 *CGameAudioMS::DupeFrameL(TInt &aUnderflowed)
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{
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TInt shorts = iStereo ? (iPcmFrames << 1) : iPcmFrames;
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if(iFrameCount)
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Mem::Copy(iCurrentPosition, iCurrentPosition-shorts, shorts<<1);
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else {
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TInt lastBuffer = iCurrentBuffer;
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if(--lastBuffer < 0) lastBuffer = KSoundBuffers - 1;
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Mem::Copy(iCurrentPosition, ((TInt16*) (iSoundBuffers[lastBuffer]->Ptr()))+shorts*(iBufferedFrames-1), shorts<<1);
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}
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iCurrentPosition += shorts;
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if (++iFrameCount == iBufferedFrames)
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{
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WriteBlockL();
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}
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iScheduler->Schedule();
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if((aUnderflowed = iListener.iUnderflowed)) { // not again!
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if(iListener.iUnderflowed > KMaxUnderflows) {
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delete iMdaAudioOutputStream;
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iMdaAudioOutputStream = 0;
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return 0;
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}
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UnderflowedL(); // not again!
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}
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return iCurrentPosition;
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}
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void CGameAudioMS::WriteBlockL()
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{
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iScheduler->Schedule();
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// do not write until stream is open
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if(!iListener.iIsOpen) WaitForOpenToCompleteL();
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//if(!iListener.iHasCopied) WaitForCopyToCompleteL(); // almost never happens anyway and sometimes even deadlocks?
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//iListener.iHasCopied = EFalse;
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if(!iListener.iUnderflowed) {
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// don't write if sound is lagging too much
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if(iTime - iMdaAudioOutputStream->Position().Int64() <= TInt64(0, KMaxLag)) {
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//RDebug::Print(_L("delta: %i"), iTime.Low() - iMdaAudioOutputStream->Position().Int64().Low());
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iMdaAudioOutputStream->WriteL(*iSoundBuffers[iCurrentBuffer]);
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iTime += KBlockTime;
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}
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}
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iFrameCount = 0;
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if (++iCurrentBuffer == KSoundBuffers)
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iCurrentBuffer = 0;
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iCurrentPosition = (TInt16*) iSoundBuffers[iCurrentBuffer]->Ptr();
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}
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void CGameAudioMS::Pause()
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{
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if(!iMdaAudioOutputStream) return;
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iScheduler->Schedule(); // let it finish it's stuff
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iMdaAudioOutputStream->Stop();
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delete iMdaAudioOutputStream;
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iMdaAudioOutputStream = 0;
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}
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// call this before doing any playback!
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TInt16 *CGameAudioMS::ResumeL()
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{
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DEBUGPRINT(_L("CGameAudioMS::Resume()"));
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iScheduler->Schedule();
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// we act a bit strange here: simulate buffer underflow, which actually starts audio
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iListener.iIsOpen = ETrue;
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iListener.iUnderflowed = 1;
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iFrameCount = 0;
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iCurrentPosition = (TInt16*) iSoundBuffers[iCurrentBuffer]->Ptr();
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return iCurrentPosition;
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}
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// handles underflow condition
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void CGameAudioMS::UnderflowedL()
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{
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// recreate the stream
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//iMdaAudioOutputStream->Stop();
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if(iMdaAudioOutputStream) delete iMdaAudioOutputStream;
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iMdaAudioOutputStream = CMdaAudioOutputStream::NewL(iListener, iServer);
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iMdaAudioOutputStream->Open(&iMdaAudioDataSettings);
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iListener.iIsOpen = EFalse; // wait for it to open
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//iListener.iHasCopied = ETrue; // but don't wait for last copy to complete
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// let it open and feed some stuff to make it happy
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User::After(0);
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TInt lastBuffer = iCurrentBuffer;
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if(--lastBuffer < 0) lastBuffer = KSoundBuffers - 1;
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iScheduler->Schedule();
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if(!iListener.iIsOpen) WaitForOpenToCompleteL();
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iMdaAudioOutputStream->WriteL(*iSoundBuffers[KSoundBuffers]); // special empty fill-up
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iMdaAudioOutputStream->WriteL(*iSoundBuffers[lastBuffer]);
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iTime = TInt64(0, KBlockTime/4 + KBlockTime);
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}
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/*
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void CGameAudioMS::WaitForCopyToCompleteL()
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{
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DEBUGPRINT(_L("CGameAudioMS::WaitForCopyToCompleteL"));
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while (!iListener.iHasCopied) {
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//User::After(0);
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iScheduler->Schedule();
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}
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}
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*/
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void CGameAudioMS::WaitForOpenToCompleteL()
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{
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DEBUGPRINT(_L("CGameAudioMS::WaitForOpenToCompleteL"));
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TInt count = 20; // 2 seconds
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TInt waitPeriod = 100 * 1000;
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if(!iListener.iIsOpen) {
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// it is often enough to do this
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User::After(0);
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iScheduler->Schedule();
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}
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while (!iListener.iIsOpen && --count)
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{
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User::After(waitPeriod);
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iScheduler->Schedule();
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}
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if (!iListener.iIsOpen)
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User::LeaveIfError(KErrNotSupported);
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}
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void CGameAudioMS::ChangeVolume(TInt aUp)
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{
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// do nothing
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DEBUGPRINT(_L("CGameAudioMS::ChangeVolume(%i)"), aUp);
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}
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void TGameAudioEventListener::MaoscOpenComplete(TInt aError)
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{
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DEBUGPRINT(_L("CGameAudioMS::MaoscOpenComplete, error=%d"), aError);
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iIsOpen = ETrue;
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if(aError) iUnderflowed++;
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else iUnderflowed = 0;
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}
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void TGameAudioEventListener::MaoscBufferCopied(TInt aError, const TDesC8& aBuffer)
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{
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DEBUGPRINT(_L("CGameAudioMS::MaoscBufferCopied, error=%d"), aError);
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// iHasCopied = ETrue;
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if(aError) // shit!
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iUnderflowed++;
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}
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void TGameAudioEventListener::MaoscPlayComplete(TInt aError)
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{
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DEBUGPRINT(_L("CGameAudioMS::MaoscPlayComplete: %i"), aError);
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if(aError)
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iUnderflowed++; // never happened to me while testing, but just in case
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}
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