picodrive/platform/uiq2/audio/motorola/audio_motorola.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

363 lines
10 KiB
C++

/*******************************************************************
*
* File: Audio_motorola.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
*
*******************************************************************/
// if only I had Motorola to test this on..
#include "audio_motorola.h"
#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;
}
/*******************************************
*
* CGameAudioMot
*
*******************************************/
CGameAudioMot::CGameAudioMot(TInt aRate, TBool aStereo, TInt aPcmFrames, TInt aBufferedFrames)
: iRate(aRate), iStereo(aStereo), iBufferedFrames(aBufferedFrames), iPcmFrames(aPcmFrames)
{
DEBUGPRINT(_L("CGameAudioMot::CGameAudioMot"));
}
CGameAudioMot* CGameAudioMot::NewL(TInt aRate, TBool aStereo, TInt aPcmFrames, TInt aBufferedFrames)
{
DEBUGPRINT(_L("CGameAudioMot::NewL(%i, %i, %i, %i)"),aRate, aStereo, aPcmFrames, aBufferedFrames);
CGameAudioMot* self = new(ELeave) CGameAudioMot(aRate, aStereo, aPcmFrames, aBufferedFrames);
CleanupStack::PushL(self);
self->ConstructL();
CleanupStack::Pop(); // self
return self;
}
CGameAudioMot::~CGameAudioMot()
{
DEBUGPRINT(_L("CGameAudioMot::~CGameAudioMot()"));
if(iAudioOutputStream) {
iScheduler->Schedule(); // let it finish it's stuff
//iAudioOutputStream->Stop();
delete iAudioOutputStream;
}
if(iAudioControl) delete iAudioControl;
for (TInt i=0 ; i < KSoundBuffers+1; i++) {
delete iSoundBufferPtrs[i];
delete iSoundBuffers[i];
}
// Polled AS
if(iScheduler) delete iScheduler;
}
void CGameAudioMot::ConstructL()
{
iScheduler = CPolledActiveScheduler::NewL();
iSettings.iPCMSettings.iSamplingFreq = (TMSampleRate) iRate;
iSettings.iPCMSettings.iStereo = iStereo;
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);
iSoundBufferPtrs[i] = new TPtr8( iSoundBuffers[i]->Des() );
}
// 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.
iSoundBuffers[KSoundBuffers] = HBufC8::NewL(bytesPerFrame * (iBufferedFrames / 4));
iSoundBuffers[KSoundBuffers]->Des().FillZ (bytesPerFrame * (iBufferedFrames / 4));
iSoundBufferPtrs[KSoundBuffers] = new TPtr8( iSoundBuffers[KSoundBuffers]->Des() );
iCurrentBuffer = 0;
iListener.iFatalError = iListener.iIsOpen = iListener.iIsCtrlOpen = EFalse;
// here we actually test if we can create and open CMdaAudioOutputStream at all, but really create and use it later.
iAudioOutputStream = CMAudioFB::NewL(EMAudioFBRequestTypeDecode, EMAudioFBFormatPCM, iSettings, iListener);
if(iAudioOutputStream) {
delete iAudioOutputStream;
iAudioOutputStream = 0;
}
// ceate audio control object
iAudioControl = CMAudioAC::NewL(iListener);
}
// returns a pointer to buffer for next frame,
// to be used when iSoundBuffers are used directly
TInt16 *CGameAudioMot::NextFrameL()
{
iCurrentPosition += iPcmFrames << (iStereo?1:0);
if (++iFrameCount == iBufferedFrames)
{
WriteBlockL();
}
iScheduler->Schedule();
if(iListener.iFatalError || iListener.iUnderflowed > KMaxUnderflows) {
if(iAudioOutputStream) delete iAudioOutputStream;
iAudioOutputStream = 0;
return 0;
}
else if(iListener.iUnderflowed) UnderflowedL();
return iCurrentPosition;
}
TInt16 *CGameAudioMot::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(iListener.iFatalError || iListener.iUnderflowed > KMaxUnderflows) {
if(iAudioOutputStream) delete iAudioOutputStream;
iAudioOutputStream = 0;
return 0;
}
else if((aUnderflowed = iListener.iUnderflowed)) UnderflowedL(); // not again!
return iCurrentPosition;
}
void CGameAudioMot::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) {
iAudioOutputStream->QueueBufferL(iSoundBufferPtrs[iCurrentBuffer]);
// it is certain we already Queued at least 2 buffers (one just after underflow, another above)
if(!iDecoding) {
iAudioOutputStream->DecodeL();
iDecoding = ETrue;
}
}
iFrameCount = 0;
if (++iCurrentBuffer == KSoundBuffers)
iCurrentBuffer = 0;
iCurrentPosition = (TInt16*) iSoundBuffers[iCurrentBuffer]->Ptr();
}
void CGameAudioMot::Pause()
{
if(!iAudioOutputStream) return;
iScheduler->Schedule();
// iAudioOutputStream->Stop(); // may be this breaks everything in A925?
delete iAudioOutputStream;
iAudioOutputStream = 0;
}
// call this before doing any playback!
TInt16 *CGameAudioMot::ResumeL()
{
DEBUGPRINT(_L("CGameAudioMot::Resume()"));
iScheduler->Schedule();
// we act a bit strange here: simulate buffer underflow, which actually starts audio
iListener.iIsOpen = ETrue;
iListener.iUnderflowed = 1;
iListener.iFatalError = EFalse;
iFrameCount = 0;
iCurrentPosition = (TInt16*) iSoundBuffers[iCurrentBuffer]->Ptr();
return iCurrentPosition;
}
// handles underflow condition
void CGameAudioMot::UnderflowedL()
{
// recreate the stream
if(iAudioOutputStream) delete iAudioOutputStream;
if(iListener.iUnderflowed > 4) {
// HACK: A925 user said sound works for the first time, but fails after pause/resume, etc.
// at the very beginning we create and delete CMAudioFB object, maybe we should do this every time?
iAudioOutputStream = CMAudioFB::NewL(EMAudioFBRequestTypeDecode, EMAudioFBFormatPCM, iSettings, iListener);
if(iAudioOutputStream) delete iAudioOutputStream;
}
iAudioOutputStream = CMAudioFB::NewL(EMAudioFBRequestTypeDecode, EMAudioFBFormatPCM, iSettings, iListener);
iListener.iIsOpen = EFalse; // wait for it to open
iDecoding = EFalse;
//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();
if(iListener.iUnderflowed) {
// something went wrong again. May be it needs time? Trying to fix something without ability to test is hell.
if(iAudioOutputStream) delete iAudioOutputStream;
iAudioOutputStream = 0;
User::After(50*000);
iScheduler->Schedule();
return;
}
iAudioOutputStream->QueueBufferL(iSoundBufferPtrs[KSoundBuffers]); // try a short buffer with hope to reduce lag
}
void CGameAudioMot::ChangeVolume(TInt aUp)
{
if(iAudioControl && iListener.iIsCtrlOpen)
{
TInt vol = iAudioControl->GetMasterVolume();
TInt max = iAudioControl->GetMaxMasterVolume();
if(aUp) vol++; // adjust volume
else vol--;
if(vol >= 0 && vol <= max)
{
iAudioControl->SetMasterVolume(vol);
}
}
}
void CGameAudioMot::WaitForOpenToCompleteL()
{
DEBUGPRINT(_L("CGameAudioMot::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 TGameAudioEventListener::OnEvent(TMAudioFBCallbackState aState, TInt aError)
{
switch ( aState )
{
case EMAudioFBCallbackStateReady:
iIsOpen = ETrue;
iUnderflowed = 0;
break;
case EMAudioFBCallbackStateDecodeCompleteStopped:
break;
//case EMAudioFBCallbackStateDecodeFileSystemError:
case EMAudioFBCallbackStateDecodeError:
switch( aError )
{
case EMAudioFBCallbackErrorBufferFull:
case EMAudioFBCallbackErrorForcedStop:
case EMAudioFBCallbackErrorForcedClose:
//case EMAudioFBCallbackErrorForcedPause:
case EMAudioFBCallbackErrorPriorityRejection:
case EMAudioFBCallbackErrorAlertModeRejection:
case EMAudioFBCallbackErrorResourceRejection:
case EMAudioFBCallbackErrorUnknown:
iUnderflowed++;
break;
// these look like really bad errors
case EMAudioFBCallbackErrorInvalidParameter:
case EMAudioFBCallbackErrorWrongState:
case EMAudioFBCallbackErrorFormatNotSupported:
case EMAudioFBCallbackErrorFunctionNotSupported:
case EMAudioFBCallbackErrorNoBuffer:
case EMAudioFBCallbackErrorSampleOrBitRateNotSupported:
//case EMAudioFBCallbackErrorPriorityOrPreferenceNotSupported:
//case EMAudioFBCallbackErrorFileSystemFull:
//iFatalError = ETrue;
// who cares, just keep retrying
iUnderflowed++;
break;
default:
iUnderflowed++;
break;
}
// in error condition we also set to open, so that the
// framework would not leave, catch the error and retry
iIsOpen = ETrue;
break;
default:
break;
}
}
void TGameAudioEventListener::OnEvent(TMAudioFBCallbackState aState, TInt aError, TDes8* aBuffer)
{
switch( aState )
{
case EMAudioFBCallbackStateDecodeBufferDecoded:
break;
default:
OnEvent( aState, aError );
break;
}
}
void TGameAudioEventListener::OnEvent(TMAudioACCallbackState aState, TInt aError)
{
if(aState == EMAudioACCallbackStateReady) iIsCtrlOpen = ETrue;
}