unsigned RageSoundReader_Chain::ActivateSound( const sound &s ) { SoundReader *pSound = m_apLoadedSounds[s.sPath]; ActiveSound add; add.fPan = s.fPan; add.pSound = pSound->Copy(); m_apActiveSounds.push_back( add ); return m_apActiveSounds.size() - 1; }
bool test_file( const TestFile &tf, int filters ) { const char *fn = tf.fn; LOG->Trace("Testing: %s", fn ); CString error; SoundReader *s = SoundReader_FileReader::OpenFile( fn, error ); s = ApplyFilters( s, filters ); if( s == NULL ) { LOG->Trace( "File '%s' failed to open: %s", fn, error.c_str() ); return false; } //SoundReader *snd = s; SoundReader *snd = s->Copy(); delete s; bool ret = RunTests( snd, tf ); delete snd; /* Check SetPosition_Accurate consistency: * * Reopen the file from scratch, seek to 100ms, read some data, do some * operations that would result in the internal TOC being filled (seek * to the end), then re-read the data at 100ms and make sure it's the same. */ snd = SoundReader_FileReader::OpenFile( fn, error ); snd = ApplyFilters( snd, filters ); if( snd == NULL ) { LOG->Trace( "File '%s' failed to open: %s", fn, error.c_str() ); return false; } if( !CheckSetPositionAccurate( snd ) ) ret = false; delete snd; return ret; }
int RageSoundReader_Chain::SetPosition_Accurate( int ms ) { /* Clear m_apActiveSounds. */ while( !m_apActiveSounds.empty() ) ReleaseSound( 0 ); m_iCurrentFrame = int( int64_t(ms) * m_iActualSampleRate / 1000 ); /* Run through all sounds in the chain, and activate all sounds which have data * at ms. */ for( unsigned i = 0; i < m_Sounds.size(); ++i ) { sound &sound = m_Sounds[i]; /* If this sound is in the future, skip it. */ if( sound.iOffsetMS > ms ) continue; /* Find the SoundReader. */ int n = ActivateSound( sound ); SoundReader *pSound = m_apActiveSounds[n].pSound; int iOffsetMS = ms - sound.iOffsetMS; if( pSound->SetPosition_Accurate(iOffsetMS) == 0 ) { /* We're past the end of this sound. */ ReleaseSound( n ); continue; } } m_iNextSound = GetNextSoundIndex(); /* If no sounds were started, and we have no sounds ahead of us, we've seeked * past EOF. */ if( m_apActiveSounds.empty() && m_iNextSound == m_Sounds.size() ) return 0; return ms; }
int RageSoundReader_Chain::ReadBlock( int16_t *pBuffer, int iFrames ) { /* How many samples should we read before we need to start up a sound? */ int iFramesToRead = INT_MAX; if( m_iNextSound < m_Sounds.size() ) { int iStartFrame = m_iCurrentFrame; int iOffsetFrame = m_Sounds[m_iNextSound].GetOffsetFrame(m_iActualSampleRate); ASSERT_M( iOffsetFrame >= iStartFrame, ssprintf("%i %i", iOffsetFrame, iStartFrame) ); iFramesToRead = iOffsetFrame - iStartFrame; } iFramesToRead = min( iFramesToRead, iFrames ); if( iFramesToRead > 0 && m_apActiveSounds.size() == 1 && m_apActiveSounds.front().fPan == 0 && m_apActiveSounds.front().pSound->GetNumChannels() == m_iChannels && m_apActiveSounds.front().pSound->GetSampleRate() == m_iActualSampleRate ) { /* We have only one source, and it matches our target. Don't mix; read * directly from the source into the destination. This is to optimize * the common case of having one BGM track and no autoplay sounds. */ int iBytes = m_apActiveSounds.front().pSound->Read( (char *) pBuffer, iFramesToRead * sizeof(int16_t) * m_iChannels ); if( iBytes == 0 ) ReleaseSound( 0 ); return iBytes / (sizeof(int16_t) * m_iChannels); } if( iFramesToRead > 0 && !m_apActiveSounds.empty() ) { RageSoundMixBuffer mix; /* Read iFramesToRead from each sound. */ int16_t Buffer[2048]; iFramesToRead = min( iFramesToRead, 1024 ); int iMaxFramesRead = 0; for( unsigned i = 0; i < m_apActiveSounds.size(); ) { ActiveSound &s = m_apActiveSounds[i]; SoundReader *pSound = s.pSound; int iSamples = min( iFramesToRead * pSound->GetNumChannels(), ARRAYLEN(Buffer) ); int iBytesRead = pSound->Read( (char *) Buffer, iSamples*sizeof(int16_t) ); if( iBytesRead == -1 || iBytesRead == 0 ) { /* The sound is at EOF. Release it. */ ReleaseSound( i ); continue; } int iSamplesRead = iBytesRead / sizeof(int16_t); int iFramesRead = iSamplesRead / pSound->GetNumChannels(); iMaxFramesRead = max( iMaxFramesRead, iFramesRead ); if( m_iChannels == 2 && pSound->GetNumChannels() == 1 ) { RageSoundUtil::ConvertMonoToStereoInPlace( Buffer, iSamplesRead ); iSamplesRead *= 2; } if( fabsf(s.fPan) > 0.0001f ) RageSoundUtil::Pan( Buffer, iFramesRead, s.fPan ); mix.write( Buffer, iSamplesRead ); ++i; } /* Read mixed frames into the output buffer. */ mix.read( (int16_t *) pBuffer ); return iMaxFramesRead; } /* If we have more sounds ahead of us, pretend we read the entire block, since * there's silence in between. Otherwise, we're at EOF. */ if( iFramesToRead > 0 ) { memset( pBuffer, 0, iFramesToRead * m_iChannels * sizeof(int16_t) ); return iFramesToRead; } return 0; }