0ad/source/soundmanager/SoundManager.cpp
stwf 65c0f3efc5 removed extra whitespace
This was SVN commit r12728.
2012-10-03 15:14:20 +00:00

508 lines
9.7 KiB
C++

/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "SoundManager.h"
#include "soundmanager/data/SoundData.h"
#include "soundmanager/items/CSoundItem.h"
#include "soundmanager/items/CBufferItem.h"
#include "soundmanager/items/CStreamItem.h"
#include "soundmanager/js/SoundPlayer.h"
#include "soundmanager/js/AmbientSound.h"
#include "soundmanager/js/MusicSound.h"
#include "soundmanager/js/Sound.h"
#include "ps/CLogger.h"
#include "ps/Profiler2.h"
CSoundManager* g_SoundManager = NULL;
class CSoundManagerWorker
{
public:
CSoundManagerWorker()
{
m_Items = new ItemsList;
m_DeadItems = new ItemsList;
m_Shutdown = false;
m_Enabled = false;
m_PauseUntilTime = 0;
int ret = pthread_create(&m_WorkerThread, NULL, &RunThread, this);
ENSURE(ret == 0);
}
~CSoundManagerWorker()
{
}
/**
* Called by main thread, when the online reporting is enabled/disabled.
*/
void SetEnabled(bool enabled)
{
CScopeLock lock(m_WorkerMutex);
if (enabled != m_Enabled)
{
m_Enabled = enabled;
}
}
/**
* Called by main thread to request shutdown.
* Returns true if we've shut down successfully.
* Returns false if shutdown is taking too long (we might be blocked on a
* sync network operation) - you mustn't destroy this object, just leak it
* and terminate.
*/
bool Shutdown()
{
{
CScopeLock lock(m_WorkerMutex);
m_Shutdown = true;
m_Enabled = false;
ItemsList::iterator lstr = m_Items->begin();
while (lstr != m_Items->end())
{
(*lstr)->Stop();
delete *lstr;
lstr++;
}
}
pthread_join(m_WorkerThread, NULL);
return true;
}
void addItem( ISoundItem* anItem )
{
CScopeLock lock(m_WorkerMutex);
m_Items->push_back( anItem );
}
void CleanupItems()
{
CScopeLock lock(m_WorkerMutex);
AL_CHECK
ItemsList::iterator deadItems = m_DeadItems->begin();
while (deadItems != m_DeadItems->end())
{
delete *deadItems;
deadItems++;
AL_CHECK
}
m_DeadItems->clear();
}
void DeleteItem(long itemNum)
{
CScopeLock lock(m_WorkerMutex);
AL_CHECK
ItemsList::iterator lstr = m_Items->begin();
lstr += itemNum;
delete *lstr;
AL_CHECK
m_Items->erase(lstr);
}
private:
static void* RunThread(void* data)
{
debug_SetThreadName("CSoundManagerWorker");
g_Profiler2.RegisterCurrentThread("soundmanager");
static_cast<CSoundManagerWorker*>(data)->Run();
return NULL;
}
void Run()
{
// Wait until the main thread wakes us up
while ( true )
{
g_Profiler2.RecordRegionLeave("semaphore wait");
if (timer_Time() < m_PauseUntilTime)
continue;
// Handle shutdown requests as soon as possible
if (GetShutdown())
return;
// If we're not enabled, ignore this wakeup
if (!GetEnabled())
continue;
{
CScopeLock lock(m_WorkerMutex);
ItemsList::iterator lstr = m_Items->begin();
ItemsList* nextItemList = new ItemsList;
while (lstr != m_Items->end()) {
if ((*lstr)->IdleTask())
nextItemList->push_back(*lstr);
else
m_DeadItems->push_back(*lstr);
lstr++;
AL_CHECK
}
delete m_Items;
m_Items = nextItemList;
AL_CHECK
}
m_PauseUntilTime = timer_Time() + 0.1;
}
}
bool GetEnabled()
{
CScopeLock lock(m_WorkerMutex);
return m_Enabled;
}
bool GetShutdown()
{
CScopeLock lock(m_WorkerMutex);
return m_Shutdown;
}
private:
// Thread-related members:
pthread_t m_WorkerThread;
CMutex m_WorkerMutex;
// Shared by main thread and worker thread:
// These variables are all protected by m_WorkerMutex
ItemsList* m_Items;
ItemsList* m_DeadItems;
bool m_Enabled;
bool m_Shutdown;
// Initialised in constructor by main thread; otherwise used only by worker thread:
double m_PauseUntilTime;
};
void CSoundManager::ScriptingInit()
{
JAmbientSound::ScriptingInit();
JMusicSound::ScriptingInit();
JSound::ScriptingInit();
JSoundPlayer::ScriptingInit();
}
#if CONFIG2_AUDIO
void CSoundManager::CreateSoundManager()
{
g_SoundManager = new CSoundManager();
}
void CSoundManager::SetEnabled(bool doEnable)
{
if ( g_SoundManager && !doEnable )
{
delete g_SoundManager;
g_SoundManager = NULL;
}
else if ( ! g_SoundManager && doEnable )
{
CSoundManager::CreateSoundManager();
}
}
void CSoundManager::al_ReportError(ALenum err, const char* caller, int line)
{
LOGERROR(L"OpenAL error: %hs; called from %hs (line %d)\n", alGetString(err), caller, line);
}
void CSoundManager::al_check(const char* caller, int line)
{
ALenum err = alGetError();
if (err != AL_NO_ERROR)
al_ReportError(err, caller, line);
}
CSoundManager::CSoundManager()
{
m_CurrentEnvirons = 0;
m_CurrentTune = 0;
m_Gain = 1;
m_MusicGain = 1;
m_AmbientGain = 1;
m_ActionGain = 1;
m_BufferCount = 50;
m_BufferSize = 65536;
m_MusicEnabled = true;
m_Enabled = AlcInit() == INFO::OK;
InitListener();
m_Worker = new CSoundManagerWorker();
m_Worker->SetEnabled( true );
}
CSoundManager::~CSoundManager()
{
m_Worker->Shutdown();
m_Worker = 0L;
alcDestroyContext(m_Context);
alcCloseDevice(m_Device);
m_CurrentEnvirons = 0;
m_CurrentTune = 0;
}
Status CSoundManager::AlcInit()
{
Status ret = INFO::OK;
m_Device = alcOpenDevice(NULL);
if(m_Device)
{
m_Context = alcCreateContext(m_Device, 0); // no attrlist needed
if(m_Context)
alcMakeContextCurrent(m_Context);
}
// check if init succeeded.
// some OpenAL implementations don't indicate failure here correctly;
// we need to check if the device and context pointers are actually valid.
ALCenum err = alcGetError(m_Device);
const char* dev_name = (const char*)alcGetString(m_Device, ALC_DEVICE_SPECIFIER);
if(err == ALC_NO_ERROR && m_Device && m_Context)
debug_printf(L"Sound: AlcInit success, using %hs\n", dev_name);
else
{
LOGERROR(L"Sound: AlcInit failed, m_Device=%p m_Context=%p dev_name=%hs err=%d\n", m_Device, m_Context, dev_name, err);
// FIXME Hack to get around exclusive access to the sound device
#if OS_UNIX
ret = INFO::OK;
#else
ret = ERR::FAIL;
#endif // !OS_UNIX
}
return ret;
}
void CSoundManager::SetMemoryUsage(long bufferSize, int bufferCount)
{
m_BufferCount = bufferCount;
m_BufferSize = bufferSize;
}
long CSoundManager::GetBufferCount()
{
return m_BufferCount;
}
long CSoundManager::GetBufferSize()
{
return m_BufferSize;
}
void CSoundManager::SetMasterGain(float gain)
{
m_Gain = gain;
alListenerf( AL_GAIN, m_Gain);
AL_CHECK
}
void CSoundManager::SetMusicGain(float gain)
{
m_MusicGain = gain;
}
void CSoundManager::SetAmbientGain(float gain)
{
m_AmbientGain = gain;
}
void CSoundManager::SetActionGain(float gain)
{
m_ActionGain = gain;
}
ISoundItem* CSoundManager::LoadItem(const VfsPath& itemPath)
{
AL_CHECK
CSoundData* itemData = CSoundData::SoundDataFromFile(itemPath);
ISoundItem* answer = NULL;
AL_CHECK
if (itemData != NULL)
{
if (itemData->IsOneShot())
{
if (itemData->GetBufferCount() == 1)
answer = new CSoundItem(itemData);
else
answer = new CBufferItem(itemData);
}
else
{
answer = new CStreamItem(itemData);
}
if ( answer && m_Worker )
m_Worker->addItem( answer );
}
return answer;
}
void CSoundManager::IdleTask()
{
AL_CHECK
if (m_CurrentTune)
m_CurrentTune->EnsurePlay();
if (m_CurrentEnvirons)
m_CurrentEnvirons->EnsurePlay();
AL_CHECK
if (m_Worker)
m_Worker->CleanupItems();
}
void CSoundManager::DeleteItem(long itemNum)
{
if (m_Worker)
m_Worker->DeleteItem(itemNum);
}
void CSoundManager::InitListener()
{
ALfloat listenerPos[]={0.0,0.0,0.0};
ALfloat listenerVel[]={0.0,0.0,0.0};
ALfloat listenerOri[]={0.0,0.0,-1.0, 0.0,1.0,0.0};
alListenerfv(AL_POSITION,listenerPos);
alListenerfv(AL_VELOCITY,listenerVel);
alListenerfv(AL_ORIENTATION,listenerOri);
alDistanceModel(AL_LINEAR_DISTANCE);
}
void CSoundManager::PlayActionItem(ISoundItem* anItem)
{
if (anItem)
{
if (m_Enabled && (m_ActionGain > 0))
{
anItem->SetGain( m_ActionGain );
anItem->Play();
AL_CHECK
}
}
}
void CSoundManager::PlayGroupItem(ISoundItem* anItem, ALfloat groupGain)
{
if (anItem)
{
if (m_Enabled && (m_ActionGain > 0)) {
anItem->SetGain(m_ActionGain * groupGain);
anItem->Play();
AL_CHECK
}
}
}
void CSoundManager::SetMusicEnabled (bool isEnabled)
{
if (m_CurrentTune && !isEnabled)
{
m_CurrentTune->FadeAndDelete(1.00);
m_CurrentTune = 0L;
}
m_MusicEnabled = isEnabled;
}
void CSoundManager::SetMusicItem(ISoundItem* anItem)
{
AL_CHECK
if (m_CurrentTune)
{
m_CurrentTune->FadeAndDelete(2.00);
m_CurrentTune = 0L;
}
IdleTask();
if (anItem)
{
if (m_MusicEnabled && m_Enabled)
{
m_CurrentTune = anItem;
m_CurrentTune->SetGain(0);
m_CurrentTune->PlayLoop();
m_CurrentTune->FadeToIn( m_MusicGain, 1.00);
}
else
{
anItem->StopAndDelete();
}
}
AL_CHECK
}
void CSoundManager::SetAmbientItem(ISoundItem* anItem)
{
if (m_CurrentEnvirons)
{
m_CurrentEnvirons->FadeAndDelete(3.00);
m_CurrentEnvirons = 0L;
}
IdleTask();
if (anItem)
{
if (m_Enabled && (m_AmbientGain > 0))
{
m_CurrentEnvirons = anItem;
m_CurrentEnvirons->SetGain(0);
m_CurrentEnvirons->PlayLoop();
m_CurrentEnvirons->FadeToIn( m_AmbientGain, 2.00);
}
}
AL_CHECK
}
#endif // CONFIG2_AUDIO