1
0
forked from 0ad/0ad
0ad/source/soundmanager/SoundManager.cpp
historic_bruno a63ed4e4c4 Fixes rare crash in sound manager, due to worker thread dereferencing global pointer before it had been assigned. Fixes #2333, refs #2387, #2317.
Fixes potential infinite loop if worker thread was running but not
enabled.
Fixes apparent bug in fading sound smoothness.
Cleans up worker class slightly.
Cleans up weird and inconsistent whitespace.

This was SVN commit r15269.
2014-06-02 02:09:58 +00:00

826 lines
16 KiB
C++

/* Copyright (C) 2014 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 "ISoundManager.h"
#include "SoundManager.h"
#include "data/SoundData.h"
#include "items/CBufferItem.h"
#include "items/CSoundItem.h"
#include "items/CStreamItem.h"
#include "lib/external_libraries/libsdl.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/Filesystem.h"
#include "ps/Profiler2.h"
ISoundManager* g_SoundManager = NULL;
#define SOURCE_NUM 64
#if CONFIG2_AUDIO
class CSoundManagerWorker
{
NONCOPYABLE(CSoundManagerWorker);
public:
CSoundManagerWorker()
{
m_Items = new ItemsList;
m_DeadItems = new ItemsList;
m_Shutdown = false;
int ret = pthread_create(&m_WorkerThread, NULL, &RunThread, this);
ENSURE(ret == 0);
}
~CSoundManagerWorker()
{
delete m_Items;
CleanupItems();
delete m_DeadItems;
}
bool Shutdown()
{
{
CScopeLock lock(m_WorkerMutex);
m_Shutdown = true;
ItemsList::iterator lstr = m_Items->begin();
while (lstr != m_Items->end())
{
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_DeadItemsMutex);
AL_CHECK
ItemsList::iterator deadItems = m_DeadItems->begin();
while (deadItems != m_DeadItems->end())
{
delete *deadItems;
++deadItems;
AL_CHECK
}
m_DeadItems->clear();
}
private:
static void* RunThread(void* data)
{
debug_SetThreadName("CSoundManagerWorker");
g_Profiler2.RegisterCurrentThread("soundmanager");
static_cast<CSoundManagerWorker*>(data)->Run();
return NULL;
}
void Run()
{
while (true)
{
// Handle shutdown requests as soon as possible
if (GetShutdown())
return;
int pauseTime = 500;
if (g_SoundManager->InDistress())
pauseTime = 50;
{
CScopeLock lock(m_WorkerMutex);
ItemsList::iterator lstr = m_Items->begin();
ItemsList* nextItemList = new ItemsList;
while (lstr != m_Items->end())
{
AL_CHECK
if ((*lstr)->IdleTask())
{
if ((pauseTime == 500) && (*lstr)->IsFading())
pauseTime = 100;
nextItemList->push_back(*lstr);
}
else
{
CScopeLock lock(m_DeadItemsMutex);
m_DeadItems->push_back(*lstr);
}
++lstr;
AL_CHECK
}
delete m_Items;
m_Items = nextItemList;
AL_CHECK
}
SDL_Delay(pauseTime);
}
}
bool GetShutdown()
{
CScopeLock lock(m_WorkerMutex);
return m_Shutdown;
}
private:
// Thread-related members:
pthread_t m_WorkerThread;
CMutex m_WorkerMutex;
CMutex m_DeadItemsMutex;
// Shared by main thread and worker thread:
// These variables are all protected by a mutexes
ItemsList* m_Items;
ItemsList* m_DeadItems;
bool m_Shutdown;
CSoundManagerWorker(ISoundManager* UNUSED(other)){};
};
void ISoundManager::CreateSoundManager()
{
if (!g_SoundManager)
{
g_SoundManager = new CSoundManager();
g_SoundManager->StartWorker();
}
}
void ISoundManager::SetEnabled(bool doEnable)
{
if (g_SoundManager && !doEnable)
SAFE_DELETE(g_SoundManager);
else if (!g_SoundManager && doEnable)
ISoundManager::CreateSoundManager();
}
void ISoundManager::CloseGame()
{
if (CSoundManager* aSndMgr = (CSoundManager*)g_SoundManager)
aSndMgr->SetAmbientItem(NULL);
}
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);
}
Status CSoundManager::ReloadChangedFiles(const VfsPath& UNUSED(path))
{
// LOGERROR(L"GUI file '%ls' changed - reloading page", path.string().c_str());
return INFO::OK;
}
/*static*/ Status CSoundManager::ReloadChangedFileCB(void* param, const VfsPath& path)
{
return static_cast<CSoundManager*>(param)->ReloadChangedFiles(path);
}
CSoundManager::CSoundManager()
{
m_CurrentEnvirons = NULL;
m_ALSourceBuffer = NULL;
m_Device = NULL;
m_Context = NULL;
m_Worker = NULL;
m_PlayListItems = NULL;
m_CurrentTune = NULL;
m_Gain = 1;
m_MusicGain = 1;
m_AmbientGain = 1;
m_ActionGain = 1;
m_UIGain = 1;
m_BufferCount = 50;
m_BufferSize = 98304;
m_SoundEnabled = true;
m_MusicEnabled = true;
m_MusicPaused = false;
m_AmbientPaused = false;
m_ActionPaused = false;
m_DistressTime = 0;
m_DistressErrCount = 0;
m_PlayingPlaylist = false;
m_LoopingPlaylist = false;
m_RunningPlaylist = false;
m_PlaylistGap = 0;
m_Enabled = false;
AlcInit();
if (m_Enabled)
{
InitListener();
m_PlayListItems = new PlayList;
}
RegisterFileReloadFunc(ReloadChangedFileCB, this);
}
CSoundManager::~CSoundManager()
{
UnregisterFileReloadFunc(ReloadChangedFileCB, this);
if (m_Worker)
{
AL_CHECK
m_Worker->Shutdown();
AL_CHECK
m_Worker->CleanupItems();
AL_CHECK
delete m_Worker;
}
AL_CHECK
for (std::map<std::wstring, CSoundGroup*>::iterator it = m_SoundGroups.begin(); it != m_SoundGroups.end(); ++it)
delete it->second;
m_SoundGroups.clear();
if (m_PlayListItems)
delete m_PlayListItems;
if (m_ALSourceBuffer != NULL)
delete[] m_ALSourceBuffer;
if (m_Context)
alcDestroyContext(m_Context);
if (m_Device)
alcCloseDevice(m_Device);
}
void CSoundManager::StartWorker()
{
if (m_Enabled)
m_Worker = new CSoundManagerWorker();
}
Status CSoundManager::AlcInit()
{
Status ret = INFO::OK;
m_Device = alcOpenDevice(NULL);
if (m_Device)
{
ALCint attribs[] = {ALC_STEREO_SOURCES, 16, 0};
m_Context = alcCreateContext(m_Device, &attribs[0]);
if (m_Context)
{
alcMakeContextCurrent(m_Context);
m_ALSourceBuffer = new ALSourceHolder[SOURCE_NUM];
ALuint* sourceList = new ALuint[SOURCE_NUM];
alGenSources(SOURCE_NUM, sourceList);
ALCenum err = alcGetError(m_Device);
if (err == ALC_NO_ERROR)
{
for (int x = 0; x < SOURCE_NUM; x++)
{
m_ALSourceBuffer[x].ALSource = sourceList[x];
m_ALSourceBuffer[x].SourceItem = NULL;
}
m_Enabled = true;
}
else
{
LOGERROR(L"error in gensource = %d", err);
}
delete[] sourceList;
}
}
// 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=%x\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;
}
bool CSoundManager::InDistress()
{
CScopeLock lock(m_DistressMutex);
if (m_DistressTime == 0)
return false;
else if ((timer_Time() - m_DistressTime) > 10)
{
m_DistressTime = 0;
// Coming out of distress mode
m_DistressErrCount = 0;
return false;
}
return true;
}
void CSoundManager::SetDistressThroughShortage()
{
CScopeLock lock(m_DistressMutex);
// Going into distress for normal reasons
m_DistressTime = timer_Time();
}
void CSoundManager::SetDistressThroughError()
{
CScopeLock lock(m_DistressMutex);
// Going into distress due to unknown error
m_DistressTime = timer_Time();
m_DistressErrCount++;
}
ALuint CSoundManager::GetALSource(ISoundItem* anItem)
{
for (int x = 0; x < SOURCE_NUM; x++)
{
if (!m_ALSourceBuffer[x].SourceItem)
{
m_ALSourceBuffer[x].SourceItem = anItem;
return m_ALSourceBuffer[x].ALSource;
}
}
SetDistressThroughShortage();
return 0;
}
void CSoundManager::ReleaseALSource(ALuint theSource)
{
for (int x = 0; x < SOURCE_NUM; x++)
{
if (m_ALSourceBuffer[x].ALSource == theSource)
{
m_ALSourceBuffer[x].SourceItem = NULL;
return;
}
}
}
long CSoundManager::GetBufferCount()
{
return m_BufferCount;
}
long CSoundManager::GetBufferSize()
{
return m_BufferSize;
}
void CSoundManager::AddPlayListItem(const VfsPath& itemPath)
{
if (m_Enabled)
m_PlayListItems->push_back(itemPath);
}
void CSoundManager::ClearPlayListItems()
{
if (m_Enabled)
{
if (m_PlayingPlaylist)
SetMusicItem(NULL);
m_PlayingPlaylist = false;
m_LoopingPlaylist = false;
m_RunningPlaylist = false;
m_PlayListItems->clear();
}
}
void CSoundManager::StartPlayList(bool doLoop)
{
if (m_Enabled && m_MusicEnabled)
{
if (m_PlayListItems->size() > 0)
{
m_PlayingPlaylist = true;
m_LoopingPlaylist = doLoop;
m_RunningPlaylist = false;
ISoundItem* aSnd = LoadItem((m_PlayListItems->at(0)));
if (aSnd)
SetMusicItem(aSnd);
else
SetMusicItem(NULL);
}
}
}
void CSoundManager::SetMasterGain(float gain)
{
if (m_Enabled)
{
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;
}
void CSoundManager::SetUIGain(float gain)
{
m_UIGain = gain;
}
ISoundItem* CSoundManager::LoadItem(const VfsPath& itemPath)
{
AL_CHECK
if (m_Enabled)
{
CSoundData* itemData = CSoundData::SoundDataFromFile(itemPath);
AL_CHECK
if (itemData)
return CSoundManager::ItemForData(itemData);
}
return NULL;
}
ISoundItem* CSoundManager::ItemForData(CSoundData* itemData)
{
AL_CHECK
ISoundItem* answer = NULL;
AL_CHECK
if (m_Enabled && (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()
{
if (m_Enabled)
{
if (m_CurrentTune)
{
m_CurrentTune->EnsurePlay();
if (m_PlayingPlaylist && m_RunningPlaylist)
{
if (m_CurrentTune->Finished())
{
if (m_PlaylistGap == 0)
{
m_PlaylistGap = timer_Time() + 15;
}
else if (m_PlaylistGap < timer_Time())
{
m_PlaylistGap = 0;
PlayList::iterator it = find(m_PlayListItems->begin(), m_PlayListItems->end(), *(m_CurrentTune->GetName()));
if (it != m_PlayListItems->end())
{
++it;
Path nextPath;
if (it == m_PlayListItems->end())
nextPath = m_PlayListItems->at(0);
else
nextPath = *it;
ISoundItem* aSnd = LoadItem(nextPath);
if (aSnd)
SetMusicItem(aSnd);
}
}
}
}
}
if (m_CurrentEnvirons)
m_CurrentEnvirons->EnsurePlay();
if (m_Worker)
m_Worker->CleanupItems();
}
}
ISoundItem* CSoundManager::ItemForEntity(entity_id_t UNUSED(source), CSoundData* sndData)
{
ISoundItem* currentItem = NULL;
if (m_Enabled)
currentItem = ItemForData(sndData);
return currentItem;
}
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::PlayGroupItem(ISoundItem* anItem, ALfloat groupGain)
{
if (anItem)
{
if (m_Enabled && (m_ActionGain > 0))
{
anItem->SetGain(m_ActionGain * groupGain);
anItem->PlayAndDelete();
AL_CHECK
}
}
}
void CSoundManager::SetMusicEnabled(bool isEnabled)
{
if (m_CurrentTune && !isEnabled)
{
m_CurrentTune->FadeAndDelete(1.00);
m_CurrentTune = NULL;
}
m_MusicEnabled = isEnabled;
}
void CSoundManager::PlayAsGroup(const VfsPath& groupPath, CVector3D sourcePos, entity_id_t source, bool ownedSound)
{
// Make sure the sound group is loaded
CSoundGroup* group;
if (m_SoundGroups.find(groupPath.string()) == m_SoundGroups.end())
{
group = new CSoundGroup();
if (!group->LoadSoundGroup(L"audio/" + groupPath.string()))
{
LOGERROR(L"Failed to load sound group '%ls'", groupPath.string().c_str());
delete group;
group = NULL;
}
// Cache the sound group (or the null, if it failed)
m_SoundGroups[groupPath.string()] = group;
}
else
{
group = m_SoundGroups[groupPath.string()];
}
// Failed to load group -> do nothing
if (group && (ownedSound || !group->TestFlag(eOwnerOnly)))
group->PlayNext(sourcePos, source);
}
void CSoundManager::PlayAsMusic(const VfsPath& itemPath, bool looping)
{
if (m_Enabled)
{
UNUSED2(looping);
ISoundItem* aSnd = LoadItem(itemPath);
if (aSnd != NULL)
SetMusicItem(aSnd);
}
}
void CSoundManager::PlayAsAmbient(const VfsPath& itemPath, bool looping)
{
if (m_Enabled)
{
UNUSED2(looping);
ISoundItem* aSnd = LoadItem(itemPath);
if (aSnd != NULL)
SetAmbientItem(aSnd);
}
}
void CSoundManager::PlayAsUI(const VfsPath& itemPath, bool looping)
{
if (m_Enabled)
{
IdleTask();
if (ISoundItem* anItem = LoadItem(itemPath))
{
if (m_UIGain > 0)
{
anItem->SetGain(m_UIGain);
anItem->SetLooping(looping);
anItem->PlayAndDelete();
}
}
AL_CHECK
}
}
void CSoundManager::Pause(bool pauseIt)
{
PauseMusic(pauseIt);
PauseAmbient(pauseIt);
PauseAction(pauseIt);
}
void CSoundManager::PauseMusic(bool pauseIt)
{
if (m_CurrentTune && pauseIt && !m_MusicPaused)
{
m_CurrentTune->FadeAndPause(1.0);
}
else if (m_CurrentTune && m_MusicPaused && !pauseIt && m_MusicEnabled)
{
m_CurrentTune->SetGain(0);
m_CurrentTune->Resume();
m_CurrentTune->FadeToIn(m_MusicGain, 1.0);
}
m_MusicPaused = pauseIt;
}
void CSoundManager::PauseAmbient(bool pauseIt)
{
if (m_CurrentEnvirons && pauseIt)
m_CurrentEnvirons->Pause();
else if (m_CurrentEnvirons)
m_CurrentEnvirons->Resume();
m_AmbientPaused = pauseIt;
}
void CSoundManager::PauseAction(bool pauseIt)
{
m_ActionPaused = pauseIt;
}
void CSoundManager::SetMusicItem(ISoundItem* anItem)
{
if (m_Enabled)
{
AL_CHECK
if (m_CurrentTune)
{
m_CurrentTune->FadeAndDelete(2.00);
m_CurrentTune = NULL;
}
IdleTask();
if (anItem)
{
if (m_MusicEnabled)
{
m_CurrentTune = anItem;
m_CurrentTune->SetGain(0);
if (m_PlayingPlaylist)
{
m_RunningPlaylist = true;
m_CurrentTune->Play();
}
else
m_CurrentTune->PlayLoop();
m_MusicPaused = false;
m_CurrentTune->FadeToIn(m_MusicGain, 1.00);
}
else
{
anItem->StopAndDelete();
}
}
AL_CHECK
}
}
void CSoundManager::SetAmbientItem(ISoundItem* anItem)
{
if (m_Enabled)
{
if (m_CurrentEnvirons)
{
m_CurrentEnvirons->FadeAndDelete(3.00);
m_CurrentEnvirons = NULL;
}
IdleTask();
if (anItem)
{
if (m_AmbientGain > 0)
{
m_CurrentEnvirons = anItem;
m_CurrentEnvirons->SetGain(0);
m_CurrentEnvirons->PlayLoop();
m_CurrentEnvirons->FadeToIn(m_AmbientGain, 2.00);
}
}
AL_CHECK
}
}
#else // CONFIG2_AUDIO
void ISoundManager::CreateSoundManager(){}
void ISoundManager::SetEnabled(bool UNUSED(doEnable)){}
void ISoundManager::CloseGame(){}
#endif // CONFIG2_AUDIO