added support for async playback to Unix implementation of wxSound, implemented SDL backend for playback if OSS is not available, fixed OSS to work on non-Linux Unices

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@25455 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Václav Slavík
2004-02-01 18:25:12 +00:00
parent 41c54face1
commit 9be32e8f2d
5 changed files with 975 additions and 296 deletions

334
src/unix/sound_sdl.cpp Normal file
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/////////////////////////////////////////////////////////////////////////////
// Name: sound_sdl.cpp
// Purpose: wxSound backend using SDL
// Author: Vaclav Slavik
// Modified by:
// Created: 2004/01/31
// RCS-ID: $Id$
// Copyright: (c) 2004, Vaclav Slavik
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
// for compilers that support precompilation, includes "wx.h".
#include "wx/wxprec.h"
#include "wx/setup.h"
#if defined(__BORLANDC__)
#pragma hdrstop
#endif
#if wxUSE_WAVE && wxUSE_LIBSDL
#include <SDL.h>
#ifndef WX_PRECOMP
#include "wx/event.h"
#include "wx/intl.h"
#include "wx/log.h"
#include "wx/list.h"
#include "wx/utils.h"
#endif
#include "wx/thread.h"
#include "wx/module.h"
#include "wx/sound.h"
#include "wx/listimpl.cpp"
// ----------------------------------------------------------------------------
// wxSoundBackendSDL, for Unix with libSDL
// ----------------------------------------------------------------------------
struct wxSoundBackendSDLQueueEntry
{
wxSoundData *m_data;
unsigned m_pos;
SDL_AudioSpec m_spec;
bool m_loop;
bool m_finished;
};
WX_DECLARE_LIST(wxSoundBackendSDLQueueEntry, wxSoundBackendSDLQueue);
WX_DEFINE_LIST(wxSoundBackendSDLQueue);
class wxSoundBackendSDLNotification : public wxEvent
{
public:
DECLARE_DYNAMIC_CLASS(wxSoundBackendSDLNotification)
wxSoundBackendSDLNotification();
wxEvent *Clone() const { return new wxSoundBackendSDLNotification(*this); }
};
typedef void (wxEvtHandler::*wxSoundBackendSDLNotificationFunction)
(wxSoundBackendSDLNotification&);
BEGIN_DECLARE_EVENT_TYPES()
DECLARE_LOCAL_EVENT_TYPE(wxEVT_SOUND_BACKEND_SDL_NOTIFICATION, -1)
END_DECLARE_EVENT_TYPES()
#define EVT_SOUND_BACKEND_SDL_NOTIFICATON(func) \
DECLARE_EVENT_TABLE_ENTRY(wxEVT_SOUND_BACKEND_SDL_NOTIFICATION, \
-1, \
-1, \
(wxObjectEventFunction) \
(wxSoundBackendSDLNotificationFunction)& func, \
(wxObject *) NULL ),
IMPLEMENT_DYNAMIC_CLASS(wxSoundBackendSDLNotification, wxEvtHandler)
DEFINE_EVENT_TYPE(wxEVT_SOUND_BACKEND_SDL_NOTIFICATION)
wxSoundBackendSDLNotification::wxSoundBackendSDLNotification()
{
SetEventType(wxEVT_SOUND_BACKEND_SDL_NOTIFICATION);
}
class wxSoundBackendSDLEvtHandler;
class wxSoundBackendSDL : public wxSoundBackend
{
public:
wxSoundBackendSDL()
: m_initialized(false), m_playing(false), m_evtHandler(NULL) {}
virtual ~wxSoundBackendSDL();
wxString GetName() const { return _T("Simple DirectMedia Layer"); }
int GetPriority() const { return 9; }
bool IsAvailable() const;
bool HasNativeAsyncPlayback() const { return true; }
bool Play(wxSoundData *data, unsigned flags);
void FillAudioBuffer(Uint8 *stream, int len);
bool PlayNextSampleInQueue();
private:
bool m_initialized;
bool m_playing;
wxSoundBackendSDLQueue m_queue;
wxSoundBackendSDLEvtHandler *m_evtHandler;
};
class wxSoundBackendSDLEvtHandler : public wxEvtHandler
{
public:
wxSoundBackendSDLEvtHandler(wxSoundBackendSDL *bk) : m_backend(bk) {}
private:
void OnNotify(wxSoundBackendSDLNotification& WXUNUSED(event))
{
wxLogTrace(_T("sound"),
_T("received playback status change notification"));
m_backend->PlayNextSampleInQueue();
}
wxSoundBackendSDL *m_backend;
DECLARE_EVENT_TABLE()
};
BEGIN_EVENT_TABLE(wxSoundBackendSDLEvtHandler, wxEvtHandler)
EVT_SOUND_BACKEND_SDL_NOTIFICATON(wxSoundBackendSDLEvtHandler::OnNotify)
END_EVENT_TABLE()
wxSoundBackendSDL::~wxSoundBackendSDL()
{
SDL_LockAudio();
if (m_playing)
SDL_CloseAudio();
SDL_UnlockAudio();
wxDELETE(m_evtHandler);
WX_CLEAR_LIST(wxSoundBackendSDLQueue, m_queue)
}
bool wxSoundBackendSDL::IsAvailable() const
{
if (m_initialized)
return true;
if (SDL_WasInit(SDL_INIT_AUDIO) != SDL_INIT_AUDIO)
{
if (SDL_Init(SDL_INIT_AUDIO | SDL_INIT_NOPARACHUTE) == -1)
return false;
}
wxConstCast(this, wxSoundBackendSDL)->m_initialized = true;
wxLogTrace(_T("sound"), _T("initialized SDL audio subsystem"));
return true;
}
extern "C" void wx_sdl_audio_callback(void *userdata, Uint8 *stream, int len)
{
wxSoundBackendSDL *bk = (wxSoundBackendSDL*)userdata;
bk->FillAudioBuffer(stream, len);
}
void wxSoundBackendSDL::FillAudioBuffer(Uint8 *stream, int len)
{
wxSoundBackendSDLQueueEntry *e = m_queue.front();
if (!e->m_finished)
{
// finished playing the sample
if (e->m_pos == e->m_data->m_dataBytes)
{
e->m_finished = true;
m_playing = false;
wxSoundBackendSDLNotification event;
m_evtHandler->AddPendingEvent(event);
}
// still something to play
else
{
unsigned size = ((len + e->m_pos) < e->m_data->m_dataBytes) ?
len :
(e->m_data->m_dataBytes - e->m_pos);
memcpy(stream, e->m_data->m_data + e->m_pos, size);
e->m_pos += size;
len -= size;
stream += size;
}
}
// the sample doesn't play, fill the buffer with silence and wait for
// the main thread to shut the playback down:
if (len > 0)
{
if (e->m_loop)
{
e->m_pos = 0;
FillAudioBuffer(stream, len);
return;
}
else
{
memset(stream, e->m_spec.silence, len);
}
}
}
bool wxSoundBackendSDL::Play(wxSoundData *data, unsigned flags)
{
data->IncRef();
wxSoundBackendSDLQueueEntry *e = new wxSoundBackendSDLQueueEntry();
e->m_data = data;
e->m_pos = 0;
e->m_loop = (flags & wxSOUND_LOOP);
e->m_finished = false;
e->m_spec.freq = data->m_samplingRate;
e->m_spec.channels = data->m_channels;
e->m_spec.silence = 0;
e->m_spec.samples = 4096;
e->m_spec.size = 0;
e->m_spec.callback = wx_sdl_audio_callback;
e->m_spec.userdata = (void*)this;
if (data->m_bitsPerSample == 8)
e->m_spec.format = AUDIO_U8;
else if (data->m_bitsPerSample == 16)
e->m_spec.format = AUDIO_S16LSB;
else
return false;
m_queue.push_back(e);
wxLogTrace(_T("sound"), _T("queued sample %p for playback"), e);
if (!PlayNextSampleInQueue())
return false;
if (!(flags & wxSOUND_ASYNC))
{
wxLogTrace(_T("sound"), _T("waiting for sample to finish"));
while (!m_queue.empty() && m_queue.front() == e && !e->m_finished)
{
#if wxUSE_THREADS
// give the playback thread a chance to add event to pending
// events queue, release GUI lock temporarily:
if (wxThread::IsMain())
wxMutexGuiLeave();
#endif
wxUsleep(10);
#if wxUSE_THREADS
if (wxThread::IsMain())
wxMutexGuiEnter();
#endif
}
wxLogTrace(_T("sound"), _T("sample finished"));
}
return true;
}
bool wxSoundBackendSDL::PlayNextSampleInQueue()
{
bool status = true;
SDL_LockAudio();
if (!m_evtHandler)
m_evtHandler = new wxSoundBackendSDLEvtHandler(this);
if (!m_playing && !m_queue.empty())
{
bool needsReopen = true;
// shut down playing of finished sound:
wxSoundBackendSDLQueueEntry *e = m_queue.front();
if (e->m_finished)
{
SDL_PauseAudio(1);
e->m_data->DecRef();
m_queue.pop_front();
if (!m_queue.empty() &&
e->m_spec.freq == m_queue.front()->m_spec.freq &&
e->m_spec.channels == m_queue.front()->m_spec.channels &&
e->m_spec.format == m_queue.front()->m_spec.format)
{
needsReopen = false;
}
else
{
SDL_CloseAudio();
wxLogTrace(_T("sound"), _T("closed audio"));
}
delete e;
}
// start playing another one:
if (!m_queue.empty())
{
wxSoundBackendSDLQueueEntry *e = m_queue.front();
m_playing = true;
wxLogTrace(_T("sound"), _T("playing sample %p"), e);
if (needsReopen)
{
wxLogTrace(_T("sound"), _T("opening SDL audio..."));
status = (SDL_OpenAudio(&e->m_spec, NULL) >= 0);
if (status)
{
#if wxUSE_LOG_DEBUG
char driver[256];
SDL_AudioDriverName(driver, 256);
wxLogTrace(_T("sound"), _T("opened audio, driver '%s'"),
wxString(driver, wxConvLocal).c_str());
#endif
SDL_PauseAudio(0);
}
else
{
wxString err(SDL_GetError(), wxConvLocal);
wxLogError(_("Couldn't open audio: %s"), err.c_str());
m_queue.pop_front();
delete e;
}
}
else
SDL_PauseAudio(0);
}
}
SDL_UnlockAudio();
return status;
}
extern "C" wxSoundBackend *wxCreateSoundBackendSDL()
{
return new wxSoundBackendSDL();
}
#endif // wxUSE_WAVE && wxUSE_LIBSDL