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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// plWAVClipBuffer - Helper class for writing out WAV data in a buffered //
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// manner, with support for clipping off the specified //
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// amount at the end, but without knowing beforehand //
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// exactly how much data we'll have. //
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// //
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// The algorithm goes something like this: we keep two buffers, both the //
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// size of the amount we want to clip. We then start filling in the first //
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// buffer, overflowing into the second buffer and wrapping back to the //
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// first again in a circular fashion. When we fill up one buffer and are //
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// about to advance to the next, we write that next buffer out. Why? //
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// Because we know that, even if we got no more data in, we have enough //
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// data in the first buffer to clip out the amount we want, so the other //
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// half (which will have older data, being a circular buffer) can be //
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// written out safely. //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#include "hsTypes.h"
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#include "plWAVClipBuffer.h"
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#include "hsStream.h"
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#include "hsUtils.h"
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#include "plAudioCore/plWavFile.h"
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//// Constructor/Destructor //////////////////////////////////////////////////
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plWAVClipBuffer::plWAVClipBuffer( UInt32 clipSize, CWaveFile *outFile )
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{
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fBuffers[ 0 ] = fBuffers[ 1 ] = nil;
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fFlushCalled = true;
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Init( clipSize, outFile );
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}
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plWAVClipBuffer::~plWAVClipBuffer()
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{
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IShutdown();
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}
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//// Init & IShutdown ////////////////////////////////////////////////////////
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void plWAVClipBuffer::Init( UInt32 clipSize, CWaveFile *outFile )
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{
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IShutdown();
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if( clipSize > 0 )
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{
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fBuffers[ 0 ] = TRACKED_NEW UInt8[ clipSize ];
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fBuffers[ 1 ] = TRACKED_NEW UInt8[ clipSize ];
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memset( fBuffers[ 0 ], 0, clipSize );
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memset( fBuffers[ 1 ], 0, clipSize );
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}
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fWhichBuffer = 0;
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fBufferSize = clipSize;
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fCursor = 0;
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fFirstFlip = true;
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fOutFile = outFile;
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fFlushCalled = false;
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}
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void plWAVClipBuffer::IShutdown( void )
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{
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hsAssert( fFlushCalled, "WAVClipBuffer shut down without flushing it!!!" );
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delete [] fBuffers[ 0 ];
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delete [] fBuffers[ 1 ];
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}
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//// WriteData ///////////////////////////////////////////////////////////////
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// The main workhorse; call this to add data to the buffer.
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hsBool plWAVClipBuffer::WriteData( UInt32 size, UInt8 *data )
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{
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while( size > 0 )
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{
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UInt32 toWrite = fBufferSize - fCursor;
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if( size < toWrite )
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{
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// Just write, haven't filled a buffer yet
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memcpy( fBuffers[ fWhichBuffer ] + fCursor, data, size );
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data += size;
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fCursor += size;
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return true; // All done!
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}
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// Fill up to the end of a buffer, then flip
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memcpy( fBuffers[ fWhichBuffer ] + fCursor, data, toWrite );
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data += toWrite;
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fCursor += toWrite;
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size -= toWrite;
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// Flip now...
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fWhichBuffer = 1 - fWhichBuffer;
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fCursor = 0;
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// Now we can write out this buffer, since it'll be old data and
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// we have enough in the other buffer to clip with. The *only*
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// time we don't want to do this is the first time we flip, since
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// at that point, the buffer we just flipped to hasn't been filled yet.
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// (Every time afterwards, we'll always be flipping to a buffer with old
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// data).
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if( fFirstFlip )
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fFirstFlip = false;
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else
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{
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// Write it out before we overwrite it!
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UINT written;
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HRESULT hr = fOutFile->Write( fBufferSize, fBuffers[ fWhichBuffer ], &written );
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if( FAILED( hr ) )
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{
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hsAssert( false, "ERROR writing WMA stream to WAV file" );
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return false;
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}
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else if( written != fBufferSize )
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{
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hsAssert( false, "Unable to write all of WMA stream to WAV file" );
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return false;
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}
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}
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}
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// Cleanly got here, so just return success
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return true;
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}
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//// Flush ///////////////////////////////////////////////////////////////////
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// Writes out the remaining data, minus our clip value (which is fBufferSize)
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// So here's our situation: at this point, one of two things could be true:
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//
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// 1) We haven't received enough data to clip by, at which point we don't
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// write any more and bail (this will be true if fFirstFlip is still true)
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//
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// 2) Our cursor is at 0, which means we have one filled buffer that hasn't been
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// written out and our current buffer is empty. At this point, we discard the
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// filled buffer (which is precisely the length we want to clip by) and we're done.
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//
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// 3) The buffer we're on should be partially filled, while the other one is older
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// data. So, we want to write out the older data and the partial buffer all the way,
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// except for the clip size. Since we can therefore never write out any data in the
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// partial buffer (since that count will always be less than the clip size and thus be
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// the second half of what we clip), we simply figure out how much of the other one we
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// clip and write out the rest.
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hsBool plWAVClipBuffer::Flush( void )
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{
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fFlushCalled = true;
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if( fFirstFlip )
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return false; // We failed--not enough data to clip with
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if( fCursor == 0 )
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{
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// Our current buffer is empty, so the other buffer is precisely what we clip.
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// So just discard and return successfully
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return true;
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}
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// The hard case--we always discard the partial buffer we're on, so figure out
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// how much we want to save of the other buffer. The math is:
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// Partial buffer amount we're clipping = fCursor
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// Amount of other buffer we're clipping = fBufferSize - fCursor
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// Amount of other buffer we're writing = fBufferSize - ( fBufferSize - fCursor ) = fCursor
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// Go figure :)
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UInt32 toWrite = fCursor;
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UINT written;
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HRESULT hr = fOutFile->Write( toWrite, fBuffers[ 1 - fWhichBuffer ], &written );
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if( FAILED( hr ) )
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{
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hsAssert( false, "ERROR writing WMA stream to WAV file" );
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return false;
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}
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else if( written != toWrite )
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{
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hsAssert( false, "Unable to write all of WMA stream to WAV file" );
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return false;
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}
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// All done!
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return true;
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}
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