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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program 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 3 of the License, or
(at your option) any later version.
This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#include <process.h>
#include "hsTypes.h"
#include "plSoundBuffer.h"
#include "hsStream.h"
#include "hsUtils.h"
#include "plgDispatch.h"
#include "hsResMgr.h"
#include "pnMessage/plRefMsg.h"
#include "plFile/plFileUtils.h"
#include "plFile/hsFiles.h"
#include "plUnifiedTime/plUnifiedTime.h"
#include "plStatusLog/plStatusLog.h"
#include "hsTimer.h"
static void GetFullPath( const char filename[], char *destStr )
{
char path[ kFolderIterator_MaxPath ];
if( strchr( filename, '\\' ) != nil )
strcpy( path, filename );
else
sprintf( path, "sfx\\%s", filename );
strcpy( destStr, path );
}
//// IGetReader //////////////////////////////////////////////////////////////
// Makes sure the sound is ready to load without any extra processing (like
// decompression or the like), then opens a reader for it.
// fullpath tells the function whether to append 'sfx' to the path or not (we don't want to do this if were providing the full path)
static plAudioFileReader *CreateReader( hsBool fullpath, const char filename[], plAudioFileReader::StreamType type, plAudioCore::ChannelSelect channel )
{
char path[512];
if(fullpath) GetFullPath(filename, path);
else
strcpy(path, filename);
plAudioFileReader* reader = plAudioFileReader::CreateReader(path, channel, type);
if( reader == nil || !reader->IsValid() )
{
delete reader;
return nil;
}
return reader;
}
hsError plSoundPreloader::Run()
{
hsTArray<plSoundBuffer*> templist;
while (fRunning)
{
fCritSect.Lock();
while (fBuffers.GetCount())
{
templist.Append(fBuffers.Pop());
}
fCritSect.Unlock();
if (templist.GetCount() == 0)
{
fEvent.Wait();
}
else
{
plAudioFileReader *reader = nil;
while (templist.GetCount())
{
plSoundBuffer* buf = templist.Pop();
if (buf->GetData())
{
reader = CreateReader(true, buf->GetFileName(), buf->GetAudioReaderType(), buf->GetReaderSelect());
if( reader )
{
unsigned readLen = buf->GetAsyncLoadLength() ? buf->GetAsyncLoadLength() : buf->GetDataLength();
reader->Read( readLen, buf->GetData() );
buf->SetAudioReader(reader); // give sound buffer reader, since we may need it later
}
else
{
buf->SetError();
}
}
buf->SetLoaded(true);
}
}
}
// we need to be sure that all buffers are removed from our load list when shutting this thread down or we will hang,
// since the sound buffer will wait to be destroyed until it is marked as loaded
fCritSect.Lock();
while (fBuffers.GetCount())
{
plSoundBuffer* buf = fBuffers.Pop();
buf->SetLoaded(true);
}
fCritSect.Unlock();
return hsOK;
}
static plSoundPreloader gLoaderThread;
void plSoundBuffer::Init()
{
gLoaderThread.Start();
}
void plSoundBuffer::Shutdown()
{
gLoaderThread.Stop();
}
//// Constructor/Destructor //////////////////////////////////////////////////
plSoundBuffer::plSoundBuffer()
{
IInitBuffer();
}
plSoundBuffer::plSoundBuffer( const char *fileName, UInt32 flags )
{
IInitBuffer();
SetFileName( fileName );
fFlags = flags;
fValid = IGrabHeaderInfo();
}
plSoundBuffer::~plSoundBuffer()
{
// if we are loading a sound we need to wait for the loading thread to be completely done processing this buffer.
// otherwise it may try to access this buffer after it's been deleted
if(fLoading)
{
while(!fLoaded)
{
Sleep(10);
}
}
delete [] fFileName;
UnLoad();
}
void plSoundBuffer::IInitBuffer()
{
fError = false;
fValid = false;
fFileName = nil;
fData = nil;
fDataLength = 0;
fFlags = 0;
fDataRead = 0;
fReader = nil;
fLoaded = 0;
fLoading = false;
fHeader.fFormatTag = 0;
fHeader.fNumChannels = 0;
fHeader.fNumSamplesPerSec = 0;
fHeader.fAvgBytesPerSec = 0;
fHeader.fBlockAlign = 0;
fHeader.fBitsPerSample = 0;
}
//// GetDataLengthInSecs /////////////////////////////////////////////////////
hsScalar plSoundBuffer::GetDataLengthInSecs( void ) const
{
return (hsScalar)fDataLength / (hsScalar)fHeader.fAvgBytesPerSec;
}
//// Read/Write //////////////////////////////////////////////////////////////
void plSoundBuffer::Read( hsStream *s, hsResMgr *mgr )
{
hsKeyedObject::Read( s, mgr );
s->ReadSwap( &fFlags );
s->ReadSwap( &fDataLength );
fFileName = s->ReadSafeString();
s->ReadSwap( &fHeader.fFormatTag );
s->ReadSwap( &fHeader.fNumChannels );
s->ReadSwap( &fHeader.fNumSamplesPerSec );
s->ReadSwap( &fHeader.fAvgBytesPerSec );
s->ReadSwap( &fHeader.fBlockAlign );
s->ReadSwap( &fHeader.fBitsPerSample );
fValid = false;
if( !( fFlags & kIsExternal ) )
{
fData = TRACKED_NEW UInt8[ fDataLength ];
if( fData == nil )
fFlags |= kIsExternal;
else
{
s->Read( fDataLength, fData );
fValid = true;
SetLoaded(true);
}
}
else
{
fData = nil;
// fValid = EnsureInternal();
fValid = true;
}
}
void plSoundBuffer::Write( hsStream *s, hsResMgr *mgr )
{
hsKeyedObject::Write( s, mgr );
if( fData == nil )
fFlags |= kIsExternal;
s->WriteSwap( fFlags );
s->WriteSwap( fDataLength );
// Truncate the path to just a file name on write
if( fFileName != nil )
{
char *nameOnly = strrchr( fFileName, '\\' );
if( nameOnly != nil )
s->WriteSafeString( nameOnly + 1 );
else
s->WriteSafeString( fFileName );
}
else
s->WriteSafeString( nil );
s->WriteSwap( fHeader.fFormatTag );
s->WriteSwap( fHeader.fNumChannels );
s->WriteSwap( fHeader.fNumSamplesPerSec );
s->WriteSwap( fHeader.fAvgBytesPerSec );
s->WriteSwap( fHeader.fBlockAlign );
s->WriteSwap( fHeader.fBitsPerSample );
if( !( fFlags & kIsExternal ) )
s->Write( fDataLength, fData );
}
//// SetFileName /////////////////////////////////////////////////////////////
void plSoundBuffer::SetFileName( const char *name )
{
if(fLoading)
{
hsAssert(false, "Unable to set SoundBuffer filename");
return;
}
delete [] fFileName;
if( name != nil )
fFileName = hsStrcpy( name );
else
fFileName = nil;
// Data is no longer valid
UnLoad();
}
//// GetReaderSelect /////////////////////////////////////////////////////////
// Translates our flags into the ChannelSelect enum for plAudioFileReader
plAudioCore::ChannelSelect plSoundBuffer::GetReaderSelect( void ) const
{
if( fFlags & kOnlyLeftChannel )
return plAudioCore::kLeft;
else if( fFlags & kOnlyRightChannel )
return plAudioCore::kRight;
else
return plAudioCore::kAll;
}
//// IGetFullPath ////////////////////////////////////////////////////////////
// Construct our current full path to our sound.
void plSoundBuffer::IGetFullPath( char *destStr )
{
if(!fFileName)
{
*destStr = 0;
return;
}
char path[ kFolderIterator_MaxPath ];
if( strchr( fFileName, '\\' ) != nil )
strcpy( path, fFileName );
else
sprintf( path, "sfx\\%s", fFileName );
strcpy( destStr, path );
}
//============================================================================
// Asyncload will queue up a buffer for loading in our loading list the first time it is called.
// It will load in "length" number of bytes, if length is non zero. If length is zero the entire file will be loaded
// When called subsequent times it will check to see if the data has been loaded.
// Returns kPending while still loading the file. Returns kSuccess when the data has been loaded.
// While a file is loading(fLoading == true, and fLoaded == false) a buffer, no paremeters of the buffer should be modified.
plSoundBuffer::ELoadReturnVal plSoundBuffer::AsyncLoad(plAudioFileReader::StreamType type, unsigned length /* = 0 */ )
{
if(!gLoaderThread.IsRunning())
return kError; // we cannot load the data since the load thread is no longer running
if(!fLoading && !fLoaded)
{
fAsyncLoadLength = length;
fStreamType = type;
if(fData == nil )
{
fData = TRACKED_NEW UInt8[ fAsyncLoadLength ? fAsyncLoadLength : fDataLength ];
if( fData == nil )
return kError;
}
gLoaderThread.AddBuffer(this);
fLoading = true;
}
if(fLoaded)
{
if(fLoading) // ensures we only do this stuff one time
{
ELoadReturnVal retVal = kSuccess;
if(fError)
{
retVal = kError;
fError = false;
}
if(fReader)
{
fHeader = fReader->GetHeader();
SetDataLength(fReader->GetDataSize());
}
fFlags &= ~kIsExternal;
fLoading = false;
return retVal;
}
return kSuccess;
}
return kPending;
}
//// ForceNonInternal ////////////////////////////////////////////////////////
// destroys loaded, and frees data
void plSoundBuffer::UnLoad( void )
{
if(fLoaded)
int i = 0;
if(fLoading)
return;
if(fReader)
fReader->Close();
delete fReader;
fReader = nil;
delete [] fData;
fData = nil;
SetLoaded(false);
fFlags |= kIsExternal;
}
//// IRoundDataPos ///////////////////////////////////////////////////////////
void plSoundBuffer::RoundDataPos( UInt32 &pos )
{
UInt32 extra = pos & ( fHeader.fBlockAlign - 1 );
pos -= extra;
}
// transfers ownership to caller
plAudioFileReader *plSoundBuffer::GetAudioReader()
{
plAudioFileReader * reader = fReader;
fReader = nil;
return reader;
}
// WARNING: called by the loader thread(only)
// the reader will be handed off for later use. This is useful for streaming sound if we want to load the first chunk of data
// and the continue streaming the file from disk.
void plSoundBuffer::SetAudioReader(plAudioFileReader *reader)
{
if(fReader)
fReader->Close();
delete fReader;
fReader = reader;
}
void plSoundBuffer::SetLoaded(bool loaded)
{
fLoaded = loaded;
}
/*****************************************************************************
*
* for plugins only
*
***/
//// SetInternalData /////////////////////////////////////////////////////////
void plSoundBuffer::SetInternalData( plWAVHeader &header, UInt32 length, UInt8 *data )
{
if(fLoading) return;
fFileName = nil;
fHeader = header;
fFlags = 0;
fDataLength = length;
fData = TRACKED_NEW UInt8[ length ];
memcpy( fData, data, length );
fValid = true;
}
//// EnsureInternal //////////////////////////////////////////////////////////
// for plugins only
plSoundBuffer::ELoadReturnVal plSoundBuffer::EnsureInternal()
{
if( fData == nil )
{
fData = TRACKED_NEW UInt8[fDataLength ];
if( fData == nil )
return kError;
}
if(!fReader)
fReader = IGetReader(true);
//else
// fReader->Open();
if( fReader == nil )
return kError;
unsigned readLen = fDataLength;
if( !fReader->Read( readLen, fData ) )
{
delete [] fData;
fData = nil;
return kError;
}
if(fReader)
{
fReader->Close();
delete fReader;
fReader = nil;
}
return kSuccess;
}
//// IGrabHeaderInfo /////////////////////////////////////////////////////////
hsBool plSoundBuffer::IGrabHeaderInfo( void )
{
static char path[ 512 ];
if( fFileName != nil )
{
IGetFullPath( path );
// Go grab from the WAV file
if(!fReader)
{
fReader = plAudioFileReader::CreateReader(path, GetReaderSelect(), plAudioFileReader::kStreamNative);
if( fReader == nil || !fReader->IsValid() )
{
delete fReader;
fReader = nil;
return false;
}
}
fHeader = fReader->GetHeader();
fDataLength = fReader->GetDataSize();
RoundDataPos( fDataLength );
fReader->Close();
delete fReader;
fReader = nil;
}
return true;
}
//// IGetReader //////////////////////////////////////////////////////////////
// Makes sure the sound is ready to load without any extra processing (like
// decompression or the like), then opens a reader for it.
// fullpath tells the function whether to append 'sfx' to the path or not (we don't want to do this if were providing the full path)
plAudioFileReader *plSoundBuffer::IGetReader( hsBool fullpath )
{
char path[512];
if(fullpath) IGetFullPath(path);
else
strcpy(path, fFileName);
// Go grab from the WAV file
plAudioFileReader::StreamType type = plAudioFileReader::kStreamWAV;
if (HasFlag(kStreamCompressed))
type = plAudioFileReader::kStreamNative;
plAudioFileReader* reader = plAudioFileReader::CreateReader(path, GetReaderSelect(), type);
if( reader == nil || !reader->IsValid() )
{
delete reader;
return nil;
}
fHeader = reader->GetHeader();
fDataLength = reader->GetDataSize();
RoundDataPos( fDataLength );
return reader;
}