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1 | /*******************************************************************\r |
2 | *\r |
3 | * File: Audio_mediaserver.cpp\r |
4 | *\r |
5 | * Author: Peter van Sebille (peter@yipton.net)\r |
6 | *\r |
7 | * Modified/adapted for picodriveN by notaz, 2006\r |
8 | *\r |
9 | * (c) Copyright 2006, notaz\r |
10 | * (c) Copyright 2001, Peter van Sebille\r |
11 | * All Rights Reserved\r |
12 | *\r |
13 | *******************************************************************/\r |
14 | \r |
15 | #include "audio_mediaserver.h"\r |
16 | #include "debug.h"\r |
17 | \r |
ca482e5d |
18 | //#define DEBUG_UNDERFLOWS\r |
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19 | //#undef DEBUGPRINT\r |
20 | //#define DEBUGPRINT(x...)\r |
21 | \r |
22 | \r |
23 | const TInt KUpdatesPerSec = 10;\r |
24 | const TInt KBlockTime = 1000000 / KUpdatesPerSec;\r |
25 | const TInt KMaxLag = 200000; // max sound lag, lower values increase chance of underflow\r |
26 | const TInt KMaxUnderflows = 50; // max underflows/API errors we are going allow in a row (to prevent lockups)\r |
27 | \r |
28 | \r |
29 | /*******************************************\r |
30 | *\r |
31 | * CGameAudioMS\r |
32 | *\r |
33 | *******************************************/\r |
34 | \r |
ca482e5d |
35 | CGameAudioMS::CGameAudioMS(TInt aRate, TBool aStereo, TInt aWritesPerSec, TInt aVolume)\r |
36 | : iRate(aRate), iStereo(aStereo), iWritesPerSec(aWritesPerSec), iVolume(aVolume)\r |
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37 | {\r |
38 | }\r |
39 | \r |
40 | \r |
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41 | CGameAudioMS* CGameAudioMS::NewL(TInt aRate, TBool aStereo, TInt aWritesPerSec, TInt aVolume)\r |
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42 | {\r |
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43 | DEBUGPRINT(_L("CGameAudioMS::NewL(%i, %i, %i, %i)"), aRate, aStereo, aWritesPerSec, aVolume);\r |
44 | CGameAudioMS* self = new(ELeave) CGameAudioMS(aRate, aStereo, aWritesPerSec, aVolume);\r |
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45 | CleanupStack::PushL(self);\r |
46 | self->ConstructL();\r |
47 | CleanupStack::Pop(); // self\r |
48 | return self;\r |
49 | }\r |
50 | \r |
51 | \r |
52 | CGameAudioMS::~CGameAudioMS()\r |
53 | {\r |
54 | DEBUGPRINT(_L("CGameAudioMS::~CGameAudioMS()"));\r |
55 | if(iMdaAudioOutputStream) {\r |
56 | iScheduler->Schedule(); // let it finish it's stuff\r |
57 | iMdaAudioOutputStream->Stop();\r |
58 | delete iMdaAudioOutputStream;\r |
59 | }\r |
60 | if(iServer) delete iServer;\r |
61 | \r |
62 | for (TInt i=0; i<KSoundBuffers; i++)\r |
63 | delete iSoundBuffers[i];\r |
64 | \r |
65 | // Polled AS\r |
66 | //if(iScheduler) delete iScheduler;\r |
67 | }\r |
68 | \r |
69 | \r |
70 | void CGameAudioMS::ConstructL()\r |
71 | {\r |
72 | iServer = CMdaServer::NewL();\r |
73 | \r |
74 | // iScheduler = CPolledActiveScheduler::NewL();\r |
75 | iScheduler = CPolledActiveScheduler::Instance();\r |
76 | \r |
77 | switch(iRate) {\r |
78 | case 11025: iMdaAudioDataSettings.iSampleRate = TMdaAudioDataSettings::ESampleRate11025Hz; break;\r |
79 | case 16000: iMdaAudioDataSettings.iSampleRate = TMdaAudioDataSettings::ESampleRate16000Hz; break;\r |
80 | case 22050: iMdaAudioDataSettings.iSampleRate = TMdaAudioDataSettings::ESampleRate22050Hz; break;\r |
81 | case 44100: iMdaAudioDataSettings.iSampleRate = TMdaAudioDataSettings::ESampleRate44100Hz; break;\r |
82 | default: iMdaAudioDataSettings.iSampleRate = TMdaAudioDataSettings::ESampleRate8000Hz; break;\r |
83 | }\r |
84 | \r |
85 | iMdaAudioDataSettings.iChannels = (iStereo) ? TMdaAudioDataSettings::EChannelsStereo : TMdaAudioDataSettings::EChannelsMono;\r |
86 | iMdaAudioDataSettings.iCaps = TMdaAudioDataSettings::ESampleRateFixed | iMdaAudioDataSettings.iSampleRate;\r |
87 | iMdaAudioDataSettings.iFlags = TMdaAudioDataSettings::ENoNetworkRouting;\r |
88 | \r |
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89 | iMaxWriteSamples = iRate / iWritesPerSec;\r |
90 | if (iRate % iWritesPerSec)\r |
91 | iMaxWriteSamples++;\r |
92 | int bufferedFrames = iWritesPerSec / KUpdatesPerSec;\r |
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93 | \r |
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94 | iBufferSize = iMaxWriteSamples * (iStereo ? 4 : 2);\r |
95 | iBufferSize *= bufferedFrames;\r |
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96 | for (TInt i=0 ; i<KSoundBuffers ; i++)\r |
97 | {\r |
6a13ef3f |
98 | // it seems .SetLength(max) throws USER:23 panic,\r |
99 | // so make them a bit larger\r |
100 | iSoundBuffers[i] = HBufC8::NewL(iBufferSize+4);\r |
101 | iSoundBuffers[i]->Des().FillZ (iBufferSize+4);\r |
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102 | }\r |
103 | \r |
104 | iCurrentBuffer = 0;\r |
105 | iCurrentBufferSize = 0;\r |
106 | \r |
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107 | DEBUGPRINT(_L("sound: iMaxWriteSamples: %i, iBufferSize: %i"), iMaxWriteSamples, iBufferSize);\r |
108 | \r |
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109 | // here we actually test if we can create and open CMdaAudioOutputStream at all, but really create and use it later.\r |
110 | iMdaAudioOutputStream = CMdaAudioOutputStream::NewL(iListener, iServer);\r |
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111 | if (iMdaAudioOutputStream) {\r |
112 | if (iVolume < 0 || iVolume > iMdaAudioOutputStream->MaxVolume())\r |
113 | iVolume = iMdaAudioOutputStream->MaxVolume();\r |
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114 | delete iMdaAudioOutputStream;\r |
115 | iMdaAudioOutputStream = 0;\r |
116 | }\r |
117 | }\r |
118 | \r |
119 | // returns a pointer to buffer for next frame,\r |
120 | // to be used when iSoundBuffers are used directly\r |
121 | TInt16 *CGameAudioMS::NextFrameL(TInt aPcmFrames)\r |
122 | {\r |
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123 | TInt mul = iStereo ? 4 : 2;\r |
124 | TInt bytes = aPcmFrames * mul;\r |
125 | iCurrentPosition += bytes / 2;\r |
126 | iCurrentBufferSize += bytes;\r |
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127 | \r |
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128 | if (aPcmFrames > iMaxWriteSamples) {\r |
129 | DEBUGPRINT(_L("too many samples: %i > %i"), aPcmFrames, iMaxWriteSamples);\r |
130 | }\r |
131 | \r |
132 | if (iCurrentBufferSize + iMaxWriteSamples * mul > iBufferSize)\r |
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133 | {\r |
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134 | //DEBUGPRINT(_L("write on iCurrentBufferSize %i"), iCurrentBufferSize);\r |
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135 | WriteBlockL();\r |
136 | }\r |
137 | \r |
138 | iScheduler->Schedule();\r |
139 | \r |
140 | if(iListener.iUnderflowed) {\r |
141 | if(iListener.iUnderflowed > KMaxUnderflows) {\r |
142 | delete iMdaAudioOutputStream;\r |
143 | iMdaAudioOutputStream = 0;\r |
144 | return 0;\r |
145 | }\r |
146 | UnderflowedL(); // not again!\r |
147 | }\r |
148 | \r |
149 | return iCurrentPosition;\r |
150 | }\r |
151 | \r |
152 | void CGameAudioMS::WriteBlockL()\r |
153 | {\r |
154 | iScheduler->Schedule();\r |
155 | // do not write until stream is open\r |
156 | if(!iListener.iIsOpen) WaitForOpenToCompleteL();\r |
157 | //if(!iListener.iHasCopied) WaitForCopyToCompleteL(); // almost never happens anyway and sometimes even deadlocks?\r |
158 | //iListener.iHasCopied = EFalse;\r |
159 | \r |
160 | \r |
161 | if(!iListener.iUnderflowed) {\r |
162 | TInt64 delta;\r |
163 | // don't write if sound is lagging too much\r |
164 | delta = iTime - iMdaAudioOutputStream->Position().Int64();\r |
165 | if (delta > MAKE_TINT64(0, KMaxLag))\r |
166 | // another query sometimes returns very different result\r |
167 | delta = iTime - iMdaAudioOutputStream->Position().Int64();\r |
168 | \r |
169 | if(delta <= MAKE_TINT64(0, KMaxLag)) {\r |
170 | //RDebug::Print(_L("delta: %i"), iTime.Low() - iMdaAudioOutputStream->Position().Int64().Low());\r |
171 | iSoundBuffers[iCurrentBuffer]->Des().SetLength(iCurrentBufferSize);\r |
172 | iMdaAudioOutputStream->WriteL(*iSoundBuffers[iCurrentBuffer]);\r |
173 | iTime += KBlockTime;\r |
174 | } else {\r |
175 | DEBUGPRINT(_L("lag: %i"), I64LOW(delta));\r |
176 | }\r |
177 | }\r |
178 | \r |
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179 | if (++iCurrentBuffer == KSoundBuffers)\r |
180 | iCurrentBuffer = 0;\r |
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181 | iSoundBuffers[iCurrentBuffer]->Des().SetMax();\r |
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182 | iCurrentPosition = (TInt16*) iSoundBuffers[iCurrentBuffer]->Ptr();\r |
183 | iCurrentBufferSize = 0;\r |
184 | }\r |
185 | \r |
186 | void CGameAudioMS::Pause()\r |
187 | {\r |
188 | if(!iMdaAudioOutputStream) return;\r |
189 | \r |
190 | iScheduler->Schedule(); // let it finish it's stuff\r |
191 | iMdaAudioOutputStream->Stop();\r |
192 | delete iMdaAudioOutputStream;\r |
193 | iMdaAudioOutputStream = 0;\r |
194 | }\r |
195 | \r |
196 | // call this before doing any playback!\r |
197 | TInt16 *CGameAudioMS::ResumeL()\r |
198 | {\r |
199 | DEBUGPRINT(_L("CGameAudioMS::Resume()"));\r |
200 | iScheduler->Schedule();\r |
201 | \r |
202 | // we act a bit strange here: simulate buffer underflow, which actually starts audio\r |
203 | iListener.iIsOpen = ETrue;\r |
204 | iListener.iUnderflowed = 1;\r |
205 | iListener.iLastError = 0;\r |
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206 | iCurrentBufferSize = 0;\r |
207 | iCurrentPosition = (TInt16*) iSoundBuffers[iCurrentBuffer]->Ptr();\r |
208 | return iCurrentPosition;\r |
209 | }\r |
210 | \r |
211 | // handles underflow condition\r |
212 | void CGameAudioMS::UnderflowedL()\r |
213 | {\r |
ca482e5d |
214 | #ifdef DEBUG_UNDERFLOWS\r |
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215 | DEBUGPRINT(_L("UnderflowedL()"));\r |
ca482e5d |
216 | #endif\r |
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217 | \r |
218 | if (iListener.iLastError != KErrUnderflow)\r |
219 | {\r |
220 | // recreate the stream\r |
221 | //iMdaAudioOutputStream->Stop();\r |
222 | if(iMdaAudioOutputStream) delete iMdaAudioOutputStream;\r |
223 | iMdaAudioOutputStream = CMdaAudioOutputStream::NewL(iListener, iServer);\r |
224 | iMdaAudioOutputStream->Open(&iMdaAudioDataSettings);\r |
225 | iMdaAudioOutputStream->SetAudioPropertiesL(iMdaAudioDataSettings.iSampleRate, iMdaAudioDataSettings.iChannels);\r |
226 | iMdaAudioOutputStream->SetVolume(iVolume); // new in UIQ3\r |
227 | \r |
228 | iListener.iIsOpen = EFalse; // wait for it to open\r |
229 | //iListener.iHasCopied = ETrue; // but don't wait for last copy to complete\r |
230 | // let it open and feed some stuff to make it happy\r |
231 | User::After(0);\r |
232 | iScheduler->Schedule();\r |
233 | iListener.iLastError = 0;\r |
234 | if(!iListener.iIsOpen) WaitForOpenToCompleteL();\r |
235 | } else {\r |
236 | iListener.iLastError = iListener.iUnderflowed = 0;\r |
237 | }\r |
238 | iTime = iMdaAudioOutputStream->Position().Int64();\r |
239 | }\r |
240 | \r |
241 | void CGameAudioMS::WaitForOpenToCompleteL()\r |
242 | {\r |
243 | DEBUGPRINT(_L("CGameAudioMS::WaitForOpenToCompleteL"));\r |
244 | TInt count = 20; // 2 seconds\r |
245 | TInt waitPeriod = 100 * 1000;\r |
246 | \r |
247 | if(!iListener.iIsOpen) {\r |
248 | // it is often enough to do this\r |
249 | User::After(0);\r |
250 | iScheduler->Schedule();\r |
251 | }\r |
252 | while (!iListener.iIsOpen && --count)\r |
253 | {\r |
254 | User::After(waitPeriod);\r |
255 | iScheduler->Schedule();\r |
256 | }\r |
257 | if (!iListener.iIsOpen)\r |
258 | User::LeaveIfError(KErrNotSupported);\r |
259 | }\r |
260 | \r |
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261 | TInt CGameAudioMS::ChangeVolume(TInt aUp)\r |
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262 | {\r |
263 | //DEBUGPRINT(_L("CGameAudioMS::ChangeVolume(%i)"), aUp);\r |
264 | \r |
265 | if (iMdaAudioOutputStream) {\r |
266 | if (aUp) {\r |
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267 | iVolume += 5;\r |
268 | if (iVolume > iMdaAudioOutputStream->MaxVolume())\r |
269 | iVolume = iMdaAudioOutputStream->MaxVolume();\r |
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270 | } else {\r |
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271 | iVolume -= 5;\r |
272 | if (iVolume < 0) iVolume = 0;\r |
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273 | }\r |
274 | iMdaAudioOutputStream->SetVolume(iVolume);\r |
275 | }\r |
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276 | \r |
277 | return iVolume;\r |
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278 | }\r |
279 | \r |
280 | void TGameAudioEventListener::MaoscOpenComplete(TInt aError)\r |
281 | {\r |
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282 | #ifdef DEBUG_UNDERFLOWS\r |
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283 | DEBUGPRINT(_L("CGameAudioMS::MaoscOpenComplete, error=%d"), aError);\r |
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284 | #endif\r |
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285 | \r |
286 | iIsOpen = ETrue;\r |
287 | if(aError) {\r |
288 | iLastError = aError;\r |
289 | iUnderflowed++;\r |
290 | }\r |
291 | else iUnderflowed = 0;\r |
292 | }\r |
293 | \r |
294 | void TGameAudioEventListener::MaoscBufferCopied(TInt aError, const TDesC8& aBuffer)\r |
295 | {\r |
296 | if (aError)\r |
297 | DEBUGPRINT(_L("CGameAudioMS::MaoscBufferCopied, error=%d"), aError);\r |
298 | \r |
299 | // iHasCopied = ETrue;\r |
300 | \r |
301 | if(aError) { // shit!\r |
302 | iLastError = aError;\r |
303 | iUnderflowed++;\r |
304 | }\r |
305 | }\r |
306 | \r |
307 | void TGameAudioEventListener::MaoscPlayComplete(TInt aError)\r |
308 | {\r |
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309 | #ifdef DEBUG_UNDERFLOWS\r |
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310 | DEBUGPRINT(_L("CGameAudioMS::MaoscPlayComplete: %i"), aError);\r |
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311 | #endif\r |
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312 | if(aError) {\r |
313 | iLastError = aError;\r |
314 | iUnderflowed++; // never happened to me while testing, but just in case\r |
315 | }\r |
316 | }\r |
317 | \r |