sndplayer.c 14 KB
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/*====================================================================
 * sndplayer.c
 *
 * Copyright 1993, Silicon Graphics, Inc.
 * All Rights Reserved.
 *
 * This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics,
 * Inc.; the contents of this file may not be disclosed to third
 * parties, copied or duplicated in any form, in whole or in part,
 * without the prior written permission of Silicon Graphics, Inc.
 *
 * RESTRICTED RIGHTS LEGEND:
 * Use, duplication or disclosure by the Government is subject to
 * restrictions as set forth in subdivision (c)(1)(ii) of the Rights
 * in Technical Data and Computer Software clause at DFARS
 * 252.227-7013, and/or in similar or successor clauses in the FAR,
 * DOD or NASA FAR Supplement. Unpublished - rights reserved under the
 * Copyright Laws of the United States.
 *====================================================================*/

/*
 * MT safeness: need two versions of the calls, one with MT safeness?
 */
#include <libaudio.h>

#define MIN(a,b) (((a)<(b))?(a):(b))
#define MAX(a,b) (((a)>(b))?(a):(b))

typedef enum {
    AL_SND_PLAYING,
    AL_SND_STOPPED,
    AL_SND_STOPPING
} ALSndState;

typedef enum {
    AL_SNDP_PLAY_EVT,
    AL_SNDP_STOP_EVT,
    AL_SNDP_PAN_EVT,
    AL_SNDP_VOL_EVT,
    AL_SNDP_PITCH_EVT,
    AL_SNDP_API_EVT,
    AL_SNDP_DECAY_EVT,
    AL_SNDP_END_EVT,
    AL_SNDP_FX_EVT
} ALSndpMsgType;

typedef struct {
    ALSound     *sound;         /* sound referenced here                           */
    ALVoice     *voices[1];     /* single voice for moment - maybe L/R at sometime */
    float       pitch;          /* current playback pitch                          */
    int         state;          /* play state for this sound                       */
    short       vol;
    ALPan       pan;
    char        fxMix;
    char        envState;
} ALSoundState;

typedef union {

    ALEvent             msg;

    struct {
        short           type;
        ALSoundState    *state;
    } common;
    
    struct {
        short           type;
        ALSoundState    *state;
        short           vol;
        ALMicroTime     volDelta;
    } env;

    struct {
        short           type;
        ALSoundState    *state;
        short           vol;
    } vol;
    
    struct {
        short           type;
        ALSoundState    *state;
        float           pitch;
    } pitch;
    
    struct {
        short           type;
        ALSoundState    *state;
        ALPan           pan;
    } pan;
    
    struct {
        short           type;
        ALSoundState    *state;
        char            mix;
    } fx;
    
} ALSndpEvent;

extern  ALGlobals       *slg;
static  ALMicroTime     _voiceHandler(void *node);
static  ALWaveTable     *_voiceCompletion(void *data, ALVoice *voice);

static  void            _handleEvent(ALSndPlayer *sndp, ALSndpEvent *event);

int alSndpHeapSize(ALSndpConfig *c)
{
    return
        c->maxSounds * sizeof(ALSoundState) +
        c->maxEvents * sizeof(ALEventListItem);
}

void alSndpNew(ALSndPlayer *sndp, ALSndpConfig *c) 
{    
    char *ptr = c->sndpHeap;
    ALEvent     evt;
    
    /*
     * Init member variables
     */
    sndp->maxSounds = c->maxSounds;
    sndp->target = -1;
    sndp->frameTime = 2000; /* ######### Hack: should get this from ??? */
    sndp->sndState = ptr;
    ptr += c->maxSounds * sizeof(ALSoundState);
    
    /*
     * init the event queue
     */
    alEvtqNew(&sndp->evtq, (ALEventListItem *)ptr, c->maxEvents);
    ptr += c->maxEvents * sizeof(ALEventListItem);
    
    /*
     * add ourselves to the driver
     */
    sndp->drvr = &slg->drvr;
    sndp->node.next = NULL;
    sndp->node.handler = _voiceHandler;
    sndp->node.clientData = sndp;
    alSynAddPlayer(sndp->drvr, &sndp->node);

    /*
     * Start responding to API events
     */
    evt.type = AL_SNDP_API_EVT;
    alEvtqPostEvent(&sndp->evtq, (ALEvent *)&evt, sndp->frameTime);
    sndp->nextDelta = alEvtqNextEvent(&sndp->evtq, &sndp->nextEvent);

    _ASSERT(ptr <= (c->sndpHeap + c->sndpHeapLen));
}

void alSndpDelete(ALSndPlayer *sndp)
{
    /*
     * ### stop all voices and shut down properly
     */
    alSynRemovePlayer(&slg->drvr, &sndp->node);
}

void alSndpAllocate(ALSndPlayer *sndp, ALSound *sound)
{
    int i;
    int tmp;
    ALSoundState *sState = sndp->sndState;
    
    for (i = 0; i < sndp->maxSounds; i++) {
        if (!sState[i].sound) {
            sState[i].sound = sound;
            sState[i].state = AL_STOPPED;
            sState[i].voices[0] = 0;
            sState[i].pitch = 1.0;
            sState[i].state = AL_STOPPED;
            sState[i].pan = AL_PAN_CENTER;
            sState[i].envState = 0;
            sState[i].fxMix = AL_DEFAULT_FXMIX;
            tmp = 32767*sound->sampleVolume/AL_VOL_FULL;
            sState[i].vol = tmp;
            break;
        }
    }

    _ASSERT(i < sndp->maxSounds);      /* nothing left to allocate */
}

void alSndpDeallocate(ALSndPlayer *sndp, ALSound *sound)
{
    int         i;
    ALSoundState  *sState = sndp->sndState;
    
    /*
     * Note: This is inefficient. We could add a player private field
     * to the sound struct, but that would mean it could be allocated
     * to only one player. We could also return an id to refer to the
     * sound by (so we could use it as an index), but this would mean
     * applications would have to store two items for one sound.
     */
    for (i = 0; i < sndp->maxSounds; i++) {
        if (sState[i].sound == sound) {
            sState[i].sound = 0;
            if (sndp->target == i) /* if we are deleting the target sound */
                sndp->target = -1;      
            break;
        }
    }
}

void alSndpSetSound(ALSndPlayer *sndp, ALSound *snd)
{
    int         i;
    ALSoundState  *sState = sndp->sndState;

    for (i = 0; i < sndp->maxSounds; i++) {
        if (sState[i].sound == snd) {
            sndp->target = i;
        }
    }
}

ALSound *alSndpGetSound(ALSndPlayer *sndp)
{
    ALSoundState  *sState = sndp->sndState;

    if (sndp->target != -1)
        return sState[sndp->target].sound;
    else
        return 0;
}

int alSndpPlay(ALSndPlayer *sndp)
{
    ALSndpEvent evt;
    ALSoundState  *sState = sndp->sndState;

    evt.common.type = AL_SNDP_PLAY_EVT;
    evt.common.state = &sState[sndp->target];
    alEvtqPostEvent(&sndp->evtq, (ALEvent *)&evt, 0);
}

int alSndpGetState(ALSndPlayer *sndp)
{
    ALSoundState  *sState = sndp->sndState;

    return (sState + sndp->target)->state;
}

int alSndpStop(ALSndPlayer *sndp)
{
    ALSndpEvent evt;
    ALSoundState  *sState = sndp->sndState;

    /*
     * Go immediately into the release phase
     */
    evt.env.type = AL_SNDP_STOP_EVT;
    evt.env.state = &sState[sndp->target];
    evt.env.vol = 0;
    evt.env.volDelta = sState->sound->envelope->releaseTime;
    alEvtqPostEvent(&sndp->evtq, (ALEvent *)&evt, 0);
}

int alSndpSetVol(ALSndPlayer *sndp, short vol) 
{
    ALSndpEvent evt;
    ALSoundState  *sState = sndp->sndState;

    evt.vol.type = AL_SNDP_VOL_EVT;
    evt.vol.state = &sState[sndp->target];
    evt.vol.vol = vol;
    alEvtqPostEvent(&sndp->evtq, (ALEvent *)&evt, 0);
}

int alSndpSetPitch(ALSndPlayer *sndp, float pitch) 
{
    ALSndpEvent evt;
    ALSoundState  *sState = sndp->sndState;

    /*
     * If this is set during playback there will be
     * a problem with the envelope lengths
     */
    evt.pitch.type = AL_SNDP_PITCH_EVT;
    evt.pitch.state = &sState[sndp->target];
    evt.pitch.pitch = pitch;
    alEvtqPostEvent(&sndp->evtq, (ALEvent *)&evt, 0);
}

int alSndpSetFXmix(ALSndPlayer *sndp, char mix) 
{
    ALSndpEvent evt;
    ALSoundState  *sState = sndp->sndState;

    evt.fx.type = AL_SNDP_FX_EVT;
    evt.fx.state = &sState[sndp->target];
    evt.fx.mix = mix;
    alEvtqPostEvent(&sndp->evtq, (ALEvent *)&evt, 0);
}

int alSndpSetPan(ALSndPlayer *sndp, ALPan pan) 
{
    ALSndpEvent evt;
    ALSoundState  *sState = sndp->sndState;

    evt.pan.type = AL_SNDP_PAN_EVT;
    evt.pan.pan  = pan;
    evt.pan.state = &sState[sndp->target];
    alEvtqPostEvent(&sndp->evtq, (ALEvent *)&evt, 0);
}

/*************************************************************
 * Sound Player private routines
 *************************************************************/
ALMicroTime _voiceHandler(void *node)
{
    ALSndPlayer *sndp = (ALSndPlayer *) node;
    ALSndpEvent evt;
    
    do {
        switch (sndp->nextEvent.type) {
            case (AL_SNDP_API_EVT):
                evt.msg.type = AL_SNDP_API_EVT;
                alEvtqPostEvent(&sndp->evtq, (ALEvent *)&evt, sndp->frameTime);
                break;

            default:
                _handleEvent(sndp, (ALSndpEvent *)&sndp->nextEvent);
                break;
        }
        sndp->nextDelta = alEvtqNextEvent(&sndp->evtq, &sndp->nextEvent);
        
    } while (sndp->nextDelta == 0);

    sndp->curTime += sndp->nextDelta;
    return sndp->nextDelta;
}

void _handleEvent(ALSndPlayer *sndp, ALSndpEvent *event) 
{
    ALVoiceConfig       vc;
    ALSound             *snd;
    ALVoice             *voice;
    ALPan               pan;
    float               pitch;
    ALMicroTime         dur;
    ALSndpEvent         evt;
    ALMicroTime         delta;

    short               vol;
    short               tmp;
    int                 vtmp;
    ALSound             *sound;
    ALSoundState        *state;

    state = event->common.state;
    snd   = state->sound;

    /*
     * ########## What happens if I get a stop message from
     * ########## app in between all this?
     */
    switch (event->msg.type) {
        case (AL_SNDP_PLAY_EVT):
            vc.fxBus    = 0;            /* effect buss 0 */
            vc.type     = AL_DEFAULT_VOICE;
            vc.priority = AL_DEFAULT_PRIORITY;

            vtmp  = snd->envelope->attackVolume*state->vol/AL_VOL_FULL;
            vol = (short) vtmp;
            tmp   = state->pan - AL_PAN_CENTER + snd->samplePan;
            tmp   = MAX(tmp, AL_PAN_LEFT);
            pan   = (ALPan) MIN(tmp, AL_PAN_RIGHT);
            pitch = state->pitch;
            dur   = snd->envelope->attackTime;

            state->state = AL_PLAYING;
            voice = alSynAllocVoice(sndp->drvr, &vc);
            alSynStartVoice(sndp->drvr, voice, snd->wavetable[0]);

            alSynSetVol(sndp->drvr, voice, vol, dur);
            alSynSetPan(sndp->drvr, voice, pan);
            alSynSetPitch(sndp->drvr, voice, pitch);
            alSynSetFXMix(sndp->drvr, voice, state->fxMix);
            state->voices[0] = voice;
            
            /*
             * set up callback for decay envelope
             */
            evt.env.type        = AL_SNDP_DECAY_EVT;
            evt.env.state       = state;
            evt.env.vol         = snd->envelope->decayVolume;
            evt.env.volDelta    = (ALMicroTime) snd->envelope->decayTime/state->pitch;
            delta               = (ALMicroTime) snd->envelope->attackTime/state->pitch;
                    
            alEvtqPostEvent(&sndp->evtq, (ALEvent *)&evt, delta);
            break;
                
        case (AL_SNDP_STOP_EVT):
            state->envState = 0;
            vtmp   = (event->env.vol * state->vol)/AL_VOL_FULL;            
            vol   = (short) vtmp;
            delta = event->env.volDelta;
            alSynSetVol(sndp->drvr, state->voices[0], vol, delta);

            evt.common.type  = AL_SNDP_END_EVT;
            evt.common.state = state;
            alEvtqPostEvent(&sndp->evtq, (ALEvent *)&evt, delta);
            break;

        case (AL_SNDP_PAN_EVT):
            state->pan = event->pan.pan;
            tmp   = state->pan - AL_PAN_CENTER + snd->samplePan;
            tmp   = MAX(tmp, AL_PAN_LEFT);
            pan   = (ALPan) MIN(tmp, AL_PAN_RIGHT);
            if (state->state == AL_PLAYING)
                alSynSetPan(sndp->drvr, state->voices[0], pan);
            break;

        case (AL_SNDP_PITCH_EVT):
            state->pitch = event->pitch.pitch;
            if (state->state == AL_PLAYING)
                alSynSetPitch(sndp->drvr, state->voices[0], state->pitch);
            break;
            
        case (AL_SNDP_FX_EVT):
            state->fxMix = event->fx.mix;
            if (state->state == AL_PLAYING)
                alSynSetFXMix(sndp->drvr, state->voices[0], state->fxMix);
            break;

        case (AL_SNDP_VOL_EVT):
            /*
             * ### need to know what envelope state we are in -
             * only set this if we are in decay state would be
             * sensible?
             */
            state->vol = event->vol.vol;
            if (state->envState){
                vtmp  = snd->envelope->decayVolume * state->vol/AL_VOL_FULL;            
                alSynSetVol(sndp->drvr, state->voices[0], (short) vtmp, 0);
            }
            break;

        case (AL_SNDP_DECAY_EVT):
            /*
             * The voice has theoretically reached its attack velocity
             */
            state->envState = 1;
            vtmp   = (event->env.vol * state->vol)/AL_VOL_FULL;            
            vol   = (short) vtmp;
            delta = event->env.volDelta;
            alSynSetVol(sndp->drvr, state->voices[0], vol, delta);
            
            /*
             * set up callback for release envelope
             */
            evt.env.type        = AL_SNDP_STOP_EVT;
            evt.env.state       = state;
            evt.env.vol         = snd->envelope->releaseVolume;
            evt.env.volDelta    = (ALMicroTime) snd->envelope->releaseTime/state->pitch;
            alEvtqPostEvent(&sndp->evtq, (ALEvent *)&evt, delta);
            
            break;

        case (AL_SNDP_END_EVT):
            alSynStopVoice(sndp->drvr, state->voices[0]);
            alSynFreeVoice(sndp->drvr, state->voices[0]);
            state->state = AL_STOPPED;
            break;

        default:
            break;
    }
}

#ifdef IMPLEMENTED
int     alSndpPlayWave(ALSndPlayer *sndp, int waveID, int mode);

int	sndpGetTime(SLid sndp, Time *t);
int	sndpSetTime(SLid sndp, Time *t);

int	sndpSetLoop(SLid sndp, u_long start, u_long end, int mode, 
                    int count);
int	sndpGetLoop(SLid sndp, u_long *start, u_long *end, int *mode, 
                    int *count);
#endif