AeN64DriverNotify.c++
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//
// AeN64DriverNotify.c++
//
// This file contains the client notify handlers that
// are called by the assetbase in response to actions
// made on assets such as create, update, delete, etc.
//
// Since bank assets and fx assets are treated so
// differently by the n64, i have separated out their
// handling into different routines for clarity.
//
#include <assert.h>
#include "AeN64Driver.h"
#include "AeConfig.h"
#include "AeAsset.h"
#include "AeAssetBase.h"
#include "GList.h"
void
AeN64Driver::CreateAsset (AeAsset * asset, Boolean suspended)
{
assert (asset);
if (asset->IsBankComponent ())
createBankAsset (asset, suspended);
else if (asset->IsFxComponent ())
createFxAsset (asset, suspended);
}
void
AeN64Driver::createBankAsset (AeAsset * asset, Boolean suspended)
{
allocBankMem (asset);
if (asset->GetType () == kBankType)
fBank = (AeBankAsset *)asset;
updateBankAsset (asset, suspended);
}
void
AeN64Driver::createFxAsset (AeAsset * asset, Boolean suspended)
{
updateFxAsset (asset, suspended);
}
void
AeN64Driver::UpdateAsset (AeAsset * asset, Boolean suspended)
{
assert (asset);
if (asset->IsBankComponent ())
updateBankAsset (asset, suspended);
// pass non-bank updates through (eg. fx updates)
else if (asset->IsFxComponent ())
updateFxAsset (asset, suspended);
}
// if a bank asset changes, make sure the bank
// is still loadable before proceeding with the update.
// if we're suspended, do nothing since resume will handle it.
void
AeN64Driver::updateBankAsset (AeAsset * asset, Boolean suspended)
{
if (!suspended && checkBank ())
updateAsset (asset);
}
void
AeN64Driver::updateFxAsset (AeAsset * asset, Boolean suspended)
{
checkFx (); // make sure the effect is still okay
updateAsset (asset); // update the asset
}
void
AeN64Driver::DeleteAsset (AeAsset * asset, Boolean suspended)
{
assert (asset);
if (asset->IsBankComponent ())
deleteBankAsset (asset, suspended);
else if (asset->IsFxComponent ())
deleteFxAsset (asset, suspended);
}
void
AeN64Driver::deleteBankAsset (AeAsset * asset, Boolean suspended)
{
// if the deleted asset is the current bank, then tell the UI to offline it
if (asset == fBank)
{
fBank->SetOnline (False);
fAssetBase->NotifyOnline (fBank);
fBank = NULL;
}
// if we're not suspended the check the bank's loadability
if (!suspended)
checkBank ();
deallocBankMem (asset);
}
void
AeN64Driver::deleteFxAsset (AeAsset * asset, Boolean suspended)
{
// if the asset being deleted is the current fx, the invalidate the fx
if (asset == fConfig->GetFxAsset ())
fConfig->SetFxAsset (NULL);
// if we're not suspended the check the effect's loadability
if (!suspended)
checkFx ();
}
void
AeN64Driver::OnlineAsset (AeAsset * asset, Boolean suspended)
{
if (asset->IsBankComponent ())
onlineBankAsset (asset, suspended);
else if (asset->IsFxComponent ())
onlineFxAsset (asset, suspended);
}
void
AeN64Driver::onlineBankAsset (AeAsset * asset, Boolean suspended)
{
// we currently don't allow the user to put banks on and offline
if (asset == fBank && isBankLoadable ())
asset->SetOnline (True);
}
void
AeN64Driver::onlineFxAsset (AeAsset * asset, Boolean suspended)
{
if (asset->GetType () == kFxType)
{
AeFxAsset * fxAsset = fConfig->GetFxAsset ();
AeErr err;
// if asset is not loadable then take asset offline
if (!isFxLoadable ((AeFxAsset *)asset))
{
asset->SetOnline (False);
if (fxAsset != asset)
return;
}
// if asset is to be put online, then take any currently
// online asset offline
if (asset->IsOnline ())
{
if (fxAsset)
{
fxAsset->SetOnline (False);
fAssetBase->NotifyOnline (fxAsset);
}
}
// if asset is to be put offline, then indicate this
// by setting the currently configured fx to NULL
else
{
assert (asset == fxAsset);
asset = NULL;
}
fConfig->SetFxAsset ((AeFxAsset *)asset);
fNeedsConfigure = True;
if (!suspended && (err = ReconfigureAudio ()))
{
if (asset)
asset->SetOnline (False);
}
}
}
void
AeN64Driver::UpdateResume (void)
{
if (fNeedsConfigure)
{
ReconfigureAudio ();
}
else
{
// if the fx don't cause the bank to be reloaded
// then reload the bank
if (!checkFx ())
{
if (isBankLoadable ())
loadBank ();
else if (fBankOnlineHW)
unloadBank ();
}
}
}
//
// call this routine to correctly place the bank
// online or offline depending on the loadability
// of the current bank.
//
Boolean
AeN64Driver::checkBank (void)
{
if (isBankLoadable ())
{
if (!fBankOnlineHW)
loadBank ();
}
else
{
if (fBankOnlineHW)
unloadBank ();
}
return fBankOnlineHW;
}
Boolean
AeN64Driver::isBankOnline (void)
{
return fBank && fBank->IsOnline ();
}
//
// Returns true if the bank is complete enough
// to safely download to the n64. Otherwise returns false.
//
// The bank asset must exist
// The bank asset must have at least one instrument
// (else initFromBank will loop forever)
// The bank's instruments must have at least one sound
// (this is just for consistency, i don't think it would crash the n64)
// The bank's sounds must all have keymaps
// (else midiNoteOn, lookupSoundQuick will dereference a missing keymap)
// The bank's sounds must all have wavetables
// (else midiNoteOn will dereference a missing wavetable)
// The bank's sounds must all have envelopes
// (else midiNoteOn will dereference a missing envelope)
//
Boolean
AeN64Driver::isBankLoadable (void)
{
GList<AeAsset *> * childList;
AeAsset * child;
int i;
AeInstAsset * percussion;
if (!fBank)
return False;
childList = fBank->GetChildList ();
assert (childList);
if (childList->GetNum () == 0)
return False;
childList->Start (i);
while (childList->Next (i, child))
if (!isInstLoadable ((AeInstAsset *)child))
return False;
if (percussion = fBank->GetPercussion ())
if (!isInstLoadable (percussion))
return False;
return True;
}
Boolean
AeN64Driver::isInstLoadable (AeInstAsset * asset)
{
GList<AeAsset *> * childList;
AeAsset * child;
int i;
assert (asset);
childList = asset->GetChildList ();
assert (childList);
if (childList->GetNum () == 0)
return False;
childList->Start (i);
while (childList->Next (i, child))
if (!isSoundLoadable ((AeSoundAsset *)child))
return False;
return True;
}
Boolean
AeN64Driver::isSoundLoadable (AeSoundAsset * asset)
{
assert (asset);
if (asset->GetKeymap () == NULL)
return False;
if (asset->GetEnvelope () == NULL)
return False;
if (asset->GetWave () == NULL)
return False;
return True;
}
//
// Returns True if the effect is complete enough
// to be downloaded to the n64 safely (ie so it
// won't cause the n64 to crash).
//
// The only criterion is that the effect contains
// at least one section.
//
Boolean
AeN64Driver::isFxLoadable (AeFxAsset * asset)
{
GList<AeAsset *> * childList;
if (asset)
{
childList = asset->GetChildList ();
assert (childList);
if (childList->GetNum () > 0)
return True;
}
return False;
}
//
// call this routine to check if the fx should
// no longer be online and take it offline if
// it is not loadable. since fx are manually put
// online, there is no need to automatically load it.
// this is important if the user removes all the
// children of an effect.
//
Boolean
AeN64Driver::checkFx (void)
{
AeFxAsset * fxAsset;
if (fxAsset = fConfig->GetFxAsset ())
{
if (!isFxLoadable (fxAsset) && isFxOnline (fxAsset))
{
fxAsset->SetOnline (False);
fAssetBase->NotifyOnline ((AeAsset *)fxAsset);
return True;
}
}
return False;
}
Boolean
AeN64Driver::isFxOnline (AeAsset * asset)
{
if (!asset)
return False;
if (asset->GetType () == kFxSxnType)
return isFxSxnOnline ((AeFxSxnAsset *)asset);
return asset->IsOnline ();
}
Boolean
AeN64Driver::isFxSxnOnline (AeFxSxnAsset * asset)
{
GList<AeAsset *> * parentList;
AeAsset * parent;
Boolean loaded = False;
assert (asset->GetType () == kFxSxnType);
parentList = asset->GetParentList ();
if (parentList->GetNum () > 0)
{
// only 1 parent allowed per fx section
assert (parentList->GetNum () == 1);
parent = (*parentList)[0];
loaded = parent->IsOnline ();
}
return loaded;
}