1 // -*- Mode: C++; tab-width:2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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3 //
4 // -----------------------------------------------------------------------
5 //
6 // This file is part of RLVM, a RealLive virtual machine clone.
7 //
8 // -----------------------------------------------------------------------
9 //
10 // Copyright (C) 2007 Elliot Glaysher
11 //
12 // This program is free software; you can redistribute it and/or modify
13 // it under the terms of the GNU General Public License as published by
14 // the Free Software Foundation; either version 3 of the License, or
15 // (at your option) any later version.
16 //
17 // This program is distributed in the hope that it will be useful,
18 // but WITHOUT ANY WARRANTY; without even the implied warranty of
19 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
20 // GNU General Public License for more details.
21 //
22 // You should have received a copy of the GNU General Public License
23 // along with this program; if not, write to the Free Software
24 // Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
25 //
26 // -----------------------------------------------------------------------
27 
28 #include "systems/sdl/sdl_sound_chunk.h"
29 
30 #include <SDL/SDL_mixer.h>
31 #include <boost/algorithm/string.hpp>
32 #include <string>
33 
34 #include "systems/base/sound_system.h"
35 #include "systems/sdl/sdl_audio_locker.h"
36 #include "xclannad/wavfile.h"
37 
38 SDLSoundChunk::PlayingTable SDLSoundChunk::s_playing_table;
39 
SDLSoundChunk(const boost::filesystem::path & path)40 SDLSoundChunk::SDLSoundChunk(const boost::filesystem::path& path)
41     : sample_(LoadSample(path)) {}
42 
SDLSoundChunk(char * data,int length)43 SDLSoundChunk::SDLSoundChunk(char* data, int length)
44     : sample_(Mix_LoadWAV_RW(SDL_RWFromMem(data, length + 0x2c), 1)),
45       data_(data) {}
46 
~SDLSoundChunk()47 SDLSoundChunk::~SDLSoundChunk() {
48   Mix_FreeChunk(sample_);
49   data_.reset();
50 }
51 
LoadSample(const boost::filesystem::path & path)52 Mix_Chunk* SDLSoundChunk::LoadSample(const boost::filesystem::path& path) {
53   if (boost::iequals(path.extension().string(), ".nwa")) {
54     // Hack to load NWA sounds into a MixChunk. I was resisted doing this
55     // because I assumed there was a better way, but this is essentially what
56     // jagarl does in xclannad too :(
57     FILE* f = fopen(path.native().c_str(), "r");
58     if (!f)
59       return NULL;
60     int size = 0;
61     char* data = NWAFILE::ReadAll(f, size);
62     fclose(f);
63 
64     Mix_Chunk* chunk = Mix_LoadWAV_RW(SDL_RWFromMem(data, size), 1);
65     delete[] data;
66 
67     return chunk;
68   } else {
69     return Mix_LoadWAV(path.native().c_str());
70   }
71 }
72 
PlayChunkOn(int channel,int loops)73 void SDLSoundChunk::PlayChunkOn(int channel, int loops) {
74   {
75     SDLAudioLocker locker;
76     s_playing_table[channel] = shared_from_this();
77   }
78 
79   if (Mix_PlayChannel(channel, sample_, loops) == -1) {
80     // TODO(erg): Throw something here.
81   }
82 }
83 
FadeInChunkOn(int channel,int loops,int ms)84 void SDLSoundChunk::FadeInChunkOn(int channel, int loops, int ms) {
85   {
86     SDLAudioLocker locker;
87     s_playing_table[channel] = shared_from_this();
88   }
89 
90   if (Mix_FadeInChannel(channel, sample_, loops, ms) == -1) {
91     // TODO(erg): Throw something here.
92   }
93 }
94 
95 // static
SoundChunkFinishedPlayback(int channel)96 void SDLSoundChunk::SoundChunkFinishedPlayback(int channel) {
97   // Don't need an SDLAudioLocker because we're in the audio callback right
98   // now.
99   //
100   // Decrease the refcount of the SDLSoundChunk that just finished
101   // playing.
102   s_playing_table[channel].reset();
103 }
104 
105 // static
FindNextFreeExtraChannel()106 int SDLSoundChunk::FindNextFreeExtraChannel() {
107   SDLAudioLocker locker;
108 
109   for (int i = NUM_BASE_CHANNELS;
110        i < NUM_BASE_CHANNELS + NUM_EXTRA_WAVPLAY_CHANNELS;
111        ++i) {
112     if (s_playing_table[i].get() == 0)
113       return i;
114   }
115 
116   return -1;
117 }
118 
119 // static
StopChannel(int channel)120 void SDLSoundChunk::StopChannel(int channel) { Mix_HaltChannel(channel); }
121 
StopAllChannels()122 void SDLSoundChunk::StopAllChannels() { Mix_HaltChannel(-1); }
123 
FadeOut(const int channel,const int fadetime)124 void SDLSoundChunk::FadeOut(const int channel, const int fadetime) {
125   Mix_FadeOutChannel(channel, fadetime);
126 }
127