#include #include #include #include #include #include #include #include "AV.h" using namespace std; #define SOUND_RATE 44100 #define CALLBACK_SAMPLES 4096 #define CHANNELS 2 #define BYTES_PER_SAMPLE 2 void AV_sound_callback(void * userdata, Uint8 * stream, int len) { ((AV *)userdata)->playCallback(stream, len); } AV::AV() { if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_TIMER)) { cerr << "SDL_Init() returned error!" << endl; exit(3); } const SDL_VideoInfo * vidInfo = SDL_GetVideoInfo(); if (vidInfo != NULL) { m_defaultWidth = vidInfo->current_w; m_defaultHeight = vidInfo->current_h; } else { cerr << "Warning: SDL_GetVideoInfo() returned NULL!" << endl; m_defaultWidth = 1024; m_defaultHeight = 768; } m_surface = NULL; m_width = 0; m_height = 0; Sound_Init(); SDL_AudioSpec desired; desired.freq = SOUND_RATE; desired.format = AUDIO_S16SYS; desired.channels = CHANNELS; desired.samples = CALLBACK_SAMPLES; desired.callback = AV_sound_callback; desired.userdata = this; if (SDL_OpenAudio(&desired, NULL) < 0) { cerr << "SDL_OpenAudio() error." << endl; exit(3); } m_active_sounds_mutex = SDL_CreateMutex(); } AV::~AV() { SDL_PauseAudio(1); SDL_DestroyMutex(m_active_sounds_mutex); SDL_CloseAudio(); Sound_Quit(); SDL_Quit(); } void AV::start(int width, int height, bool fullscreen, bool grab_input, int samples) { if (m_surface == NULL) { if (width == 0) width = m_defaultWidth; if (height == 0) height = m_defaultHeight; int flags = SDL_HWSURFACE | SDL_OPENGL; if (fullscreen) flags |= SDL_FULLSCREEN; SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); if (samples > 1) { SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, samples); } m_surface = SDL_SetVideoMode(width, height, 32, flags); if (grab_input) { SDL_ShowCursor(SDL_DISABLE); SDL_WM_GrabInput(SDL_GRAB_ON); } SDL_WM_SetCaption("Anaglym", "Anaglym"); m_fullscreen = fullscreen; m_width = width; m_height = height; glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glShadeModel(GL_SMOOTH); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60.0, (double) width / (double) height, 0.01, 10000.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } } void AV::stop() { if (m_surface != NULL) { SDL_FreeSurface(m_surface); m_surface = NULL; } } refptr AV::createSound() { refptr s = new Sound(*this); #if 0 m_sounds.insert(s); #endif return s; } void AV::playSound(AV::Sound * s) { SDL_mutexP(m_active_sounds_mutex); m_active_sounds.insert(s); SDL_mutexV(m_active_sounds_mutex); SDL_PauseAudio(0); } void AV::playCallback(Uint8 * stream, int len) { memset(stream, 0, len); SDL_mutexP(m_active_sounds_mutex); for (std::set::iterator it = m_active_sounds.begin(); it != m_active_sounds.end(); it++) { if ((*it)->decode(stream, len) == 0) { m_active_sounds.erase(it); } } if (m_active_sounds.size() == 0) { SDL_PauseAudio(1); } SDL_mutexV(m_active_sounds_mutex); } AV::Sound::Sound(AV & av) : m_av(av), m_buff(1) { m_rwops = NULL; m_ss = NULL; } AV::Sound::~Sound() { if (m_ss != NULL) { Sound_FreeSample(m_ss); } } bool AV::Sound::load(FileLoader & fileLoader, const FileLoader::Path & path) { m_buff = fileLoader.load(path); if (m_buff.size > 0) { m_rwops = SDL_RWFromMem(m_buff.data, m_buff.size); Sound_AudioInfo desired; desired.channels = CHANNELS; desired.format = AUDIO_S16SYS; desired.rate = SOUND_RATE; m_ss = Sound_NewSample(m_rwops, NULL, &desired, CALLBACK_SAMPLES * BYTES_PER_SAMPLE * CHANNELS); if (m_ss != NULL) { return true; } else { SDL_FreeRW(m_rwops); m_rwops = NULL; cerr << "Error loading sound " << path.toString() << ": " << Sound_GetError() << endl; } } return false; } void AV::Sound::play() { if (m_ss != NULL) { #if 0 cerr << "play()" << endl; Sound_Rewind(m_ss); cerr << "end play()" << endl; #endif m_av.playSound(this); } } void AV::Sound::stop() { } void AV::Sound::loop(int times) { } int AV::Sound::decode(Uint8 * stream, int len) { int len_decoded = 0, len_decoded_now; int samples_decoded_now; int spos = 0; int16_t * s16stream = (int16_t *) stream; int16_t * decoded_stream = (int16_t *) m_ss->buffer; do { len_decoded_now = Sound_Decode(m_ss); samples_decoded_now = len_decoded_now / BYTES_PER_SAMPLE; len_decoded += len_decoded_now; for (int i = 0; i < samples_decoded_now; i++) { int val = s16stream[spos] + decoded_stream[i]; s16stream[spos] = (val > SHRT_MAX) ? SHRT_MAX : val; spos++; } } while ( (len_decoded_now == (int) m_ss->buffer_size) && (len_decoded < len) ); return len_decoded; }