tcp: Fix 64 bit build with debugging features enabled.
[haiku.git] / src / kits / game / SimpleGameSound.cpp
blob9cfdbe5a532a0bf7fdaf49e346da220212e8d0b1
1 /*
2 * Copyright 2001-2012 Haiku, Inc. All Rights Reserved.
3 * Distributed under the terms of the MIT License.
5 * Authors:
6 * Christopher ML Zumwalt May (zummy@users.sf.net)
7 */
10 #include <SimpleGameSound.h>
12 #include <Entry.h>
13 #include <MediaFile.h>
14 #include <MediaTrack.h>
15 #include <stdlib.h>
16 #include <string.h>
18 #include "GameSoundBuffer.h"
19 #include "GameSoundDefs.h"
20 #include "GameSoundDevice.h"
21 #include "GSUtility.h"
24 BSimpleGameSound::BSimpleGameSound(const entry_ref *inFile,
25 BGameSoundDevice *device)
27 BGameSound(device)
29 if (InitCheck() == B_OK)
30 SetInitError(Init(inFile));
34 BSimpleGameSound::BSimpleGameSound(const char *inFile, BGameSoundDevice *device)
36 BGameSound(device)
38 if (InitCheck() == B_OK) {
39 entry_ref file;
41 if (get_ref_for_path(inFile, &file) != B_OK)
42 SetInitError(B_ENTRY_NOT_FOUND);
43 else
44 SetInitError(Init(&file));
49 BSimpleGameSound::BSimpleGameSound(const void *inData, size_t inFrameCount,
50 const gs_audio_format *format, BGameSoundDevice *device)
52 BGameSound(device)
54 if (InitCheck() != B_OK)
55 return;
57 gs_audio_format actual = *format;
58 if (actual.byte_order == 0)
59 actual.byte_order = B_MEDIA_HOST_ENDIAN;
61 size_t frameSize
62 = get_sample_size(format->format) * format->channel_count;
63 uchar * data = new uchar[inFrameCount * frameSize];
64 memcpy(data, inData, inFrameCount * frameSize);
66 SetInitError(Init(data, inFrameCount, &actual));
70 BSimpleGameSound::BSimpleGameSound(const BSimpleGameSound &other)
72 BGameSound(other)
74 gs_audio_format format;
75 void *data = NULL;
77 status_t error = other.Device()->Buffer(other.ID(), &format, data);
78 if (error != B_OK)
79 SetInitError(error);
81 Init(data, 0, &format);
82 free(data);
86 BSimpleGameSound::~BSimpleGameSound()
91 BGameSound *
92 BSimpleGameSound::Clone() const
94 gs_audio_format format;
95 void *data = NULL;
97 status_t error = Device()->Buffer(ID(), &format, data);
98 if (error != B_OK)
99 return NULL;
101 BSimpleGameSound *clone = new BSimpleGameSound(data, 0, &format, Device());
102 free(data);
104 return clone;
108 /* virtual */ status_t
109 BSimpleGameSound::Perform(int32 selector, void * data)
111 return B_ERROR;
115 status_t
116 BSimpleGameSound::SetIsLooping(bool looping)
118 gs_attribute attribute;
120 attribute.attribute = B_GS_LOOPING;
121 attribute.value = (looping) ? -1.0 : 0.0;
122 attribute.duration = bigtime_t(0);
123 attribute.flags = 0;
125 return Device()->SetAttributes(ID(), &attribute, 1);
129 bool
130 BSimpleGameSound::IsLooping() const
132 gs_attribute attribute;
134 attribute.attribute = B_GS_LOOPING;
135 attribute.flags = 0;
137 if (Device()->GetAttributes(ID(), &attribute, 1) != B_OK)
138 return false;
140 return bool(attribute.value);
144 status_t
145 BSimpleGameSound::Init(const entry_ref* inFile)
147 BMediaFile file(inFile);
148 gs_audio_format gsformat;
149 media_format mformat;
150 int64 framesRead, framesTotal = 0;
152 if (file.InitCheck() != B_OK)
153 return file.InitCheck();
155 BMediaTrack* audioStream = file.TrackAt(0);
156 audioStream->EncodedFormat(&mformat);
157 if (!mformat.IsAudio())
158 return B_ERROR;
160 int64 frames = audioStream->CountFrames();
162 memset(&mformat, 0, sizeof(media_format));
163 mformat.type = B_MEDIA_RAW_AUDIO;
164 // mformat.u.raw_audio.byte_order
165 // = (B_HOST_IS_BENDIAN) ? B_MEDIA_BIG_ENDIAN : B_MEDIA_LITTLE_ENDIAN;
166 status_t error = audioStream->DecodedFormat(&mformat);
167 if (error != B_OK)
168 return error;
170 memset(&gsformat, 0, sizeof(gs_audio_format));
171 media_to_gs_format(&gsformat, &mformat.u.raw_audio);
173 if (mformat.u.raw_audio.format == media_raw_audio_format::B_AUDIO_CHAR) {
174 // The GameKit doesnt support this format so we will have to reformat
175 // the data into something the GameKit does support.
176 char * buffer = new char[gsformat.buffer_size];
177 uchar * data = new uchar[frames * gsformat.channel_count];
179 while (framesTotal < frames) {
180 // read the next chunck from the stream
181 memset(buffer, 0, gsformat.buffer_size);
182 audioStream->ReadFrames(buffer, &framesRead);
184 // refomat the buffer from
185 int64 position = framesTotal * gsformat.channel_count;
186 for (int32 i = 0; i < (int32)gsformat.buffer_size; i++)
187 data[i + position] = buffer[i] + 128;
189 framesTotal += framesRead;
191 delete [] buffer;
193 gsformat.format = gs_audio_format::B_GS_U8;
195 error = Init(data, frames, &gsformat);
197 // free the buffers we no longer need
198 } else {
199 // We need to determine the size, in bytes, of a single sample.
200 // At the same time, we will store the format of the audio buffer
201 size_t frameSize
202 = get_sample_size(gsformat.format) * gsformat.channel_count;
203 char * data = new char[frames * frameSize];
204 gsformat.buffer_size = frames * frameSize;
206 while (framesTotal < frames) {
207 char * position = &data[framesTotal * frameSize];
208 audioStream->ReadFrames(position, &framesRead);
210 framesTotal += framesRead;
213 error = Init(data, frames, &gsformat);
216 file.ReleaseTrack(audioStream);
217 return error;
221 status_t
222 BSimpleGameSound::Init(const void* inData, int64 inFrameCount,
223 const gs_audio_format* format)
225 gs_id sound;
227 status_t error
228 = Device()->CreateBuffer(&sound, format, inData, inFrameCount);
229 if (error != B_OK)
230 return error;
232 BGameSound::Init(sound);
234 return B_OK;
238 /* unimplemented for protection of the user:
240 * BSimpleGameSound::BSimpleGameSound()
241 * BSimpleGameSound &BSimpleGameSound::operator=(const BSimpleGameSound &)
245 status_t
246 BSimpleGameSound::_Reserved_BSimpleGameSound_0(int32 arg, ...)
248 return B_ERROR;
252 status_t
253 BSimpleGameSound::_Reserved_BSimpleGameSound_1(int32 arg, ...)
255 return B_ERROR;
259 status_t
260 BSimpleGameSound::_Reserved_BSimpleGameSound_2(int32 arg, ...)
262 return B_ERROR;
266 status_t
267 BSimpleGameSound::_Reserved_BSimpleGameSound_3(int32 arg, ...)
269 return B_ERROR;
273 status_t
274 BSimpleGameSound::_Reserved_BSimpleGameSound_4(int32 arg, ...)
276 return B_ERROR;
280 status_t
281 BSimpleGameSound::_Reserved_BSimpleGameSound_5(int32 arg, ...)
283 return B_ERROR;
287 status_t
288 BSimpleGameSound::_Reserved_BSimpleGameSound_6(int32 arg, ...)
290 return B_ERROR;
294 status_t
295 BSimpleGameSound::_Reserved_BSimpleGameSound_7(int32 arg, ...)
297 return B_ERROR;
301 status_t
302 BSimpleGameSound::_Reserved_BSimpleGameSound_8(int32 arg, ...)
304 return B_ERROR;
308 status_t
309 BSimpleGameSound::_Reserved_BSimpleGameSound_9(int32 arg, ...)
311 return B_ERROR;
315 status_t
316 BSimpleGameSound::_Reserved_BSimpleGameSound_10(int32 arg, ...)
318 return B_ERROR;
322 status_t
323 BSimpleGameSound::_Reserved_BSimpleGameSound_11(int32 arg, ...)
325 return B_ERROR;
329 status_t
330 BSimpleGameSound::_Reserved_BSimpleGameSound_12(int32 arg, ...)
332 return B_ERROR;
336 status_t
337 BSimpleGameSound::_Reserved_BSimpleGameSound_13(int32 arg, ...)
339 return B_ERROR;
343 status_t
344 BSimpleGameSound::_Reserved_BSimpleGameSound_14(int32 arg, ...)
346 return B_ERROR;
350 status_t
351 BSimpleGameSound::_Reserved_BSimpleGameSound_15(int32 arg, ...)
353 return B_ERROR;
357 status_t
358 BSimpleGameSound::_Reserved_BSimpleGameSound_16(int32 arg, ...)
360 return B_ERROR;
364 status_t
365 BSimpleGameSound::_Reserved_BSimpleGameSound_17(int32 arg, ...)
367 return B_ERROR;
371 status_t
372 BSimpleGameSound::_Reserved_BSimpleGameSound_18(int32 arg, ...)
374 return B_ERROR;
378 status_t
379 BSimpleGameSound::_Reserved_BSimpleGameSound_19(int32 arg, ...)
381 return B_ERROR;
385 status_t
386 BSimpleGameSound::_Reserved_BSimpleGameSound_20(int32 arg, ...)
388 return B_ERROR;
392 status_t
393 BSimpleGameSound::_Reserved_BSimpleGameSound_21(int32 arg, ...)
395 return B_ERROR;
399 status_t
400 BSimpleGameSound::_Reserved_BSimpleGameSound_22(int32 arg, ...)
402 return B_ERROR;
406 status_t
407 BSimpleGameSound::_Reserved_BSimpleGameSound_23(int32 arg, ...)
409 return B_ERROR;