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love-android/jni/love/src/modules/audio/openal/Pool.cpp
T

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C++

/**
* Copyright (c) 2006-2014 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "Pool.h"
#include "Source.h"
namespace love
{
namespace audio
{
namespace openal
{
Pool::Pool()
: sources()
, totalSources(0)
, mutex(nullptr)
{
// Clear errors.
alGetError();
// Generate sources.
for (int i = 0; i < MAX_SOURCES; i++)
{
alGenSources(1, &sources[i]);
// We might hit an implementation-dependent limit on the total number
// of sources before reaching MAX_SOURCES.
if (alGetError() != AL_NO_ERROR)
break;
totalSources++;
}
if (totalSources < 4)
throw love::Exception("Could not generate sources.");
// Create the mutex.
mutex = thread::newMutex();
ALboolean hasext = alIsExtensionPresent("AL_SOFT_direct_channels");
// Make all sources available initially.
for (int i = 0; i < totalSources; i++)
{
#ifdef AL_SOFT_direct_channels
if (hasext)
{
// Bypass virtualization of speakers for multi-channel sources in OpenAL Soft.
alSourcei(sources[i], AL_DIRECT_CHANNELS_SOFT, AL_TRUE);
}
#endif
available.push(sources[i]);
}
}
Pool::~Pool()
{
stop();
delete mutex;
// Free all sources.
alDeleteSources(totalSources, sources);
}
bool Pool::isAvailable() const
{
bool has = false;
{
thread::Lock lock(mutex);
has = !available.empty();
}
return has;
}
bool Pool::isPlaying(Source *s)
{
bool p = false;
{
thread::Lock lock(mutex);
for (auto i = playing.begin(); i != playing.end(); i++)
{
if (i->first == s)
p = true;
}
}
return p;
}
void Pool::update()
{
thread::Lock lock(mutex);
std::map<Source *, ALuint>::iterator i = playing.begin();
while (i != playing.end())
{
if (!i->first->update())
{
i->first->stopAtomic();
i->first->rewindAtomic();
i->first->release();
available.push(i->second);
playing.erase(i++);
}
else
i++;
}
}
int Pool::getSourceCount() const
{
return playing.size();
}
int Pool::getMaxSources() const
{
return totalSources;
}
bool Pool::play(Source *source, ALuint &out)
{
thread::Lock lock(mutex);
bool ok = true;
out = 0;
bool alreadyPlaying = findSource(source, out);
if (!alreadyPlaying)
{
// Try to play.
if (!available.empty())
{
// Get the first available source.
out = available.front();
// Remove it.
available.pop();
// Insert into map of playing sources.
playing.insert(std::pair<Source *, ALuint>(source, out));
source->retain();
ok = source->playAtomic();
}
else
{
ok = false;
}
}
else
{
ok = true;
}
return ok;
}
void Pool::stop()
{
thread::Lock lock(mutex);
for (auto i = playing.begin(); i != playing.end(); i++)
{
i->first->stopAtomic();
i->first->release();
available.push(i->second);
}
playing.clear();
}
void Pool::stop(Source *source)
{
thread::Lock lock(mutex);
removeSource(source);
}
void Pool::pause()
{
thread::Lock lock(mutex);
for (auto i = playing.begin(); i != playing.end(); i++)
i->first->pauseAtomic();
}
void Pool::pause(Source *source)
{
thread::Lock lock(mutex);
ALuint out;
if (findSource(source, out))
source->pauseAtomic();
}
void Pool::resume()
{
thread::Lock lock(mutex);
for (auto i = playing.begin(); i != playing.end(); i++)
i->first->resumeAtomic();
}
void Pool::resume(Source *source)
{
thread::Lock lock(mutex);
ALuint out;
if (findSource(source, out))
source->resumeAtomic();
}
void Pool::rewind()
{
thread::Lock lock(mutex);
for (auto i = playing.begin(); i != playing.end(); i++)
i->first->rewindAtomic();
}
// For those times we don't need it backed.
void Pool::softRewind(Source *source)
{
thread::Lock lock(mutex);
source->rewindAtomic();
}
void Pool::rewind(Source *source)
{
thread::Lock lock(mutex);
source->rewindAtomic();
}
void Pool::release(Source *source)
{
ALuint s = findi(source);
if (s != 0)
{
available.push(s);
playing.erase(source);
}
}
void Pool::seek(Source *source, float offset, void *unit)
{
thread::Lock lock(mutex);
return source->seekAtomic(offset, unit);
}
float Pool::tell(Source *source, void *unit)
{
thread::Lock lock(mutex);
return source->tellAtomic(unit);
}
ALuint Pool::findi(const Source *source) const
{
std::map<Source *, ALuint>::const_iterator i = playing.find((Source *)source);
if (i != playing.end())
return i->second;
return 0;
}
bool Pool::findSource(Source *source, ALuint &out)
{
std::map<Source *, ALuint>::const_iterator i = playing.find((Source *)source);
bool found = i != playing.end();
if (found)
out = i->second;
return found;
}
bool Pool::removeSource(Source *source)
{
std::map<Source *, ALuint>::iterator i = playing.find((Source *)source);
if (i != playing.end())
{
source->stopAtomic();
available.push(i->second);
playing.erase(i++);
source->release();
return true;
}
return false;
}
} // openal
} // audio
} // love