#include <fcntl.h>
#include <sys/ioctl.h>
-#if HAVE_SYS_SOUNDCARD_H
+#ifdef HAVE_SYS_SOUNDCARD_H
#include <sys/soundcard.h>
#endif
#include "wx/sound.h"
#include "wx/dynlib.h"
+
+#if wxUSE_THREADS
+// mutex for all wxSound's synchronization
+static wxMutex gs_soundMutex;
+#endif
+
+// ----------------------------------------------------------------------------
+// wxSoundData
+// ----------------------------------------------------------------------------
+
+void wxSoundData::IncRef()
+{
+#if wxUSE_THREADS
+ wxMutexLocker locker(gs_soundMutex);
+#endif
+ m_refCnt++;
+}
+
+void wxSoundData::DecRef()
+{
+#if wxUSE_THREADS
+ wxMutexLocker locker(gs_soundMutex);
+#endif
+ if (--m_refCnt == 0)
+ delete this;
+}
+
+wxSoundData::~wxSoundData()
+{
+ delete[] m_dataWithHeader;
+}
+
+
// ----------------------------------------------------------------------------
// wxSoundBackendNull, used in absence of audio API or card
// ----------------------------------------------------------------------------
int GetPriority() const { return 0; }
bool IsAvailable() const { return true; }
bool HasNativeAsyncPlayback() const { return true; }
- bool Play(wxSoundData *WXUNUSED(data), unsigned WXUNUSED(flags))
+ bool Play(wxSoundData *WXUNUSED(data), unsigned WXUNUSED(flags),
+ volatile wxSoundPlaybackStatus *WXUNUSED(status))
{ return true; }
+ void Stop() {}
+ bool IsPlaying() const { return false; }
};
int GetPriority() const { return 10; }
bool IsAvailable() const;
bool HasNativeAsyncPlayback() const { return false; }
- bool Play(wxSoundData *data, unsigned flags);
+ bool Play(wxSoundData *data, unsigned flags,
+ volatile wxSoundPlaybackStatus *status);
+ void Stop() {}
+ bool IsPlaying() const { return false; }
private:
int OpenDSP(const wxSoundData *data);
return true;
}
-bool wxSoundBackendOSS::Play(wxSoundData *data, unsigned flags)
+bool wxSoundBackendOSS::Play(wxSoundData *data, unsigned flags,
+ volatile wxSoundPlaybackStatus *status)
{
int dev = OpenDSP(data);
do
{
+ if (status->m_stopRequested)
+ {
+ wxLogTrace(_T("sound"), _T("playback stopped"));
+ close(dev);
+ return true;
+ }
+
i= (int)((l + m_DSPblkSize) < datasize ?
m_DSPblkSize : (datasize - l));
if (write(dev, &data->m_data[l], i) != i)
} while (flags & wxSOUND_LOOP);
close(dev);
+
return true;
}
{
if (ioctl(dev, SNDCTL_DSP_GETBLKSIZE, &m_DSPblkSize) < 0)
return false;
+ wxLogTrace(_T("sound"), _T("OSS block size: %i"), m_DSPblkSize);
if (m_DSPblkSize < 4096 || m_DSPblkSize > 65536)
return false;
if (ioctl(dev, SNDCTL_DSP_SAMPLESIZE, &iDataBits) < 0)
#endif // HAVE_SYS_SOUNDCARD_H
-
// ----------------------------------------------------------------------------
-// wxSoundData
-// ----------------------------------------------------------------------------
-
-void wxSoundData::IncRef()
-{
- m_refCnt++;
-}
-
-void wxSoundData::DecRef()
-{
- if (--m_refCnt == 0)
- delete this;
-}
-
-wxSoundData::~wxSoundData()
-{
- delete[] m_dataWithHeader;
-}
-
-
-// ----------------------------------------------------------------------------
-// wxSoundAsyncPlaybackThread
+// wxSoundSyncOnlyAdaptor
// ----------------------------------------------------------------------------
#if wxUSE_THREADS
-// mutex for all wxSound's synchronization
-static wxMutex gs_soundMutex;
+class wxSoundSyncOnlyAdaptor;
// this class manages asynchronous playback of audio if the backend doesn't
// support it natively (e.g. OSS backend)
class wxSoundAsyncPlaybackThread : public wxThread
{
public:
- wxSoundAsyncPlaybackThread(wxSoundBackend *backend,
+ wxSoundAsyncPlaybackThread(wxSoundSyncOnlyAdaptor *adaptor,
wxSoundData *data, unsigned flags)
- : wxThread(), m_backend(backend), m_data(data), m_flags(flags) {}
- virtual ExitCode Entry()
- {
- m_backend->Play(m_data, m_flags & ~wxSOUND_ASYNC);
- wxMutexLocker locker(gs_soundMutex);
- m_data->DecRef();
- wxLogTrace(_T("sound"), _T("terminated async playback thread"));
- return 0;
- }
+ : wxThread(), m_adapt(adaptor), m_data(data), m_flags(flags) {}
+ virtual ExitCode Entry();
protected:
- wxSoundBackend *m_backend;
+ wxSoundSyncOnlyAdaptor *m_adapt;
wxSoundData *m_data;
unsigned m_flags;
};
#endif // wxUSE_THREADS
+// This class turns wxSoundBackend that doesn't support asynchronous playback
+// into one that does
+class wxSoundSyncOnlyAdaptor : public wxSoundBackend
+{
+public:
+ wxSoundSyncOnlyAdaptor(wxSoundBackend *backend)
+ : m_backend(backend), m_playing(false) {}
+ ~wxSoundSyncOnlyAdaptor()
+ {
+ delete m_backend;
+ }
+ wxString GetName() const
+ {
+ return m_backend->GetName();
+ }
+ int GetPriority() const
+ {
+ return m_backend->GetPriority();
+ }
+ bool IsAvailable() const
+ {
+ return m_backend->IsAvailable();
+ }
+ bool HasNativeAsyncPlayback() const
+ {
+ return true;
+ }
+ bool Play(wxSoundData *data, unsigned flags,
+ volatile wxSoundPlaybackStatus *status);
+ void Stop();
+ bool IsPlaying() const;
+
+private:
+ friend class wxSoundAsyncPlaybackThread;
+
+ wxSoundBackend *m_backend;
+ bool m_playing;
+#if wxUSE_THREADS
+ // player thread holds this mutex and releases it after it finishes
+ // playing, so that the main thread knows when it can play sound
+ wxMutex m_mutexRightToPlay;
+ wxSoundPlaybackStatus m_status;
+#endif
+};
+
+
+#if wxUSE_THREADS
+wxThread::ExitCode wxSoundAsyncPlaybackThread::Entry()
+{
+ m_adapt->m_backend->Play(m_data, m_flags & ~wxSOUND_ASYNC,
+ &m_adapt->m_status);
+
+ m_data->DecRef();
+ m_adapt->m_playing = false;
+ m_adapt->m_mutexRightToPlay.Unlock();
+ wxLogTrace(_T("sound"), _T("terminated async playback thread"));
+ return 0;
+}
+#endif
+
+bool wxSoundSyncOnlyAdaptor::Play(wxSoundData *data, unsigned flags,
+ volatile wxSoundPlaybackStatus *status)
+{
+ Stop();
+ if (flags & wxSOUND_ASYNC)
+ {
+#if wxUSE_THREADS
+ m_mutexRightToPlay.Lock();
+ m_status.m_playing = true;
+ m_status.m_stopRequested = false;
+ data->IncRef();
+ wxThread *th = new wxSoundAsyncPlaybackThread(this, data, flags);
+ th->Create();
+ th->Run();
+ wxLogTrace(_T("sound"), _T("launched async playback thread"));
+ return true;
+#else
+ wxLogError(_("Unable to play sound asynchronously."));
+ return false;
+#endif
+ }
+ else
+ {
+#if wxUSE_THREADS
+ m_mutexRightToPlay.Lock();
+#endif
+ bool rv = m_backend->Play(data, flags, status);
+#if wxUSE_THREADS
+ m_mutexRightToPlay.Unlock();
+#endif
+ return rv;
+ }
+}
+
+void wxSoundSyncOnlyAdaptor::Stop()
+{
+ wxLogTrace(_T("sound"), _T("asking audio to stop"));
+ // tell the player thread (if running) to stop playback ASAP:
+ m_status.m_stopRequested = true;
+
+ // acquire the mutex to be sure no sound is being played, then
+ // release it because we don't need it for anything (the effect of this
+ // is that calling thread will wait until playback thread reacts to
+ // our request to interrupt playback):
+ m_mutexRightToPlay.Lock();
+ m_mutexRightToPlay.Unlock();
+ wxLogTrace(_T("sound"), _T("audio was stopped"));
+}
+
+bool wxSoundSyncOnlyAdaptor::IsPlaying() const
+{
+ return m_status.m_playing;
+}
+
+
// ----------------------------------------------------------------------------
// wxSound
// ----------------------------------------------------------------------------
if (!ms_backend)
ms_backend = new wxSoundBackendNull();
+ if (!ms_backend->HasNativeAsyncPlayback())
+ ms_backend = new wxSoundSyncOnlyAdaptor(ms_backend);
+
wxLogTrace(_T("sound"),
_T("using backend '%s'"), ms_backend->GetName().c_str());
}
if (ms_backend)
{
wxLogTrace(_T("sound"), _T("unloading backend"));
+
+ Stop();
+
delete ms_backend;
ms_backend = NULL;
#if wxUSE_LIBSDL && wxUSE_PLUGINS
bool wxSound::DoPlay(unsigned flags)
{
+ wxASSERT_MSG( (flags & wxSOUND_LOOP) == 0 || (flags & wxSOUND_ASYNC) != 0,
+ _T("sound can only be looped asynchronously") );
wxCHECK_MSG( IsOk(), false, _T("Attempt to play invalid wave data") );
EnsureBackend();
+ wxSoundPlaybackStatus status;
+ status.m_playing = true;
+ status.m_stopRequested = false;
+ return ms_backend->Play(m_data, flags, &status);
+}
- if ((flags & wxSOUND_ASYNC) && !ms_backend->HasNativeAsyncPlayback())
- {
-#if wxUSE_THREADS
- wxMutexLocker locker(gs_soundMutex);
- m_data->IncRef();
- wxThread *th = new wxSoundAsyncPlaybackThread(ms_backend, m_data, flags);
- th->Create();
- th->Run();
- wxLogTrace(_T("sound"), _T("launched async playback thread"));
-#else
- wxLogError(_("Unable to play sound asynchronously."));
- return false;
-#endif
- }
+/*static*/ void wxSound::Stop()
+{
+ if (ms_backend)
+ ms_backend->Stop();
+}
+
+/*static*/ bool wxSound::IsPlaying()
+{
+ if (ms_backend)
+ return ms_backend->IsPlaying();
else
- {
- ms_backend->Play(m_data, flags);
- }
- return true;
+ return false;
}
void wxSound::Free()
{
-#if wxUSE_THREADS
- wxMutexLocker locker(gs_soundMutex);
-#endif
if (m_data)
m_data->DecRef();
}
wxUint32 ulAvgBytesPerSec;
wxUint16 uiBlockAlign;
wxUint16 uiBitsPerSample;
-} WAVEFORMAT;
+} WAVEFORMAT;
#define MONO 1 // and stereo is 2 by wav format
#define WAVE_FORMAT_PCM 1