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push_game_sound_test.cpp
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push_game_sound_test.cpp
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/*
* Copyright 2009, Krzysztof Ćwiertnia (krzysiek.bmkx_gmail_com).
* All Rights Reserved. Distributed under the terms of the MIT License.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <Entry.h>
#include <InterfaceDefs.h>
#include <MediaFile.h>
#include <MediaTrack.h>
#include <PushGameSound.h>
int
main(int argc, char *argv[])
{
// 256 frames * 4 buffer parts * 2 channels * 2 bytes per sample
// will give us internal buffer of 4096 bytes
size_t framesPerBufferPart = 256;
size_t bufferPartCount = 4;
if (argc != 2 && argc != 4) {
printf("Usage: %s <sound file name> [<frames per part> <parts>]\n",
argv[0]);
return 0;
}
if (argc == 4) {
size_t size = strtoul(argv[2], NULL, 10);
if (size > 0)
framesPerBufferPart = size;
size = strtoul(argv[3], NULL, 10);
if (size == 1) {
printf("at least 2 buffer parts are needed\n");
return 1;
}
if (size > 0)
bufferPartCount = size;
}
printf("frames per buffer part: %ld\n", framesPerBufferPart);
printf("buffer part count: %ld\n", bufferPartCount);
BEntry entry(argv[1]);
if (entry.InitCheck() != B_OK || !entry.Exists()) {
printf("cannot open input file\n");
return 1;
}
entry_ref entryRef;
entry.GetRef(&entryRef);
BMediaFile mediaFile(&entryRef);
if (mediaFile.InitCheck() != B_OK) {
printf("file not supported\n");
return 1;
}
if (mediaFile.CountTracks() == 0) {
printf("no tracks found in file\n");
return 1;
}
BMediaTrack *mediaTrack = mediaFile.TrackAt(0);
if (mediaTrack == NULL) {
printf("problem getting track from file\n");
return 1;
}
// propose format, let it decide frame rate, channels number and buf size
media_format format;
memset(&format, 0, sizeof(format));
format.type = B_MEDIA_RAW_AUDIO;
format.u.raw_audio.format = media_raw_audio_format::B_AUDIO_SHORT;
format.u.raw_audio.byte_order = B_MEDIA_LITTLE_ENDIAN;
if (mediaTrack->DecodedFormat(&format) != B_OK) {
printf("cannot set decoder output format\n");
return 1;
}
printf("negotiated format:\n");
printf("frame rate: %g Hz\n", format.u.raw_audio.frame_rate);
printf("channel count: %ld\n", format.u.raw_audio.channel_count);
printf("buffer size: %ld bytes\n", format.u.raw_audio.buffer_size);
gs_audio_format gsFormat;
memset(&gsFormat, 0, sizeof(gsFormat));
gsFormat.frame_rate = format.u.raw_audio.frame_rate;
gsFormat.channel_count = format.u.raw_audio.channel_count;
gsFormat.format = format.u.raw_audio.format;
gsFormat.byte_order = format.u.raw_audio.byte_order;
BPushGameSound pushGameSound(framesPerBufferPart, &gsFormat,
bufferPartCount);
if (pushGameSound.InitCheck() != B_OK) {
printf("trouble initializing push game sound: %s\n",
strerror(pushGameSound.InitCheck()));
return 1;
}
uint8 *buffer;
size_t bufferSize;
if (pushGameSound.LockForCyclic((void **)&buffer, &bufferSize)
!= BPushGameSound::lock_ok) {
printf("cannot lock buffer\n");
return 1;
}
memset(buffer, 0, bufferSize);
if (pushGameSound.StartPlaying() != B_OK) {
printf("cannot start playback\n");
return 1;
}
printf("playing, press [esc] to exit...\n");
uint8 decoded[format.u.raw_audio.buffer_size * 2];
size_t bufferPartSize = framesPerBufferPart
* format.u.raw_audio.channel_count
* (format.u.raw_audio.format
& media_raw_audio_format::B_AUDIO_SIZE_MASK);
size_t decodedSize = 0;
size_t partPos = 0;
size_t pos = 0; /*pushGameSound.CurrentPosition();*/
key_info keyInfo;
while (true) {
// fill buffer part with data from decoded buffer
while (partPos < bufferPartSize && decodedSize) {
size_t size = min_c(bufferPartSize - partPos, decodedSize);
memcpy(buffer + pos + partPos, decoded, size);
partPos += size;
decodedSize -= size;
memmove(decoded, decoded + size, decodedSize);
}
// if there are too little data to fill next buffer part
// read next decoded frames
if (partPos < bufferPartSize) {
int64 frameCount;
if (mediaTrack->ReadFrames(decoded + decodedSize, &frameCount)
!= B_OK)
break;
if (frameCount == 0)
break;
decodedSize += frameCount * format.u.raw_audio.channel_count
* (format.u.raw_audio.format
& media_raw_audio_format::B_AUDIO_SIZE_MASK);
printf("\rtime: %.2f",
(double)mediaTrack->CurrentTime() / 1000000LL);
fflush(stdout);
continue;
}
// this buffer part is done
partPos = 0;
pos += bufferPartSize;
if (bufferSize <= pos)
pos = 0;
// playback sync - wait for the buffer part we're about to fill to be
// played
while (pushGameSound.CurrentPosition() >= pos + bufferPartSize
|| pushGameSound.CurrentPosition() < pos)
snooze(1000 * framesPerBufferPart / gsFormat.frame_rate);
// check escape key state
if (get_key_info(&keyInfo) != B_OK) {
printf("\nkeyboard state read error\n");
break;
}
if ((keyInfo.key_states[0] & 0x40) != 0)
break;
}
pushGameSound.StopPlaying();
mediaFile.ReleaseTrack(mediaTrack);
mediaFile.CloseFile();
printf("\nfinished.\n");
return 0;
}