/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #if defined(MACOSX) || defined(GP2X) || defined(CAANOO) || defined(GP2XWIZ) #include "backends/mixer/doublebuffersdl/doublebuffersdl-mixer.h" DoubleBufferSDLMixerManager::DoubleBufferSDLMixerManager() : _soundMutex(0), _soundCond(0), _soundThread(0), _soundThreadIsRunning(false), _soundThreadShouldQuit(false) { } DoubleBufferSDLMixerManager::~DoubleBufferSDLMixerManager() { deinitThreadedMixer(); } void DoubleBufferSDLMixerManager::startAudio() { _soundThreadIsRunning = false; _soundThreadShouldQuit = false; // Create mutex and condition variable _soundMutex = SDL_CreateMutex(); _soundCond = SDL_CreateCond(); // Create two sound buffers _activeSoundBuf = 0; uint bufSize = _obtained.samples * 4; _soundBufSize = bufSize; _soundBuffers[0] = (byte *)calloc(1, bufSize); _soundBuffers[1] = (byte *)calloc(1, bufSize); _soundThreadIsRunning = true; // Finally start the thread _soundThread = SDL_CreateThread(mixerProducerThreadEntry, this); SdlMixerManager::startAudio(); } void DoubleBufferSDLMixerManager::mixerProducerThread() { byte nextSoundBuffer; SDL_LockMutex(_soundMutex); while (true) { // Wait till we are allowed to produce data SDL_CondWait(_soundCond, _soundMutex); if (_soundThreadShouldQuit) break; // Generate samples and put them into the next buffer nextSoundBuffer = _activeSoundBuf ^ 1; _mixer->mixCallback(_soundBuffers[nextSoundBuffer], _soundBufSize); // Swap buffers _activeSoundBuf = nextSoundBuffer; } SDL_UnlockMutex(_soundMutex); } int SDLCALL DoubleBufferSDLMixerManager::mixerProducerThreadEntry(void *arg) { DoubleBufferSDLMixerManager *mixer = (DoubleBufferSDLMixerManager *)arg; assert(mixer); mixer->mixerProducerThread(); return 0; } void DoubleBufferSDLMixerManager::deinitThreadedMixer() { // Kill thread?? _soundThread if (_soundThreadIsRunning) { // Signal the producer thread to end, and wait for it to actually finish. _soundThreadShouldQuit = true; SDL_CondBroadcast(_soundCond); SDL_WaitThread(_soundThread, NULL); // Kill the mutex & cond variables. // Attention: AT this point, the mixer callback must not be running // anymore, else we will crash! SDL_DestroyMutex(_soundMutex); SDL_DestroyCond(_soundCond); _soundThreadIsRunning = false; free(_soundBuffers[0]); free(_soundBuffers[1]); } } void DoubleBufferSDLMixerManager::callbackHandler(byte *samples, int len) { assert(_mixer); assert((int)_soundBufSize == len); // Lock mutex, to ensure our data is not overwritten by the producer thread SDL_LockMutex(_soundMutex); // Copy data from the current sound buffer memcpy(samples, _soundBuffers[_activeSoundBuf], len); // Unlock mutex and wake up the produced thread SDL_UnlockMutex(_soundMutex); SDL_CondSignal(_soundCond); } #endif