/* 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. * * $URL$ * $Id$ * */ /* * This code is based on Broken Sword 2.5 engine * * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer * * Licensed under GNU GPL v2 * */ // ----------------------------------------------------------------------------- // Includes // ----------------------------------------------------------------------------- #include "sword25/fmv/oggtheora/audiobuffer.h" #include #include using namespace std; // ----------------------------------------------------------------------------- struct BS_AudioBuffer::Impl { CRITICAL_SECTION CS; queue Buffer; }; // ----------------------------------------------------------------------------- BS_AudioBuffer::BS_AudioBuffer() : t(new Impl()) { InitializeCriticalSection(&t->CS); } // ----------------------------------------------------------------------------- BS_AudioBuffer::~BS_AudioBuffer() { DeleteCriticalSection(&t->CS); delete t; } // ----------------------------------------------------------------------------- void BS_AudioBuffer::Push(signed short * SamplePtr, unsigned int SampleCount) { EnterCriticalSection(&t->CS); signed short * SampleEndPtr = SamplePtr + SampleCount; while (SamplePtr != SampleEndPtr) t->Buffer.push(*SamplePtr++); LeaveCriticalSection(&t->CS); } // ----------------------------------------------------------------------------- unsigned int BS_AudioBuffer::Pop(signed short * SamplePtr, unsigned int SampleCount) { EnterCriticalSection(&t->CS); unsigned int i = 0; for (; i < SampleCount && !t->Buffer.empty(); ++i) { SamplePtr[i] = t->Buffer.front(); t->Buffer.pop(); } LeaveCriticalSection(&t->CS); return i; } // ----------------------------------------------------------------------------- unsigned int BS_AudioBuffer::Size() const { EnterCriticalSection(&t->CS); unsigned int result = t->Buffer.size(); LeaveCriticalSection(&t->CS); return result; }