Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "audio_pch.h"
#include "snd_mp3_source.h"
#include "snd_dma.h"
#include "snd_wave_mixer_mp3.h"
#include "filesystem_engine.h"
#include "utldict.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifndef DEDICATED // have to test this because VPC is forcing us to compile this file.
// How many bytes initial data bytes of the mp3 should be saved in the soundcache, in addition to the small amount of
// metadata (playbackrate, etc). This will increase memory usage by
// ( N * number-of-precached-mp3-sounds-in-the-whole-game ) at all times, as the soundcache is held in memory.
//
// Right now we're setting this to zero. The IsReadyToMix() logic at the data layer will delay mixing of the sound until
// it arrives. Setting this to anything above zero, however, will allow the sound to start, so it needs to either be
// enough to cover SND_ASYNC_LOOKAHEAD_SECONDS or none at all.
#define MP3_STARTUP_DATA_SIZE_BYTES 0
CUtlDict< CSentence *, int> g_PhonemeFileSentences;
bool g_bAllPhonemesLoaded;
void PhonemeMP3Shutdown( void )
{
g_PhonemeFileSentences.PurgeAndDeleteElements();
g_bAllPhonemesLoaded = false;
}
void AddPhonemesFromFile( const char *pszFileName )
{
// If all Phonemes are loaded, do not load anymore
if ( g_bAllPhonemesLoaded && g_PhonemeFileSentences.Count() != 0 )
return;
// Empty file name implies stop loading more phonemes
if ( pszFileName == NULL )
{
g_bAllPhonemesLoaded = true;
return;
}
// Load this file
g_bAllPhonemesLoaded = false;
CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER );
if ( g_pFileSystem->ReadFile( pszFileName, "MOD", buf ) )
{
while ( 1 )
{
char token[4096];
buf.GetString( token );
V_FixSlashes( token );
int iIndex = g_PhonemeFileSentences.Find( token );
if ( iIndex != g_PhonemeFileSentences.InvalidIndex() )
{
delete g_PhonemeFileSentences.Element( iIndex );
g_PhonemeFileSentences.Remove( token );
}
CSentence *pSentence = new CSentence;
g_PhonemeFileSentences.Insert( token, pSentence );
buf.GetString( token );
if ( strlen( token ) <= 0 )
break;
if ( !stricmp( token, "{" ) )
{
pSentence->InitFromBuffer( buf );
}
}
}
}
CAudioSourceMP3::CAudioSourceMP3( CSfxTable *pSfx )
{
m_sampleRate = 0;
m_pSfx = pSfx;
m_refCount = 0;
m_dataStart = 0;
int file = g_pSndIO->open( pSfx->GetFileName() );
if ( file != -1 )
{
m_dataSize = g_pSndIO->size( file );
g_pSndIO->close( file );
}
else
{
// No sound cache, the file isn't here, print this so that the relatively deep failure points that are about to
// spew make a little more sense
Warning( "MP3 is completely missing, sound system will be upset to learn of this [ %s ]\n", pSfx->GetFileName() );
m_dataSize = 0;
}
m_nCachedDataSize = 0;
m_bIsPlayOnce = false;
m_bIsSentenceWord = false;
m_bCheckedForPendingSentence = false;
}
CAudioSourceMP3::CAudioSourceMP3( CSfxTable *pSfx, CAudioSourceCachedInfo *info )
{
m_pSfx = pSfx;
m_refCount = 0;
m_sampleRate = info->SampleRate();
m_dataSize = info->DataSize();
m_dataStart = info->DataStart();
m_nCachedDataSize = 0;
m_bIsPlayOnce = false;
m_bCheckedForPendingSentence = false;
CheckAudioSourceCache();
}
CAudioSourceMP3::~CAudioSourceMP3()
{
}
// mixer's references
void CAudioSourceMP3::ReferenceAdd( CAudioMixer * )
{
m_refCount++;
}
void CAudioSourceMP3::ReferenceRemove( CAudioMixer * )
{
m_refCount--;
if ( m_refCount == 0 && IsPlayOnce() )
{
SetPlayOnce( false ); // in case it gets used again
CacheUnload();
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAudioSourceMP3::IsAsyncLoad()
{
// If there's a bit of "cached data" then we don't have to lazy/async load (we still async load the remaining data,
// but we run from the cache initially)
return ( m_nCachedDataSize > 0 ) ? false : true;
}
// check reference count, return true if nothing is referencing this
bool CAudioSourceMP3::CanDelete( void )
{
return m_refCount > 0 ? false : true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CAudioSourceMP3::GetType()
{
return AUDIO_SOURCE_MP3;
}
//-----------------------------------------------------------------------------
void CAudioSourceMP3::SetSentence( CSentence *pSentence )
{
CAudioSourceCachedInfo *info = m_AudioCacheHandle.FastGet();
if ( !info )
return;
if ( info && info->Sentence() )
return;
CSentence *pNewSentence = new CSentence;
pNewSentence->Append( 0.0f, *pSentence );
pNewSentence->MakeRuntimeOnly();
info->SetSentence( pNewSentence );
}
int CAudioSourceMP3::SampleRate()
{
if ( !m_sampleRate )
{
// This should've come from the sound cache. We can avoid sync I/O jank if and only if we've started streaming
// data already for some other reason. (Despite the name, CreateWaveDataMemory is just creating a wrapper class
// that manages access to the wave data cache)
IWaveData *pData = CreateWaveDataMemory( *this );
if ( !pData->IsReadyToMix() && SND_IsInGame() )
{
// If you hit this, you're creating a sound source that isn't in the sound cache, and asking for its sample
// rate before it has streamed enough data in to read it from the underlying file. Your options are:
// - Rebuild sound cache or figure out why this sound wasn't included.
// - Precache this sound at level load so this doesn't happen during gameplay.
// - Somehow call CacheLoad() on this source earlier so it has time to get data into memory so the data
// shows up as IsReadyToMix here, and this crutch won't jank.
Warning( "MP3 initialized with no sound cache, this may cause janking. [ %s ]\n", GetFileName() );
// The code below will still go fine, but the mixer will emit a jank warning that the data wasn't ready and
// do sync I/O
}
CAudioMixerWaveMP3 *pMixer = new CAudioMixerWaveMP3( pData );
m_sampleRate = pMixer->GetStreamOutputRate();
// pData ownership is passed to, and free'd by, pMixer
delete pMixer;
}
return m_sampleRate;
}
void CAudioSourceMP3::GetCacheData( CAudioSourceCachedInfo *info )
{
// Don't want to replicate our cached sample rate back into the new cache, ensure we recompute it.
CAudioMixerWaveMP3 *pTempMixer = new CAudioMixerWaveMP3( CreateWaveDataMemory(*this) );
m_sampleRate = pTempMixer->GetStreamOutputRate();
delete pTempMixer;
AssertMsg( m_sampleRate, "Creating cache with invalid sample rate data" );
if ( !m_sampleRate )
{
Warning( "Failed to find sample rate creating cache data for MP3, cache will be invalid [ %s ]\n", GetFileName() );
}
info->SetSampleRate( m_sampleRate );
info->SetDataStart( 0 );
int file = g_pSndIO->open( m_pSfx->GetFileName() );
if ( !file )
{
Warning( "Failed to find file for building soundcache [ %s ]\n", m_pSfx->GetFileName() );
// Don't re-use old cached value
m_dataSize = 0;
}
else
{
m_dataSize = (int)g_pSndIO->size( file );
}
Assert( m_dataSize > 0 );
// Do we need to actually load any audio data?
#if MP3_STARTUP_DATA_SIZE_BYTES > 0 // We may have defined the startup data to nothingness
if ( info->s_bIsPrecacheSound && m_dataSize > 0 )
{
// Ideally this would mimic the wave startup data code and figure out this calculation:
// int bytesNeeded = m_channels * ( m_bits >> 3 ) * m_rate * SND_ASYNC_LOOKAHEAD_SECONDS;
// (plus header)
int dataSize = min( MP3_STARTUP_DATA_SIZE_BYTES, m_dataSize );
byte *data = new byte[ dataSize ]();
int readSize = g_pSndIO->read( data, dataSize, file );
if ( readSize != dataSize )
{
Warning( "Building soundcache, expected %i bytes of data but got %i [ %s ]\n", dataSize, readSize, m_pSfx->GetFileName() );
dataSize = readSize;
}
info->SetCachedDataSize( dataSize );
info->SetCachedData( data );
}
#endif // MP3_STARTUP_DATA_SIZE_BYTES > 0
g_pSndIO->close( file );
// Data size gets computed in GetStartupData!!!
info->SetDataSize( m_dataSize );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : char const
//-----------------------------------------------------------------------------
char const *CAudioSourceMP3::GetFileName()
{
return m_pSfx ? m_pSfx->GetFileName() : "NULL m_pSfx";
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAudioSourceMP3::CheckAudioSourceCache()
{
Assert( m_pSfx );
if ( !m_pSfx->IsPrecachedSound() )
{
return;
}
// This will "re-cache" this if it's not in this level's cache already
m_AudioCacheHandle.Get( GetType(), true, m_pSfx, &m_nCachedDataSize );
}
//-----------------------------------------------------------------------------
// Purpose: NULL the wave data pointer (we haven't loaded yet)
//-----------------------------------------------------------------------------
CAudioSourceMP3Cache::CAudioSourceMP3Cache( CSfxTable *pSfx ) :
CAudioSourceMP3( pSfx )
{
m_hCache = 0;
}
CAudioSourceMP3Cache::CAudioSourceMP3Cache( CSfxTable *pSfx, CAudioSourceCachedInfo *info ) :
CAudioSourceMP3( pSfx, info )
{
m_hCache = 0;
m_dataSize = info->DataSize();
m_dataStart = info->DataStart();
m_bNoSentence = false;
}
//-----------------------------------------------------------------------------
// Purpose: Free any wave data we've allocated
//-----------------------------------------------------------------------------
CAudioSourceMP3Cache::~CAudioSourceMP3Cache( void )
{
CacheUnload();
}
int CAudioSourceMP3Cache::GetCacheStatus( void )
{
bool bCacheValid;
int loaded = wavedatacache->IsDataLoadCompleted( m_hCache, &bCacheValid ) ? AUDIO_IS_LOADED : AUDIO_NOT_LOADED;
if ( !bCacheValid )
{
wavedatacache->RestartDataLoad( &m_hCache, m_pSfx->GetFileName(), m_dataSize, m_dataStart );
}
return loaded;
}
void CAudioSourceMP3Cache::CacheLoad( void )
{
// Commence lazy load?
if ( m_hCache != 0 )
{
GetCacheStatus();
return;
}
m_hCache = wavedatacache->AsyncLoadCache( m_pSfx->GetFileName(), m_dataSize, m_dataStart );
}
void CAudioSourceMP3Cache::CacheUnload( void )
{
if ( m_hCache != 0 )
{
wavedatacache->Unload( m_hCache );
}
}
char *CAudioSourceMP3Cache::GetDataPointer( void )
{
char *pMP3Data = NULL;
bool dummy = false;
if ( m_hCache == 0 )
{
CacheLoad();
}
wavedatacache->GetDataPointer(
m_hCache,
m_pSfx->GetFileName(),
m_dataSize,
m_dataStart,
(void **)&pMP3Data,
0,
&dummy );
return pMP3Data;
}
int CAudioSourceMP3Cache::GetOutputData( void **pData, int samplePosition, int sampleCount, char copyBuf[AUDIOSOURCE_COPYBUF_SIZE] )
{
// how many bytes are available ?
int totalSampleCount = m_dataSize - samplePosition;
// may be asking for a sample out of range, clip at zero
if ( totalSampleCount < 0 )
totalSampleCount = 0;
// clip max output samples to max available
if ( sampleCount > totalSampleCount )
sampleCount = totalSampleCount;
// if we are returning some samples, store the pointer
if ( sampleCount )
{
// Starting past end of "preloaded" data, just use regular cache
if ( samplePosition >= m_nCachedDataSize )
{
*pData = GetDataPointer();
}
else
{
// Start async loader if we haven't already done so
CacheLoad();
// Return less data if we are about to run out of uncached data
if ( samplePosition + sampleCount >= m_nCachedDataSize )
{
sampleCount = m_nCachedDataSize - samplePosition;
}
// Point at preloaded/cached data from .cache file for now
*pData = GetCachedDataPointer();
}
if ( *pData )
{
*pData = (char *)*pData + samplePosition;
}
else
{
// Out of data or file i/o problem
sampleCount = 0;
}
}
return sampleCount;
}
CAudioMixer *CAudioSourceMP3Cache::CreateMixer( int initialStreamPosition )
{
CAudioMixer *pMixer = new CAudioMixerWaveMP3( CreateWaveDataMemory(*this) );
return pMixer;
}
CSentence *CAudioSourceMP3Cache::GetSentence( void )
{
// Already checked and this wav doesn't have sentence data...
if ( m_bNoSentence == true )
{
return NULL;
}
// Look up sentence from cache
CAudioSourceCachedInfo *info = m_AudioCacheHandle.FastGet();
if ( !info )
{
info = m_AudioCacheHandle.Get( CAudioSource::AUDIO_SOURCE_WAV, m_pSfx->IsPrecachedSound(), m_pSfx, &m_nCachedDataSize );
}
Assert( info );
if ( !info )
{
m_bNoSentence = true;
return NULL;
}
CSentence *sentence = info->Sentence();
if ( !sentence )
{
if ( !m_bCheckedForPendingSentence )
{
int iSentence = g_PhonemeFileSentences.Find( m_pSfx->GetFileName() );
if ( iSentence != g_PhonemeFileSentences.InvalidIndex() )
{
sentence = g_PhonemeFileSentences.Element( iSentence );
SetSentence( sentence );
}
m_bCheckedForPendingSentence = true;
}
}
if ( !sentence )
{
m_bNoSentence = true;
return NULL;
}
if ( sentence->m_bIsValid )
{
return sentence;
}
m_bNoSentence = true;
return NULL;
}
//-----------------------------------------------------------------------------
// CAudioSourceStreamMP3
//-----------------------------------------------------------------------------
CAudioSourceStreamMP3::CAudioSourceStreamMP3( CSfxTable *pSfx ) :
CAudioSourceMP3( pSfx )
{
}
CAudioSourceStreamMP3::CAudioSourceStreamMP3( CSfxTable *pSfx, CAudioSourceCachedInfo *info ) :
CAudioSourceMP3( pSfx, info )
{
m_dataSize = info->DataSize();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAudioSourceStreamMP3::Prefetch()
{
PrefetchDataStream( m_pSfx->GetFileName(), 0, m_dataSize );
}
CAudioMixer *CAudioSourceStreamMP3::CreateMixer( int intialStreamPosition )
{
// BUGBUG: Source constructs the IWaveData, mixer frees it, fix this?
IWaveData *pWaveData = CreateWaveDataStream( *this, static_cast<IWaveStreamSource *>( this ), m_pSfx->GetFileName(), 0, m_dataSize, m_pSfx, 0 );
if ( pWaveData )
{
CAudioMixer *pMixer = new CAudioMixerWaveMP3( pWaveData );
if ( pMixer )
{
if ( !m_bCheckedForPendingSentence )
{
int iSentence = g_PhonemeFileSentences.Find( m_pSfx->GetFileName() );
if ( iSentence != g_PhonemeFileSentences.InvalidIndex() )
{
SetSentence( g_PhonemeFileSentences.Element( iSentence ) );
}
m_bCheckedForPendingSentence = true;
}
return pMixer;
}
// no mixer but pWaveData was deleted in mixer's destructor
// so no need to delete
}
return NULL;
}
int CAudioSourceStreamMP3::GetOutputData( void **pData, int samplePosition, int sampleCount, char copyBuf[AUDIOSOURCE_COPYBUF_SIZE] )
{
return 0;
}
bool Audio_IsMP3( const char *pName )
{
int len = strlen(pName);
if ( len > 4 )
{
if ( !Q_strnicmp( &pName[len - 4], ".mp3", 4 ) )
{
return true;
}
}
return false;
}
CAudioSource *Audio_CreateStreamedMP3( CSfxTable *pSfx )
{
CAudioSourceStreamMP3 *pMP3 = NULL;
CAudioSourceCachedInfo *info = audiosourcecache->GetInfo( CAudioSource::AUDIO_SOURCE_MP3, pSfx->IsPrecachedSound(), pSfx );
if ( info )
{
pMP3 = new CAudioSourceStreamMP3( pSfx, info );
}
else
{
pMP3 = new CAudioSourceStreamMP3( pSfx );
}
return pMP3;
}
CAudioSource *Audio_CreateMemoryMP3( CSfxTable *pSfx )
{
CAudioSourceMP3Cache *pMP3 = NULL;
CAudioSourceCachedInfo *info = audiosourcecache->GetInfo( CAudioSource::AUDIO_SOURCE_MP3, pSfx->IsPrecachedSound(), pSfx );
if ( info )
{
pMP3 = new CAudioSourceMP3Cache( pSfx, info );
}
else
{
pMP3 = new CAudioSourceMP3Cache( pSfx );
}
return pMP3;
}
#endif