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Fixed calling SoundStream::setPlayingOffset() unpausing a paused SoundStream (#203), guard m_isStreaming by a mutex, fixed calling SoundStream::pause() before the stream thread starts not properly pausing the stream (http://en.sfml-dev.org/forums/index.php?topic=15197.0), minor documentation fix in SoundStream. Signed-off-by: binary1248 <binary1248@hotmail.com>
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@ -32,6 +32,7 @@
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#include <SFML/Audio/SoundSource.hpp>
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#include <SFML/System/Thread.hpp>
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#include <SFML/System/Time.hpp>
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#include <SFML/System/Mutex.hpp>
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#include <cstdlib>
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@ -65,8 +66,8 @@ public :
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/// \brief Start or resume playing the audio stream
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///
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/// This function starts the stream if it was stopped, resumes
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/// it if it was paused, and restarts it from beginning if it
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/// was it already playing.
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/// it if it was paused, and restarts it from the beginning if
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/// it was already playing.
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/// This function uses its own thread so that it doesn't block
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/// the rest of the program while the stream is played.
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///
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@ -282,6 +283,8 @@ private :
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// Member data
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////////////////////////////////////////////////////////////
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Thread m_thread; ///< Thread running the background tasks
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mutable Mutex m_threadMutex; ///< Thread mutex
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Status m_threadStartState; ///< State the thread starts in (Playing, Paused, Stopped)
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bool m_isStreaming; ///< Streaming state (true = playing, false = stopped)
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unsigned int m_buffers[BufferCount]; ///< Sound buffers used to store temporary audio data
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unsigned int m_channelCount; ///< Number of channels (1 = mono, 2 = stereo, ...)
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@ -30,6 +30,7 @@
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#include <SFML/Audio/ALCheck.hpp>
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#include <SFML/System/Sleep.hpp>
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#include <SFML/System/Err.hpp>
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#include <SFML/System/Lock.hpp>
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#ifdef _MSC_VER
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#pragma warning(disable : 4355) // 'this' used in base member initializer list
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@ -41,6 +42,8 @@ namespace sf
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////////////////////////////////////////////////////////////
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SoundStream::SoundStream() :
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m_thread (&SoundStream::streamData, this),
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m_threadMutex (),
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m_threadStartState(Stopped),
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m_isStreaming (false),
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m_channelCount (0),
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m_sampleRate (0),
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@ -89,6 +92,9 @@ void SoundStream::play()
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return;
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}
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{
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Lock lock(m_threadMutex);
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// If the sound is already playing (probably paused), just resume it
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if (m_isStreaming)
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{
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@ -96,12 +102,15 @@ void SoundStream::play()
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return;
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}
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m_isStreaming = true;
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}
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// Move to the beginning
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onSeek(Time::Zero);
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// Start updating the stream in a separate thread to avoid blocking the application
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m_samplesProcessed = 0;
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m_isStreaming = true;
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m_threadStartState = Playing;
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m_thread.launch();
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}
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@ -109,6 +118,12 @@ void SoundStream::play()
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////////////////////////////////////////////////////////////
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void SoundStream::pause()
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{
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// Handle pause() being called before the thread has started
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{
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Lock lock(m_threadMutex);
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m_threadStartState = Paused;
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}
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alCheck(alSourcePause(m_source));
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}
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@ -116,8 +131,13 @@ void SoundStream::pause()
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////////////////////////////////////////////////////////////
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void SoundStream::stop()
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{
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// Wait for the thread to terminate
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// Request the thread to terminate
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{
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Lock lock(m_threadMutex);
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m_isStreaming = false;
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}
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// Wait for the thread to terminate
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m_thread.wait();
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}
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@ -142,8 +162,13 @@ SoundStream::Status SoundStream::getStatus() const
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Status status = SoundSource::getStatus();
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// To compensate for the lag between play() and alSourceplay()
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if ((status == Stopped) && m_isStreaming)
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status = Playing;
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if (status == Stopped)
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{
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Lock lock(m_threadMutex);
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if (m_isStreaming)
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status = m_threadStartState;
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}
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return status;
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}
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@ -152,6 +177,9 @@ SoundStream::Status SoundStream::getStatus() const
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////////////////////////////////////////////////////////////
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void SoundStream::setPlayingOffset(Time timeOffset)
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{
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// Get old playing status
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Status oldStatus = getStatus();
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// Stop the stream
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stop();
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@ -160,7 +188,12 @@ void SoundStream::setPlayingOffset(Time timeOffset)
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// Restart streaming
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m_samplesProcessed = static_cast<Uint64>(timeOffset.asSeconds() * m_sampleRate * m_channelCount);
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if (oldStatus == Stopped)
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return;
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m_isStreaming = true;
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m_threadStartState = oldStatus;
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m_thread.launch();
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}
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@ -199,19 +232,42 @@ bool SoundStream::getLoop() const
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////////////////////////////////////////////////////////////
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void SoundStream::streamData()
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{
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bool requestStop = false;
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{
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Lock lock(m_threadMutex);
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// Check if the thread was launched Stopped
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if (m_threadStartState == Stopped)
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{
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m_isStreaming = false;
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return;
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}
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// Create the buffers
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alCheck(alGenBuffers(BufferCount, m_buffers));
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for (int i = 0; i < BufferCount; ++i)
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m_endBuffers[i] = false;
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// Fill the queue
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bool requestStop = fillQueue();
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requestStop = fillQueue();
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// Play the sound
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alCheck(alSourcePlay(m_source));
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while (m_isStreaming)
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// Check if the thread was launched Paused
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if (m_threadStartState == Paused)
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alCheck(alSourcePause(m_source));
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}
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for (;;)
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{
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{
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Lock lock(m_threadMutex);
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if (!m_isStreaming)
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break;
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}
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// The stream has been interrupted!
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if (SoundSource::getStatus() == Stopped)
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{
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@ -223,6 +279,7 @@ void SoundStream::streamData()
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else
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{
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// End streaming
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Lock lock(m_threadMutex);
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m_isStreaming = false;
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}
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}
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@ -266,6 +323,7 @@ void SoundStream::streamData()
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<< "and initialize() has been called correctly" << std::endl;
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// Abort streaming (exit main loop)
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Lock lock(m_threadMutex);
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m_isStreaming = false;
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requestStop = true;
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break;
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