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FS#139 - Fix tiny musics ignoring the "loop" flag
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/trunk@1368 4e206d99-4929-0410-ac5d-dfc041789085
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@ -402,7 +402,7 @@
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>
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</File>
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<File
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RelativePath="..\..\src\SFML\Audio\AudioResource.hpp"
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RelativePath="..\..\include\SFML\Audio\AudioResource.hpp"
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>
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</File>
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<File
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@ -418,7 +418,7 @@
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>
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</File>
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<File
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RelativePath="..\..\src\SFML\Audio\Music.hpp"
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RelativePath="..\..\include\SFML\Audio\Music.hpp"
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>
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</File>
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<File
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@ -430,7 +430,7 @@
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>
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</File>
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<File
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RelativePath="..\..\src\SFML\Audio\Sound.hpp"
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RelativePath="..\..\include\SFML\Audio\Sound.hpp"
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>
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</File>
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<File
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@ -438,7 +438,7 @@
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>
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</File>
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<File
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RelativePath="..\..\src\SFML\Audio\SoundBuffer.hpp"
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RelativePath="..\..\include\SFML\Audio\SoundBuffer.hpp"
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>
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</File>
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@ -446,7 +446,7 @@
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>
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</File>
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<File
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RelativePath="..\..\src\SFML\Audio\SoundBufferRecorder.hpp"
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RelativePath="..\..\include\SFML\Audio\SoundBufferRecorder.hpp"
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</File>
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<File
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@ -478,7 +478,7 @@
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>
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</File>
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<File
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RelativePath="..\..\src\SFML\Audio\SoundRecorder.hpp"
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RelativePath="..\..\include\SFML\Audio\SoundRecorder.hpp"
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>
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</File>
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<File
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@ -486,7 +486,7 @@
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>
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</File>
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<File
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RelativePath="..\..\src\SFML\Audio\SoundStream.hpp"
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RelativePath="..\..\include\SFML\Audio\SoundStream.hpp"
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>
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</File>
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</Files>
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@ -186,12 +186,12 @@ private :
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/// Fill a new buffer with audio data, and push it to the
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/// playing queue
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///
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/// \param Buffer : Buffer to fill
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/// \param Buffer : Number of the buffer to fill (in [0, BuffersCount])
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///
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/// \return True if the derived class has requested to stop
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///
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////////////////////////////////////////////////////////////
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bool FillAndPushBuffer(unsigned int Buffer);
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bool FillAndPushBuffer(unsigned int BufferNum);
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////////////////////////////////////////////////////////////
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/// Fill the buffers queue with all available buffers
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@ -212,13 +212,14 @@ private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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bool myIsStreaming; ///< Streaming state (true = playing, false = stopped)
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unsigned int myBuffers[BuffersCount]; ///< Sound buffers used to store temporary audio data
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unsigned int myChannelsCount; ///< Number of channels (1 = mono, 2 = stereo, ...)
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unsigned int mySampleRate; ///< Frequency (samples / second)
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unsigned long myFormat; ///< Format of the internal sound buffers
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bool myLoop; ///< Loop flag (true to loop, false to play once)
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unsigned int mySamplesProcessed; ///< Number of buffers processed since beginning of the stream
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bool myIsStreaming; ///< Streaming state (true = playing, false = stopped)
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unsigned int myBuffers[BuffersCount]; ///< Sound buffers used to store temporary audio data
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unsigned int myChannelsCount; ///< Number of channels (1 = mono, 2 = stereo, ...)
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unsigned int mySampleRate; ///< Frequency (samples / second)
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unsigned long myFormat; ///< Format of the internal sound buffers
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bool myLoop; ///< Loop flag (true to loop, false to play once)
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unsigned int mySamplesProcessed; ///< Number of buffers processed since beginning of the stream
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bool myEndBuffers[BuffersCount]; ///< Each buffer is marked as "end buffer" or not, for proper duration calculation
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};
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} // namespace sf
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@ -188,9 +188,10 @@ bool SoundStream::GetLoop() const
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////////////////////////////////////////////////////////////
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void SoundStream::Run()
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{
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// Create buffers
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// Create the buffers
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ALCheck(alGenBuffers(BuffersCount, myBuffers));
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unsigned int EndBuffer = 0xFFFF;
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for (int i = 0; i < BuffersCount; ++i)
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myEndBuffers[i] = false;
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// Fill the queue
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bool RequestStop = FillQueue();
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@ -225,12 +226,21 @@ void SoundStream::Run()
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ALuint Buffer;
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ALCheck(alSourceUnqueueBuffers(Sound::mySource, 1, &Buffer));
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// Find its number
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unsigned int BufferNum = 0;
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for (int i = 0; i < BuffersCount; ++i)
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if (myBuffers[i] == Buffer)
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{
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BufferNum = i;
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break;
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}
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// Retrieve its size and add it to the samples count
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if (Buffer == EndBuffer)
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if (myEndBuffers[BufferNum])
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{
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// This was the last buffer: reset the sample count
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mySamplesProcessed = 0;
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EndBuffer = 0xFFFF;
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myEndBuffers[BufferNum] = false;
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}
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else
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{
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@ -242,16 +252,10 @@ void SoundStream::Run()
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// Fill it and push it back into the playing queue
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if (!RequestStop)
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{
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if (FillAndPushBuffer(Buffer))
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if (FillAndPushBuffer(BufferNum))
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{
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// User requested to stop: check if we must loop or really stop
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if (myLoop && OnStart())
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{
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// Looping: mark the current buffer as the last one
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// (to know when to reset the sample count)
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EndBuffer = Buffer;
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}
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else
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if (!myLoop || !OnStart())
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{
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// Not looping or restart failed: request stop
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RequestStop = true;
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@ -281,18 +285,23 @@ void SoundStream::Run()
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/// Fill a new buffer with audio data, and push it to the
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/// playing queue
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////////////////////////////////////////////////////////////
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bool SoundStream::FillAndPushBuffer(unsigned int Buffer)
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bool SoundStream::FillAndPushBuffer(unsigned int BufferNum)
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{
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bool RequestStop = false;
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// Acquire audio data
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Chunk Data = {NULL, 0};
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if (!OnGetData(Data))
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{
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myEndBuffers[BufferNum] = true;
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RequestStop = true;
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}
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// Create and fill the buffer, and push it to the queue
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if (Data.Samples && Data.NbSamples)
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{
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unsigned int Buffer = myBuffers[BufferNum];
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// Fill the buffer
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ALsizei Size = static_cast<ALsizei>(Data.NbSamples) * sizeof(Int16);
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ALCheck(alBufferData(Buffer, myFormat, Data.Samples, Size, mySampleRate));
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@ -314,8 +323,11 @@ bool SoundStream::FillQueue()
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bool RequestStop = false;
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for (int i = 0; (i < BuffersCount) && !RequestStop; ++i)
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{
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if (FillAndPushBuffer(myBuffers[i]))
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RequestStop = true;
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if (FillAndPushBuffer(i))
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{
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if (!myLoop || !OnStart())
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RequestStop = true;
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}
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}
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return RequestStop;
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