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sf::SoundStream (and sf::Music) is now able to loop seamlessly
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/trunk@1018 4e206d99-4929-0410-ac5d-dfc041789085
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4a3d6b171c
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@ -64,11 +64,11 @@ void PlayMusic()
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// Loop while the music is playing
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while (Music.GetStatus() == sf::Music::Playing)
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{
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// Display the playing position
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std::cout << "\rPlaying... " << std::fixed << std::setprecision(2) << Music.GetPlayingOffset() << " sec ";
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// Leave some CPU time for other processes
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sf::Sleep(0.1f);
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// Display the playing position
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std::cout << "\rPlaying... " << std::fixed << std::setprecision(2) << Music.GetPlayingOffset() << " sec ";
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}
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std::cout << std::endl;
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}
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@ -191,6 +191,7 @@ void SoundStream::Run()
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{
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// Create buffers
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ALCheck(alGenBuffers(BuffersCount, myBuffers));
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unsigned int EndBuffer = 0xFFFF;
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// Fill the queue
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bool RequestStop = FillQueue();
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@ -203,37 +204,15 @@ void SoundStream::Run()
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// The stream has been interrupted !
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if (Sound::GetStatus() == Stopped)
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{
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// User requested to stop
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if (RequestStop)
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if (!RequestStop)
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{
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if (myLoop)
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{
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// The stream is in loop mode : restart it
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if (OnStart())
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{
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mySamplesProcessed = 0;
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ClearQueue();
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RequestStop = FillQueue();
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// Just continue
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Sound::Play();
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}
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else
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{
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// Restart failed : finish the streaming loop
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// End streaming
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myIsStreaming = false;
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break;
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}
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}
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else
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{
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// The stream is not in loop mode : finish the streaming loop
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myIsStreaming = false;
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break;
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}
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}
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else
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{
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// Streaming is not completed : restart the sound
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Sound::Play();
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}
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}
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@ -241,21 +220,46 @@ void SoundStream::Run()
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ALint NbProcessed;
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ALCheck(alGetSourcei(Sound::mySource, AL_BUFFERS_PROCESSED, &NbProcessed));
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while (NbProcessed-- && !RequestStop)
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while (NbProcessed--)
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{
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// Pop the first unused buffer from the queue
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ALuint Buffer;
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ALCheck(alSourceUnqueueBuffers(Sound::mySource, 1, &Buffer));
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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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{
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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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}
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else
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{
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ALint Size;
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ALCheck(alGetBufferi(Buffer, AL_SIZE, &Size));
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mySamplesProcessed += Size / sizeof(Int16);
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}
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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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{
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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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{
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// Not looping or restart failed: request stop
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RequestStop = true;
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}
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}
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}
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}
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// Leave some time for the other threads if the stream is still playing
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if (Sound::GetStatus() != Stopped)
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