⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 sndwin.cpp

📁 Wxpython Implemented on Windows CE, Source code
💻 CPP
📖 第 1 页 / 共 2 页
字号:
  else
    headers = m_headers_rec = new wxSoundInfoHeader *[WXSOUND_MAX_QUEUE];

  memset(headers, 0, WXSOUND_MAX_QUEUE*sizeof(wxSoundInfoHeader *));

  for (i=0;i<WXSOUND_MAX_QUEUE;i++) {
    headers[i] = AllocHeader(mode);
    if (!headers[i]) {
      FreeHeaders(mode);
      return false;
    }
  }
  return true;
}

// -------------------------------------------------------------------------
// FreeHeader(int mode)
//
// "mode" has the same mean as for OpenDevice() except that the two flags must
// be exclusive.
// FreeHeader() frees a memory block and "unprepares" it.
// -------------------------------------------------------------------------
void wxSoundStreamWin::FreeHeader(wxSoundInfoHeader *header, int mode)
{
  if (mode == wxSOUND_OUTPUT)
    waveOutUnprepareHeader(m_internal->m_devout, header->m_header, sizeof(WAVEHDR));
  else
    waveInUnprepareHeader(m_internal->m_devin, header->m_header, sizeof(WAVEHDR));

  GlobalUnlock(header->m_data);
  GlobalUnlock(header->m_header);
  GlobalFree(header->m_h_header);
  GlobalFree(header->m_h_data);
  delete header;
}

// -------------------------------------------------------------------------
// FreeHeaders(int mode)
//
// "mode" has the same mean as for OpenDevice() except that the two flags must
// be exclusive.
// FreeHeaders() frees all an operation queue once it has checked that
// all buffers have been terminated.
// -------------------------------------------------------------------------
void wxSoundStreamWin::FreeHeaders(int mode)
{
  int i;
  wxSoundInfoHeader ***headers;

  if (mode == wxSOUND_OUTPUT)
    headers = &m_headers_play;
  else
    headers = &m_headers_rec;

  for (i=0;i<WXSOUND_MAX_QUEUE;i++) {
    if ((*headers)[i]) {
      // We wait for the end of the buffer
      WaitFor((*headers)[i]);
      // Then, we free the header
      FreeHeader((*headers)[i], mode);
    }
  }
  delete[] (*headers);
  (*headers) = NULL;
}

// -------------------------------------------------------------------------
// WaitFor(wxSoundInfoHeader *info)
//
// "info" is one element of an IO queue
// WaitFor() checks whether the specified block has been terminated.
// If it hasn't been terminated, it waits for its termination.
//
// NB: if it's a partially filled buffer it adds it to the Windows queue
// -------------------------------------------------------------------------
void wxSoundStreamWin::WaitFor(wxSoundInfoHeader *info)
{
    // If the buffer is finished, we return immediately
    if (!info->m_playing) {
        
        // We begun filling it: we must send it to the Windows queue
        if (info->m_position != 0) {
            memset(info->m_data + info->m_position, 0, info->m_size);
            AddToQueue(info);
        }
    }
    
    if (m_waiting_for) {
        // PROBLEM //
        return;
    }
    m_waiting_for = true;
    // Else, we wait for its termination
    while (info->m_playing || info->m_recording)
      wxYield();
    m_waiting_for = false;
}

// -------------------------------------------------------------------------
// AddToQueue(wxSoundInfoHeader *info)
//
// For "info", see WaitFor()
// AddToQueue() sends the IO queue element to the Windows queue.
//
// Warning: in the current implementation, it partially assume we send the
// element in the right order. This is true in that implementation but if
// you use it elsewhere, be careful: it may shuffle all your sound datas.
// -------------------------------------------------------------------------
bool wxSoundStreamWin::AddToQueue(wxSoundInfoHeader *info)
{
    MMRESULT result;
    
    if (info->m_mode == wxSOUND_INPUT) {
        // Increment the input fragment pointer
        result = waveInAddBuffer(m_internal->m_devin,
                                 info->m_header, sizeof(WAVEHDR));
        if (result == MMSYSERR_NOERROR)
            info->m_recording = true;
        else
            return false;
    } else if (info->m_mode == wxSOUND_OUTPUT) {
        result = waveOutWrite(m_internal->m_devout,
                              info->m_header, sizeof(WAVEHDR));
        if (result == MMSYSERR_NOERROR)
      info->m_playing = true;
        else
            return false;
    }
    return true;
}

// -------------------------------------------------------------------------
// ClearHeader(wxSoundInfoHeader *info)
//
// ClearHeader() reinitializes the parameters of "info" to their default
// value.
// -------------------------------------------------------------------------
void wxSoundStreamWin::ClearHeader(wxSoundInfoHeader *info)
{
  info->m_playing   = false;
  info->m_recording = false;
  info->m_position  = 0;
  info->m_size      = GetBestSize();
}

// -------------------------------------------------------------------------
// wxSoundInfoHeader *NextFragmentOutput()
//
// NextFragmentOutput() looks for a free output block. It will always
// return you a non-NULL pointer but it may waits for an empty buffer a long
// time.
// -------------------------------------------------------------------------
wxSoundInfoHeader *wxSoundStreamWin::NextFragmentOutput()
{
  if (m_headers_play[m_current_frag_out]->m_playing) {
    m_current_frag_out = (m_current_frag_out + 1) % WXSOUND_MAX_QUEUE;

    if (m_headers_play[m_current_frag_out]->m_playing)
      WaitFor(m_headers_play[m_current_frag_out]);
  }
  if (m_current_frag_out == m_output_frag_out)
    m_queue_filled = true;
  return m_headers_play[m_current_frag_out];
}

// -------------------------------------------------------------------------
// The behaviour of Write is documented in the global documentation.
// -------------------------------------------------------------------------
wxSoundStream& wxSoundStreamWin::Write(const void *buffer, wxUint32 len)
{
    m_lastcount = 0;
    if (!m_internal->m_output_enabled) {
        m_snderror = wxSOUND_NOTSTARTED;
        return *this;
    }
    

    while (len > 0) {
        wxSoundInfoHeader *header;
        wxUint32 to_copy;
        
        // Get a new output fragment
        header              = NextFragmentOutput();
        
        to_copy             = (len > header->m_size) ? header->m_size : len;
        memcpy(header->m_data + header->m_position, buffer, to_copy);
        
        header->m_position += to_copy;
        header->m_size     -= to_copy;
        buffer              = (((const char *)buffer) + to_copy);
        len                -= to_copy;
        m_lastcount        += to_copy;
        
        // If the fragment is full, we send it to the Windows queue.
        if (header->m_size == 0)
            if (!AddToQueue(header)) {
                m_snderror = wxSOUND_IOERROR;
                return *this;
            }
    }
    return *this;
}

// -------------------------------------------------------------------------
// NextFragmentInput is not functional.
// -------------------------------------------------------------------------
wxSoundInfoHeader *wxSoundStreamWin::NextFragmentInput()
{
    wxSoundInfoHeader *header;

    // Queue pointer: reader
    m_current_frag_in = (m_current_frag_in + 1) % WXSOUND_MAX_QUEUE;
    
    header = m_headers_rec[m_current_frag_in];
    // If the current buffer is in recording mode, we must wait for its
    // completion.
    if (header->m_recording)
        WaitFor(header);

    // We reached the writer position: the queue is full.
    if (m_current_frag_in == m_input_frag_in)
        m_queue_filled = true;
    
    return header;
}

// -------------------------------------------------------------------------
// The behaviour of Read is documented in the global documentation.
// -------------------------------------------------------------------------
wxSoundStream& wxSoundStreamWin::Read(void *buffer, wxUint32 len)
{
    wxSoundInfoHeader *header;
    wxUint32 to_copy;
    
    m_lastcount = 0;
    if (!m_internal->m_input_enabled)
        return *this;
    
    while (len > 0) {
        header = NextFragmentInput();
        
        to_copy             = (len > header->m_size) ? header->m_size : len;
        memcpy(buffer, header->m_data + header->m_position, to_copy);
        
        header->m_position += to_copy;
        header->m_size     -= to_copy;
        buffer              = (((char *)buffer) + to_copy);
        len                -= to_copy;
        m_lastcount        += to_copy;
        
        if (header->m_size == 0) {
            ClearHeader(header);
            if (!AddToQueue(header)) {
                m_snderror = wxSOUND_IOERROR;
                return *this;
            }
        }
    }
    return *this;
}

// -------------------------------------------------------------------------
// NotifyDoneBuffer(wxUint32 dev_handle)
//
// NotifyDoneBuffer() is called by wxSoundHandlerProc each time a sound
// fragment finished. It reinitializes the parameters of the fragment and
// sends an event to the clients.
// -------------------------------------------------------------------------
void wxSoundStreamWin::NotifyDoneBuffer(wxUint32 WXUNUSED(dev_handle), int flag)
{
    wxSoundInfoHeader *info;
    
    if (flag == wxSOUND_OUTPUT) {
        if (!m_internal->m_output_enabled)
            return;

        // Queue pointer: reader
        m_output_frag_out = (m_output_frag_out + 1) % WXSOUND_MAX_QUEUE;
        info = m_headers_play[m_output_frag_out];
        // Clear header to tell the system the buffer is free now
        ClearHeader(info);
        m_queue_filled = false;
        if (!m_waiting_for)
            // Try to requeue a new buffer.
            OnSoundEvent(wxSOUND_OUTPUT);
    } else {
        if (!m_internal->m_input_enabled)
            return;

        // Recording completed
        m_headers_rec[m_input_frag_in]->m_recording = false;
        // Queue pointer: writer
        m_input_frag_in = (m_input_frag_in + 1) % WXSOUND_MAX_QUEUE;
        if (!m_waiting_for)
            OnSoundEvent(wxSOUND_INPUT);
        m_queue_filled = false;
    }
}

// -------------------------------------------------------------------------
// SetSoundFormat()
// -------------------------------------------------------------------------
bool wxSoundStreamWin::SetSoundFormat(const wxSoundFormatBase& base)
{
  // TODO: detect best format
  return wxSoundStream::SetSoundFormat(base);
}

// -------------------------------------------------------------------------
// StartProduction()
// -------------------------------------------------------------------------
bool wxSoundStreamWin::StartProduction(int evt)
{
  if (!m_internal)
    return false;

  if ((m_internal->m_output_enabled && (evt & wxSOUND_OUTPUT)) ||
      (m_internal->m_input_enabled && (evt & wxSOUND_INPUT)))
    CloseDevice();

  if (!OpenDevice(evt))
    return false;

  m_production_started = true;
  m_queue_filled = false;
  // Send a dummy event to start.
  if (evt & wxSOUND_OUTPUT)
    OnSoundEvent(wxSOUND_OUTPUT);

  if (evt & wxSOUND_INPUT) {
    int i;
    for (i=0;i<WXSOUND_MAX_QUEUE;i++)
      AddToQueue(m_headers_rec[i]);

    waveInStart(m_internal->m_devin);
  }

  return true;
}

// -------------------------------------------------------------------------
// StopProduction()
// ------------------------------------------------------------------------
bool wxSoundStreamWin::StopProduction()
{
    if (!m_production_started) {
        m_snderror = wxSOUND_NOTSTARTED;
        return false;
    }
    
    m_snderror = wxSOUND_NOERROR;
    m_production_started = false;
    CloseDevice();
    return true;
}

// -------------------------------------------------------------------------
// QueueFilled()
// -------------------------------------------------------------------------
bool wxSoundStreamWin::QueueFilled() const
{
  return (!m_production_started || m_queue_filled);
}


// --------------------------------------------------------------------------
// wxSoundWinModule
// --------------------------------------------------------------------------

class wxSoundWinModule : public wxModule {
   DECLARE_DYNAMIC_CLASS(wxSoundWinModule)
 public:
   bool OnInit();
   void OnExit();
};

IMPLEMENT_DYNAMIC_CLASS(wxSoundWinModule, wxModule)

bool wxSoundWinModule::OnInit() {
  wxSoundHandleList = new wxList(wxKEY_INTEGER);
  return true;
}

void wxSoundWinModule::OnExit() {
  delete wxSoundHandleList;
}

#endif
  // __WINDOWS__

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -