Files
UnrealEngineUWP/Engine/Source/Runtime/Android/AndroidAudio/Private/AndroidAudioSource.cpp
Josh Adams 660ab7f0c9 Copying //UE4/Dev-Platform to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2719147 on 2015/10/07 by Mark.Satterthwaite

	Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track.

Change 2719182 on 2015/10/07 by Mark.Satterthwaite

	Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient.

Change 2719185 on 2015/10/07 by Mark.Satterthwaite

	Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw.

Change 2719434 on 2015/10/07 by Mark.Satterthwaite

	Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server.

Change 2724764 on 2015/10/12 by Josh.Adams

	[Initial AppleTV support]
	Merging	//depot/YakBranch/... to //UE4/Dev-Platform/...

Change 2726266 on 2015/10/13 by Lee.Clark

	PS4 - Calc reserve size required for DMA copy when using unsafe command buffers

Change 2726401 on 2015/10/13 by Mark.Satterthwaite

	Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected.
	#jira UE-15228

Change 2726421 on 2015/10/13 by Lee.Clark

	PS4 - Don't try to clear invalid targets

Change 2727040 on 2015/10/13 by Michael.Trepka

	Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72

Change 2729783 on 2015/10/15 by Keith.Judge

	Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty.

Change 2729847 on 2015/10/15 by Mark.Satterthwaite

	Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff.
	#jira UE-21992

Change 2729865 on 2015/10/15 by Keith.Judge

	Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition.

Change 2729897 on 2015/10/15 by Keith.Judge

	Fast Semantics - Make sure all GetData() calls are made safe with GPU fences.

Change 2729972 on 2015/10/15 by Keith.Judge

	Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly.

	This should be marginally quicker as it stops a double call to ClearState().

Change 2731503 on 2015/10/16 by Keith.Judge

	Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict).

Change 2731596 on 2015/10/16 by Keith.Judge

	Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step.

Change 2731928 on 2015/10/16 by Michael.Trepka

	PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl)

Change 2731934 on 2015/10/16 by Michael.Trepka

	PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura)

Change 2732018 on 2015/10/16 by Mark.Satterthwaite

	Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached.
	- The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders.
	- Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this.
	- Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL.

Change 2732365 on 2015/10/16 by Josh.Adams

	- Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On)

Change 2733170 on 2015/10/18 by Terence.Burns

	Fix for Android IAP query not returning entire inventory.

Change 2733174 on 2015/10/18 by Terence.Burns

	Fix Movie player issue where wait for movie to finish isnt being respected.

	Seems a stray bUserCanceled event flag was causing this not to be observed.

	Added some verbose logging to apple movie player.

Change 2733488 on 2015/10/19 by Mark.Satterthwaite

	Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information.
	- Fixed a bug that would cause invalid shader membership and draw state information to be logged.
	- Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too.

Change 2735226 on 2015/10/20 by Mark.Satterthwaite

	Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently.
	#jira UE-21214
	#jira UE-19913

Change 2736722 on 2015/10/21 by Daniel.Lamb

	Improved performance of cooking stats system.

Change 2737172 on 2015/10/21 by Daniel.Lamb

	Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00

599 lines
18 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*------------------------------------------------------------------------------------
FSLESSoundSource.
------------------------------------------------------------------------------------*/
#include "AndroidAudioDevice.h"
#include "AudioDecompress.h"
#include "Engine.h"
// Callback that is registered if the source needs to loop
void OpenSLBufferQueueCallback( SLAndroidSimpleBufferQueueItf InQueueInterface, void* pContext )
{
FSLESSoundSource* SoundSource = (FSLESSoundSource*)pContext;
if( SoundSource )
{
SoundSource->OnRequeueBufferCallback( InQueueInterface );
}
}
// Requeues buffer to loop Sound Source
void FSLESSoundSource::OnRequeueBufferCallback( SLAndroidSimpleBufferQueueItf InQueueInterface )
{
if (!bStreamedSound)
{
SLresult result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, Buffer->AudioData, Buffer->GetSize() );
if(result != SL_RESULT_SUCCESS)
{
UE_LOG( LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue (Requeing)"));
}
bHasLooped = true;
}
else
{
// Sound decoding is complete, just waiting to finish playing
if (bBuffersToFlush)
{
// set the player's state to stopped
SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_STOPPED);
check(SL_RESULT_SUCCESS == result);
return;
}
// Enqueue the previously decoded buffer
if (RealtimeAsyncTask)
{
RealtimeAsyncTask->EnsureCompletion();
switch(RealtimeAsyncTask->GetTask().GetTaskType())
{
case ERealtimeAudioTaskType::Decompress:
bHasLooped = RealtimeAsyncTask->GetTask().GetBufferLooped();
break;
case ERealtimeAudioTaskType::Procedural:
AudioBuffers[BufferInUse].AudioDataSize = RealtimeAsyncTask->GetTask().GetBytesWritten();
break;
}
delete RealtimeAsyncTask;
RealtimeAsyncTask = nullptr;
}
SLresult result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, AudioBuffers[BufferInUse].AudioData, AudioBuffers[BufferInUse].AudioDataSize );
if(result != SL_RESULT_SUCCESS)
{
UE_LOG( LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue (Requeing)"));
}
// Switch to the next buffer and decode for the next time the callback fires if we didn't just get the last buffer
BufferInUse = !BufferInUse;
if (bHasLooped == false || WaveInstance->LoopingMode != LOOP_Never)
{
if (ReadMorePCMData(BufferInUse, (bSkipFirstBuffer ? EDataReadMode::AsynchronousSkipFirstFrame : EDataReadMode::Asynchronous)))
{
// If this is a synchronous source we may get notified immediately that we have looped
bHasLooped = true;
}
bSkipFirstBuffer = false;
}
}
}
bool FSLESSoundSource::CreatePlayer()
{
// data info
SLDataLocator_AndroidSimpleBufferQueue LocationBuffer = { SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, 1 };
// PCM Info
SLDataFormat_PCM PCM_Format = { SL_DATAFORMAT_PCM, SLuint32(Buffer->NumChannels), SLuint32( Buffer->SampleRate * 1000 ),
SL_PCMSAMPLEFORMAT_FIXED_16, SL_PCMSAMPLEFORMAT_FIXED_16,
Buffer->NumChannels == 2 ? ( SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT ) : SL_SPEAKER_FRONT_CENTER,
SL_BYTEORDER_LITTLEENDIAN };
SLDataSource SoundDataSource = { &LocationBuffer, &PCM_Format};
// configure audio sink
SLDataLocator_OutputMix Output_Mix = { SL_DATALOCATOR_OUTPUTMIX, ((FSLESAudioDevice *)AudioDevice)->SL_OutputMixObject};
SLDataSink AudioSink = { &Output_Mix, NULL};
// create audio player
const SLInterfaceID ids[] = {SL_IID_BUFFERQUEUE, SL_IID_VOLUME};
const SLboolean req[] = {SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE};
SLresult result = (*Device->SL_EngineEngine)->CreateAudioPlayer( Device->SL_EngineEngine, &SL_PlayerObject,
&SoundDataSource, &AudioSink, sizeof(ids) / sizeof(SLInterfaceID), ids, req );
if(result != SL_RESULT_SUCCESS)
{
UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER CreateAudioPlayer 0x%x"), result);
return false;
}
bool bFailedSetup = false;
// realize the player
result = (*SL_PlayerObject)->Realize(SL_PlayerObject, SL_BOOLEAN_FALSE);
if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Realize 0x%x"), result); return false; }
// get the play interface
result = (*SL_PlayerObject)->GetInterface(SL_PlayerObject, SL_IID_PLAY, &SL_PlayerPlayInterface);
if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER GetInterface SL_IID_PLAY 0x%x"), result); bFailedSetup |= true; }
// volume
result = (*SL_PlayerObject)->GetInterface(SL_PlayerObject, SL_IID_VOLUME, &SL_VolumeInterface);
if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER GetInterface SL_IID_VOLUME 0x%x"), result); bFailedSetup |= true; }
// buffer system
result = (*SL_PlayerObject)->GetInterface(SL_PlayerObject, SL_IID_BUFFERQUEUE, &SL_PlayerBufferQueue);
if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER GetInterface SL_IID_BUFFERQUEUE 0x%x"), result); bFailedSetup |= true; }
return bFailedSetup == false;
}
void FSLESSoundSource::DestroyPlayer()
{
if( SL_PlayerObject )
{
// close it down...
(*SL_PlayerObject)->Destroy(SL_PlayerObject);
SL_PlayerObject = NULL;
SL_PlayerPlayInterface = NULL;
SL_PlayerBufferQueue = NULL;
SL_VolumeInterface = NULL;
}
}
bool FSLESSoundSource::EnqueuePCMBuffer( bool bLoop)
{
SLresult result;
// If looping, register a callback to requeue the buffer
if( bLoop )
{
result = (*SL_PlayerBufferQueue)->RegisterCallback(SL_PlayerBufferQueue, OpenSLBufferQueueCallback, (void*)this);
if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER QUEUE RegisterCallback 0x%x "), result); return false; }
}
result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, Buffer->AudioData, Buffer->GetSize() );
if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue 0x%x params( %p, %d)"), result, Buffer->AudioData, int32(Buffer->GetSize())); return false; }
bStreamedSound = false;
bHasLooped = false;
bBuffersToFlush = false;
return true;
}
bool FSLESSoundSource::ReadMorePCMData(const int32 BufferIndex, EDataReadMode DataReadMode)
{
USoundWave* WaveData = WaveInstance->WaveData;
if (WaveData && WaveData->bProcedural)
{
const int32 MaxSamples = BufferSize / sizeof(int16);
if (DataReadMode == EDataReadMode::Synchronous || WaveData->bCanProcessAsync == false)
{
const int32 BytesWritten = WaveData->GeneratePCMData(AudioBuffers[BufferIndex].AudioData, MaxSamples);
AudioBuffers[BufferIndex].AudioDataSize = BytesWritten;
}
else
{
RealtimeAsyncTask = new FAsyncRealtimeAudioTask(WaveData, AudioBuffers[BufferIndex].AudioData, MaxSamples);
RealtimeAsyncTask->StartBackgroundTask();
}
// we're never actually "looping" here.
return false;
}
else
{
if (DataReadMode == EDataReadMode::Synchronous)
{
return Buffer->ReadCompressedData(AudioBuffers[BufferIndex].AudioData, WaveInstance->LoopingMode != LOOP_Never);
}
else
{
RealtimeAsyncTask = new FAsyncRealtimeAudioTask(Buffer, AudioBuffers[BufferIndex].AudioData, WaveInstance->LoopingMode != LOOP_Never, DataReadMode == EDataReadMode::AsynchronousSkipFirstFrame);
RealtimeAsyncTask->StartBackgroundTask();
return false;
}
}
}
bool FSLESSoundSource::EnqueuePCMRTBuffer( bool bLoop )
{
if (AudioBuffers[0].AudioData || AudioBuffers[1].AudioData)
{
UE_LOG( LogAndroidAudio, Warning, TEXT("Enqueue PCMRT with buffers already allocated"));
}
FMemory::Memzero( AudioBuffers, sizeof( SLESAudioBuffer ) * 2 );
// Set up double buffer area to decompress to
BufferSize = Buffer->GetRTBufferSize() * Buffer->NumChannels;
AudioBuffers[0].AudioData = (uint8*)FMemory::Malloc(BufferSize);
AudioBuffers[0].AudioDataSize = BufferSize;
AudioBuffers[1].AudioData = (uint8*)FMemory::Malloc(BufferSize);
AudioBuffers[1].AudioDataSize = BufferSize;
// Only use the cached data if we're starting from the beginning, otherwise we'll have to take a synchronous hit
bSkipFirstBuffer = false;
if (WaveInstance->WaveData && WaveInstance->WaveData->CachedRealtimeFirstBuffer && WaveInstance->StartTime == 0.f)
{
FMemory::Memcpy((uint8*)AudioBuffers[0].AudioData, WaveInstance->WaveData->CachedRealtimeFirstBuffer, BufferSize);
FMemory::Memcpy((uint8*)AudioBuffers[1].AudioData, WaveInstance->WaveData->CachedRealtimeFirstBuffer + BufferSize, BufferSize);
bSkipFirstBuffer = true;
}
else
{
ReadMorePCMData(0, EDataReadMode::Synchronous);
ReadMorePCMData(1, EDataReadMode::Asynchronous);
}
SLresult result;
// callback is used to submit and decompress next buffer
result = (*SL_PlayerBufferQueue)->RegisterCallback(SL_PlayerBufferQueue, OpenSLBufferQueueCallback, (void*)this);
// queue one sound buffer, as that is all Android will accept
if(result == SL_RESULT_SUCCESS)
{
result = (*SL_PlayerBufferQueue)->Enqueue(SL_PlayerBufferQueue, AudioBuffers[0].AudioData, AudioBuffers[0].AudioDataSize );
if (result != SL_RESULT_SUCCESS) { UE_LOG(LogAndroidAudio, Warning, TEXT("FAILED OPENSL BUFFER Enqueue SL_PlayerBufferQueue 0x%x params( %p, %d)"), result, Buffer->AudioData, int32(Buffer->GetSize())); return false; }
}
else
{
return false;
}
bStreamedSound = true;
bHasLooped = false;
bBuffersToFlush = false;
BufferInUse = 1;
return true;
}
/**
* Initializes a source with a given wave instance and prepares it for playback.
*
* @param WaveInstance wave instance being primed for playback
* @return TRUE if initialization was successful, FALSE otherwise
*/
bool FSLESSoundSource::Init( FWaveInstance* InWaveInstance )
{
// don't do anything if no volume! THIS APPEARS TO HAVE THE VOLUME IN TIME, CHECK HERE THOUGH IF ISSUES
if( InWaveInstance && ( InWaveInstance->Volume * InWaveInstance->VolumeMultiplier ) <= 0 )
{
return false;
}
if (Buffer && Buffer->ResourceID == 0)
{
UE_LOG( LogAndroidAudio, Warning, TEXT(" InitSoundSouce with Buffer already allocated"));
delete Buffer;
Buffer = 0;
}
if (SL_PlayerObject)
{
UE_LOG( LogAndroidAudio, Warning, TEXT(" InitSoundSouce with PlayerObject not NULL, possible leak"));
}
// Find matching buffer.
Buffer = FSLESSoundBuffer::Init( (FSLESAudioDevice *)AudioDevice, InWaveInstance->WaveData );
if( Buffer && InWaveInstance->WaveData->NumChannels <= 2 && InWaveInstance->WaveData->SampleRate <= 48000 )
{
SCOPE_CYCLE_COUNTER( STAT_AudioSourceInitTime );
bool bFailedSetup = false;
if (CreatePlayer())
{
WaveInstance = InWaveInstance;
if (WaveInstance->StartTime > 0.f)
{
Buffer->Seek(WaveInstance->StartTime);
}
switch( Buffer->Format)
{
case SoundFormat_PCM:
bFailedSetup |= !EnqueuePCMBuffer( InWaveInstance->LoopingMode != LOOP_Never );
break;
case SoundFormat_PCMRT:
bFailedSetup |= !EnqueuePCMRTBuffer( InWaveInstance->LoopingMode != LOOP_Never );
break;
default:
bFailedSetup = true;
}
}
else
{
bFailedSetup = true;
}
// clean up the madness if anything we need failed
if( bFailedSetup )
{
UE_LOG( LogAndroidAudio, Warning, TEXT(" Setup failed %s"), *InWaveInstance->WaveData->GetName());
DestroyPlayer();
return false;
}
Update();
// Initialization was successful.
return true;
}
else
{
// Failed to initialize source.
// These occurences appear to potentially lead to leaks
UE_LOG( LogAndroidAudio, Warning, TEXT("Init SoundSource failed on %s"), *InWaveInstance->WaveData->GetName());
UE_LOG( LogAndroidAudio, Warning, TEXT(" SampleRate %d"), InWaveInstance->WaveData->SampleRate);
UE_LOG( LogAndroidAudio, Warning, TEXT(" Channels %d"), InWaveInstance->WaveData->NumChannels);
if (Buffer && Buffer->ResourceID == 0)
{
delete Buffer;
Buffer = 0;
}
}
return false;
}
FSLESSoundSource::FSLESSoundSource( class FAudioDevice* InAudioDevice )
: FSoundSource( InAudioDevice ),
Device((FSLESAudioDevice *)InAudioDevice),
Buffer( NULL ),
bStreamedSound(false),
bBuffersToFlush(false),
BufferSize(0),
BufferInUse(0),
VolumePreviousUpdate(-1.0f),
bHasLooped(false),
SL_PlayerObject(NULL),
SL_PlayerPlayInterface(NULL),
SL_PlayerBufferQueue(NULL),
SL_VolumeInterface(NULL),
RealtimeAsyncTask(NULL)
{
FMemory::Memzero( AudioBuffers, sizeof( AudioBuffers ) );
}
/**
* Clean up any hardware referenced by the sound source
*/
FSLESSoundSource::~FSLESSoundSource( void )
{
DestroyPlayer();
ReleaseResources();
}
void FSLESSoundSource::ReleaseResources()
{
if (RealtimeAsyncTask)
{
RealtimeAsyncTask->EnsureCompletion();
delete RealtimeAsyncTask;
RealtimeAsyncTask = nullptr;
}
FMemory::Free( AudioBuffers[0].AudioData);
FMemory::Free( AudioBuffers[1].AudioData);
FMemory::Memzero( AudioBuffers, sizeof( AudioBuffers ) );
if (Buffer && Buffer->ResourceID == 0)
{
delete Buffer;
}
Buffer = NULL;
}
/**
* Updates the source specific parameter like e.g. volume and pitch based on the associated
* wave instance.
*/
void FSLESSoundSource::Update( void )
{
SCOPE_CYCLE_COUNTER( STAT_AudioUpdateSources );
if( !WaveInstance || Paused )
{
return;
}
float Volume = WaveInstance->Volume * WaveInstance->VolumeMultiplier;
if (SetStereoBleed())
{
// Emulate the bleed to rear speakers followed by stereo fold down
Volume *= 1.25f;
}
Volume *= FApp::GetVolumeMultiplier();
Volume *= AudioDevice->PlatformAudioHeadroom;
Volume = FMath::Clamp(Volume, 0.0f, MAX_VOLUME);
const float Pitch = FMath::Clamp<float>(WaveInstance->Pitch, MIN_PITCH, MAX_PITCH);
// Set whether to apply reverb
SetReverbApplied(true);
SetFilterFrequency();
FVector Location;
FVector Velocity;
// See file header for coordinate system explanation.
Location.X = WaveInstance->Location.X;
Location.Y = WaveInstance->Location.Z; // Z/Y swapped to match UE coordinate system
Location.Z = WaveInstance->Location.Y; // Z/Y swapped to match UE coordinate system
Velocity.X = WaveInstance->Velocity.X;
Velocity.Y = WaveInstance->Velocity.Z; // Z/Y swapped to match UE coordinate system
Velocity.Z = WaveInstance->Velocity.Y; // Z/Y swapped to match UE coordinate system
// We're using a relative coordinate system for un- spatialized sounds.
if( !WaveInstance->bUseSpatialization )
{
Location = FVector( 0.f, 0.f, 0.f );
}
// Set volume (Pitch changes are not supported on current Android platforms!)
// also Location & Velocity
// Avoid doing the log calculation each update by only doing it if the volume changed
if (Volume != VolumePreviousUpdate)
{
VolumePreviousUpdate = Volume;
static const int64 MinVolumeMillibel = -12000;
if (Volume > 0.0f)
{
// Convert volume to millibels.
SLmillibel MaxMillibel = 0;
(*SL_VolumeInterface)->GetMaxVolumeLevel(SL_VolumeInterface, &MaxMillibel);
SLmillibel VolumeMillibel = (SLmillibel)FMath::Clamp<int64>((int64)(2000.0f * log10f(Volume)), MinVolumeMillibel, (int64)MaxMillibel);
SLresult result = (*SL_VolumeInterface)->SetVolumeLevel(SL_VolumeInterface, VolumeMillibel);
check(SL_RESULT_SUCCESS == result);
}
else
{
SLresult result = (*SL_VolumeInterface)->SetVolumeLevel(SL_VolumeInterface, MinVolumeMillibel);
check(SL_RESULT_SUCCESS == result);
}
}
}
/**
* Plays the current wave instance.
*/
void FSLESSoundSource::Play( void )
{
if( WaveInstance )
{
// Reset the previous volume on play so it can be set at least once in the update function
VolumePreviousUpdate = -1.0f;
// Update volume now before starting play
Paused = false;
Update();
// set the player's state to playing
SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_PLAYING);
check(SL_RESULT_SUCCESS == result);
Playing = true;
}
}
/**
* Stops the current wave instance and detaches it from the source.
*/
void FSLESSoundSource::Stop( void )
{
if( WaveInstance )
{
// set the player's state to stopped
SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_STOPPED);
check(SL_RESULT_SUCCESS == result);
// Unregister looping callback
if( WaveInstance->LoopingMode != LOOP_Never )
{
result = (*SL_PlayerBufferQueue)->RegisterCallback(SL_PlayerBufferQueue, NULL, NULL);
}
DestroyPlayer();
ReleaseResources();
Paused = false;
Playing = false;
Buffer = NULL;
}
FSoundSource::Stop();
}
/**
* Pauses playback of current wave instance.
*/
void FSLESSoundSource::Pause( void )
{
if( WaveInstance )
{
Paused = true;
// set the player's state to paused
SLresult result = (*SL_PlayerPlayInterface)->SetPlayState(SL_PlayerPlayInterface, SL_PLAYSTATE_PAUSED);
check(SL_RESULT_SUCCESS == result);
}
}
/**
* Returns TRUE if the source has finished playing
*/
bool FSLESSoundSource::IsSourceFinished( void )
{
SLuint32 PlayState;
// set the player's state to playing
SLresult result = (*SL_PlayerPlayInterface)->GetPlayState(SL_PlayerPlayInterface, &PlayState);
check(SL_RESULT_SUCCESS == result);
if( PlayState == SL_PLAYSTATE_STOPPED )
{
return true;
}
return false;
}
/**
* Queries the status of the currently associated wave instance.
*
* @return TRUE if the wave instance/ source has finished playback and FALSE if it is
* currently playing or paused.
*/
bool FSLESSoundSource::IsFinished( void )
{
if( WaveInstance )
{
// Check for a non starved, stopped source
if( IsSourceFinished() )
{
// Notify the wave instance that it has finished playing
WaveInstance->NotifyFinished();
return true;
}
else
{
if (bHasLooped)
{
switch (WaveInstance->LoopingMode)
{
case LOOP_Forever:
bHasLooped = false;
break;
case LOOP_Never:
bBuffersToFlush = true;
break;
case LOOP_WithNotification:
bHasLooped = false;
// Notify the wave instance that it has finished playing.
WaveInstance->NotifyFinished();
break;
};
}
}
return false;
}
return true;
}