annotate src/cdrom/macosx/SDL_syscdrom_c.h @ 1954:c20e158a9299

Don't unload the OpenGL library before the X display is closed.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 29 Jul 2006 03:56:35 +0000
parents c121d94672cb
children 99210400e8b9
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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b8d311d90021 Updated copyright information for 2004 (Happy New Year!)
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3 Copyright (C) 1997-2004 Sam Lantinga
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4
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5 This library is free software; you can redistribute it and/or
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6 modify it under the terms of the GNU Library General Public
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7 License as published by the Free Software Foundation; either
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8 version 2 of the License, or (at your option) any later version.
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9
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10 This library is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 Library General Public License for more details.
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14
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15 You should have received a copy of the GNU Library General Public
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16 License along with this library; if not, write to the Free
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17 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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18
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19 Sam Lantinga
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20 slouken@libsdl.org
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21 */
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22 #include "SDL_config.h"
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23
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24 /* This is the Mac OS X / CoreAudio specific header for the SDL CD-ROM API
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25 Contributed by Darrell Walisser and Max Horn
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26 */
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27
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28 /***********************************************************************************
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29 Implementation Notes
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30 *********************
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31
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32 This code has several limitations currently (all of which are proabaly fixable):
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33
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34 1. A CD-ROM device is inferred from a mounted cdfs volume, so device 0 is
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35 not necessarily the first CD-ROM device on the system. (Somewhat easy to fix
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36 by useing the device name from the volume id's to reorder the volumes)
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37
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38 2. You can only open and control 1 CD-ROM device at a time. (Challenging to fix,
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39 due to extensive code restructuring)
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40
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41 3. The status reported by SDL_CDStatus only changes to from CD_PLAYING to CD_STOPPED in
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42 1-second intervals (because the audio is buffered in 1-second chunks) If
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43 the audio data is less than 1 second, the remainder is filled with silence.
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44
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45 If you need to play sequences back-to-back that are less that 1 second long,
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46 use the frame position to determine when to play the next sequence, instead
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47 of SDL_CDStatus.
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48
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49 This may be possible to fix with a clever usage of the AudioUnit API.
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50
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51 4. When new volumes are inserted, our volume information is not updated. The only way
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52 to refresh this information is to reinit the CD-ROM subsystem of SDL. To fix this,
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53 one would probably have to fix point 1 above first, then figure out how to register
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54 for a notification when new media is mounted in order to perform an automatic
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55 rescan for cdfs volumes.
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56
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57
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58
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59 So, here comes a description of how this all works.
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60
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61 < Initializing >
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62
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63 To get things rolling, we have to locate mounted volumes that contain
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64 audio (since nearly all Macs don't have analog audio-in on the sound card).
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65 That's easy, since these volumes have a flag that indicates this special
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66 filesystem. See DetectAudioCDVolumes() in CDPlayer.cpp for this code.
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67
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68 Next, we parse the invisible .TOC.plist in the root of the volume, which gets us
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69 the track information (number, offset, length, leadout, etc). See ReadTOCData() in
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70 CDPlayer.cpp for the skinny on this.
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71
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72
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73 < The Playback Loop >
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74
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75 Now come the tricky parts. Let's start with basic audio playback. When a frame
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76 range to play is requested, we must first find the .aiff files on the volume,
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77 hopefully in the right order. Since these files all begin with a number "1 Audio Track",
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78 etc, this is used to determine the correct track order.
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79
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80 Once all files are determined, we have to find what file corresponds to the start
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81 and length parameter to SDL_SYS_CDPlay(). Again, this is quite simple by walking the
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82 cdrom's track list. At this point, we also save the offset to the next track and frames
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83 remaining, if we're going to have to play another file after the first one. See
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84 GetFileForOffset() for this code.
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85
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86 At this point we have all info needed to start playback, so we hand off to the LoadFile()
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87 function, which proceeds to do its magic and plays back the file.
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88
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89 When the file is finished playing, CompletionProc() is invoked, at which time we can
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90 play the next file if the previously saved next track and frames remaining
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91 indicates that we should.
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92
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93
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94 < Magic >
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95
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96 OK, so it's not really magic, but since I don't fully understand all the hidden details it
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97 seems like it to me ;-) The API's involved are the AudioUnit and AudioFile API's. These
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98 appear to be an extension of CoreAudio for creating modular playback and f/x entities.
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99 The important thing is that CPU usage is very low and reliability is very high. You'd
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100 be hard-pressed to find a way to stutter the playback with other CPU-intensive tasks.
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101
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102 One part of this magic is that it uses multiple threads, which carries the usual potential
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103 for disaster if not handled carefully. Playback currently requires 4 additional threads:
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104 1. The coreaudio runloop thread
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105 2. The coreaudio device i/o thread
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106 3. The file streaming thread
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107 4. The notification/callback thread
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108
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109 The first 2 threads are necessary evil - CoreAudio creates this no matter what the situation
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110 is (even the SDL sound implementation creates theses suckers). The last two are are created
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111 by us.
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112
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113 The file is streamed from disk using a threaded double-buffer approach.
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114 This way, the high latency operation of reading from disk can be performed without interrupting
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115 the real-time device thread (which amounts to avoiding dropouts). The device thread grabs the
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116 buffer that isn't being read and sends it to the CoreAudio mixer where it eventually gets
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117 to the sound card.
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118
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119 The device thread posts a notification when the file streaming thread is out of data. This
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120 notification must be handled in a separate thread to avoid potential deadlock in the
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121 device thread. That's where the notification thread comes in. This thread is signaled
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122 whenever a notification needs to be processed, so another file can be played back if need be.
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123
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124 The API in CDPlayer.cpp contains synchronization because otherwise both the notification thread
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125 and main thread (or another other thread using the SDL CD api) can potentially call it at the same time.
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126
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127 ************************************************************************************/
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128
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129
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130 #include "SDL_cdrom.h"
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131 #include "../SDL_syscdrom.h"
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132
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133 #include "CDPlayer.h"
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134
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135 #define kErrorFakeDevice "Error: Cannot proceed since we're faking a CD-ROM device. Reinit the CD-ROM subsystem to scan for new volumes."
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136 /* vi: set ts=4 sw=4 expandtab: */