annotate src/cdrom/macosx/SDL_syscdrom_c.h @ 1380:d94b080ff6ce

Completely removed dependency on automake
author Sam Lantinga <slouken@libsdl.org>
date Mon, 20 Feb 2006 02:09:49 +0000
parents 19418e4422cb
children d910939febfa
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
768
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23 /* This is the Mac OS X / CoreAudio specific header for the SDL CD-ROM API
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24 Contributed by Darrell Walisser and Max Horn
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25 */
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26
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27 /***********************************************************************************
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28 Implementation Notes
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29 *********************
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30
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31 This code has several limitations currently (all of which are proabaly fixable):
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32
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33 1. A CD-ROM device is inferred from a mounted cdfs volume, so device 0 is
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34 not necessarily the first CD-ROM device on the system. (Somewhat easy to fix
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35 by useing the device name from the volume id's to reorder the volumes)
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36
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37 2. You can only open and control 1 CD-ROM device at a time. (Challenging to fix,
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38 due to extensive code restructuring)
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39
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40 3. The status reported by SDL_CDStatus only changes to from CD_PLAYING to CD_STOPPED in
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41 1-second intervals (because the audio is buffered in 1-second chunks) If
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42 the audio data is less than 1 second, the remainder is filled with silence.
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43
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44 If you need to play sequences back-to-back that are less that 1 second long,
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45 use the frame position to determine when to play the next sequence, instead
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46 of SDL_CDStatus.
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47
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48 This may be possible to fix with a clever usage of the AudioUnit API.
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49
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50 4. When new volumes are inserted, our volume information is not updated. The only way
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51 to refresh this information is to reinit the CD-ROM subsystem of SDL. To fix this,
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52 one would probably have to fix point 1 above first, then figure out how to register
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53 for a notification when new media is mounted in order to perform an automatic
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54 rescan for cdfs volumes.
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55
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56
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57
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58 So, here comes a description of how this all works.
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59
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60 < Initializing >
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61
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62 To get things rolling, we have to locate mounted volumes that contain
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63 audio (since nearly all Macs don't have analog audio-in on the sound card).
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64 That's easy, since these volumes have a flag that indicates this special
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65 filesystem. See DetectAudioCDVolumes() in CDPlayer.cpp for this code.
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66
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67 Next, we parse the invisible .TOC.plist in the root of the volume, which gets us
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68 the track information (number, offset, length, leadout, etc). See ReadTOCData() in
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69 CDPlayer.cpp for the skinny on this.
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70
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71
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72 < The Playback Loop >
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73
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74 Now come the tricky parts. Let's start with basic audio playback. When a frame
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75 range to play is requested, we must first find the .aiff files on the volume,
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76 hopefully in the right order. Since these files all begin with a number "1 Audio Track",
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77 etc, this is used to determine the correct track order.
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78
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79 Once all files are determined, we have to find what file corresponds to the start
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80 and length parameter to SDL_SYS_CDPlay(). Again, this is quite simple by walking the
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81 cdrom's track list. At this point, we also save the offset to the next track and frames
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82 remaining, if we're going to have to play another file after the first one. See
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83 GetFileForOffset() for this code.
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84
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85 At this point we have all info needed to start playback, so we hand off to the LoadFile()
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86 function, which proceeds to do its magic and plays back the file.
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87
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88 When the file is finished playing, CompletionProc() is invoked, at which time we can
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89 play the next file if the previously saved next track and frames remaining
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90 indicates that we should.
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91
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92
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93 < Magic >
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94
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95 OK, so it's not really magic, but since I don't fully understand all the hidden details it
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96 seems like it to me ;-) The API's involved are the AudioUnit and AudioFile API's. These
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97 appear to be an extension of CoreAudio for creating modular playback and f/x entities.
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98 The important thing is that CPU usage is very low and reliability is very high. You'd
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99 be hard-pressed to find a way to stutter the playback with other CPU-intensive tasks.
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100
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101 One part of this magic is that it uses multiple threads, which carries the usual potential
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102 for disaster if not handled carefully. Playback currently requires 4 additional threads:
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103 1. The coreaudio runloop thread
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104 2. The coreaudio device i/o thread
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105 3. The file streaming thread
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106 4. The notification/callback thread
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107
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108 The first 2 threads are necessary evil - CoreAudio creates this no matter what the situation
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109 is (even the SDL sound implementation creates theses suckers). The last two are are created
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110 by us.
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111
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112 The file is streamed from disk using a threaded double-buffer approach.
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113 This way, the high latency operation of reading from disk can be performed without interrupting
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114 the real-time device thread (which amounts to avoiding dropouts). The device thread grabs the
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115 buffer that isn't being read and sends it to the CoreAudio mixer where it eventually gets
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116 to the sound card.
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117
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118 The device thread posts a notification when the file streaming thread is out of data. This
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119 notification must be handled in a separate thread to avoid potential deadlock in the
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120 device thread. That's where the notification thread comes in. This thread is signaled
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121 whenever a notification needs to be processed, so another file can be played back if need be.
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122
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123 The API in CDPlayer.cpp contains synchronization because otherwise both the notification thread
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124 and main thread (or another other thread using the SDL CD api) can potentially call it at the same time.
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125
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126 ************************************************************************************/
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127
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128
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129 #include "SDL_cdrom.h"
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130 #include "../SDL_syscdrom.h"
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131
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132 #include "CDPlayer.h"
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133
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134 #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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135