LASTEXPRESS: drop sound thread

The backend runs its own sound thread anyway,
with the corresponding bookkeeping that we use.
We don't need yet another sound thread,
and it is always nice to not have something
that could change our structures from underneath us.
This commit is contained in:
Evgeny Grechnikov 2018-10-16 01:03:55 +03:00
parent 8162309212
commit 43fb9ebb1b
5 changed files with 28 additions and 102 deletions

View file

@ -57,7 +57,6 @@
#define setGlobalTimer(timer) getLogic()->getGameState()->setTimer(timer)
#define setCoords(coords) getLogic()->getGameState()->setCoordinates(coords)
#define getCoords() getLogic()->getGameState()->getCoordinates()
#define setFrameCount(count) _engine->setFrameCounter(count)
#define getFrameCount() _engine->getFrameCounter()
// Scenes

View file

@ -42,7 +42,6 @@
#include "common/debug-channels.h"
#include "common/error.h"
#include "common/fs.h"
#include "common/timer.h"
#include "engines/util.h"
@ -57,7 +56,7 @@ LastExpressEngine::LastExpressEngine(OSystem *syst, const ADGameDescription *gd)
Engine(syst), _gameDescription(gd),
_debugger(NULL), _random("lastexpress"), _cursor(NULL),
_font(NULL), _logic(NULL), _menu(NULL),
_frameCounter(0), _lastFrameCount(0),
_lastFrameCount(0),
_graphicsMan(NULL), _resMan(NULL),
_sceneMan(NULL), _soundMan(NULL),
_eventMouse(NULL), _eventTick(NULL),
@ -84,8 +83,6 @@ LastExpressEngine::LastExpressEngine(OSystem *syst, const ADGameDescription *gd)
}
LastExpressEngine::~LastExpressEngine() {
_timer->removeTimerProc(&soundTimer);
// Delete the remaining objects
SAFE_DELETE(_cursor);
SAFE_DELETE(_font);
@ -144,9 +141,8 @@ Common::Error LastExpressEngine::run() {
// Game logic
_logic = new Logic(this);
// Start sound manager and setup timer
// Sound manager
_soundMan = new SoundManager(this);
_timer->installTimerProc(&soundTimer, 17000, this, "lastexpressSound");
// Menu
_menu = new Menu(this);
@ -163,6 +159,11 @@ Common::Error LastExpressEngine::run() {
return Common::kNoError;
}
uint32 LastExpressEngine::getFrameCounter() const {
// the original game has a timer running at 60Hz incrementing a dedicated variable
return (uint64)_system->getMillis() * 60 / 1000;
}
void LastExpressEngine::pollEvents() {
Common::Event ev;
if (!_eventMan->pollEvent(ev))
@ -222,10 +223,13 @@ bool LastExpressEngine::handleEvents() {
getGameLogic()->getGameState()->getGameFlags()->mouseLeftClick = true;
getGameLogic()->getGameState()->getGameFlags()->mouseLeftPressed = (ev.type == Common::EVENT_LBUTTONDOWN) ? true : false;
// Adjust frameInterval flag
if (_frameCounter < _lastFrameCount + 30)
getGameLogic()->getGameState()->getGameFlags()->frameInterval = true;
_lastFrameCount = _frameCounter;
{
// Adjust frameInterval flag
uint32 frameCounter = getFrameCounter();
if (frameCounter < _lastFrameCount + 30)
getGameLogic()->getGameState()->getGameFlags()->frameInterval = true;
_lastFrameCount = frameCounter;
}
if (_eventMouse && _eventMouse->isValid())
(*_eventMouse)(ev);
@ -272,21 +276,6 @@ bool LastExpressEngine::handleEvents() {
return false;
}
///////////////////////////////////////////////////////////////////////////////////
/// Timer
///////////////////////////////////////////////////////////////////////////////////
void LastExpressEngine::soundTimer(void *refCon) {
((LastExpressEngine *)refCon)->handleSoundTimer();
}
void LastExpressEngine::handleSoundTimer() {
if (_frameCounter & 1)
if (_soundMan)
_soundMan->getQueue()->handleTimer();
_frameCounter++;
}
///////////////////////////////////////////////////////////////////////////////////
/// Event Handling
///////////////////////////////////////////////////////////////////////////////////

View file

@ -104,13 +104,8 @@ public:
bool isDemo() const;
// Frame Counter
uint32 getFrameCounter() { return _frameCounter; }
void setFrameCounter(uint32 count) { _frameCounter = count; }
protected:
// Sound Timer
static void soundTimer(void *ptr);
void handleSoundTimer();
// TODO: all callers could use _system->getMillis() directly without extra conversions
uint32 getFrameCounter() const;
private:
const ADGameDescription *_gameDescription;
@ -127,7 +122,6 @@ private:
Menu *_menu;
// Frame counter
uint32 _frameCounter;
uint32 _lastFrameCount;
// Managers

View file

@ -59,30 +59,6 @@ SoundQueue::~SoundQueue() {
_engine = NULL;
}
//////////////////////////////////////////////////////////////////////////
// Timer
//////////////////////////////////////////////////////////////////////////
void SoundQueue::handleTimer() {
Common::StackLock locker(_mutex);
for (Common::List<SoundEntry *>::iterator i = _soundList.begin(); i != _soundList.end(); ++i) {
SoundEntry *entry = (*i);
if (entry == NULL)
error("[SoundQueue::handleTimer] Invalid entry found in sound queue");
// When the entry has stopped playing, we remove his buffer
if (entry->isFinished()) {
entry->close();
SAFE_DELETE(entry);
i = _soundList.reverse_erase(i);
continue;
}
// Queue the entry data, applying filtering
entry->play();
}
}
//////////////////////////////////////////////////////////////////////////
// Sound queue management
//////////////////////////////////////////////////////////////////////////
@ -91,24 +67,18 @@ void SoundQueue::addToQueue(SoundEntry *entry) {
}
void SoundQueue::removeFromQueue(EntityIndex entity) {
Common::StackLock locker(_mutex);
SoundEntry *entry = getEntry(entity);
if (entry)
entry->reset();
}
void SoundQueue::removeFromQueue(Common::String filename) {
Common::StackLock locker(_mutex);
SoundEntry *entry = getEntry(filename);
if (entry)
entry->reset();
}
void SoundQueue::updateQueue() {
Common::StackLock locker(_mutex);
++_flag;
if (getSoundState() & kSoundState1) {
@ -136,7 +106,19 @@ void SoundQueue::updateQueue() {
entry->close();
SAFE_DELETE(entry);
it = _soundList.reverse_erase(it);
continue;
}
// When the entry has stopped playing, we remove his buffer
if (entry->isFinished()) {
entry->close();
SAFE_DELETE(entry);
it = _soundList.reverse_erase(it);
continue;
}
// Queue the entry data, applying filtering
entry->play();
}
// Original update the current entry, loading another set of samples to be decoded
@ -147,8 +129,6 @@ void SoundQueue::updateQueue() {
}
void SoundQueue::resetQueue() {
Common::StackLock locker(_mutex);
for (Common::List<SoundEntry *>::iterator i = _soundList.begin(); i != _soundList.end(); ++i) {
if ((*i)->getType() == kSoundType1) {
(*i)->reset();
@ -168,8 +148,6 @@ void SoundQueue::resetQueue(SoundType type1, SoundType type2) {
if (!type2)
type2 = type1;
Common::StackLock locker(_mutex);
for (Common::List<SoundEntry *>::iterator i = _soundList.begin(); i != _soundList.end(); ++i) {
if ((*i)->getType() != type1 && (*i)->getType() != type2)
(*i)->reset();
@ -177,8 +155,6 @@ void SoundQueue::resetQueue(SoundType type1, SoundType type2) {
}
void SoundQueue::clearQueue() {
Common::StackLock locker(_mutex);
_flag |= 8;
for (Common::List<SoundEntry *>::iterator i = _soundList.begin(); i != _soundList.end(); ++i) {
@ -200,8 +176,6 @@ void SoundQueue::clearQueue() {
// State
//////////////////////////////////////////////////////////////////////////
void SoundQueue::clearStatus() {
Common::StackLock locker(_mutex);
for (Common::List<SoundEntry *>::iterator i = _soundList.begin(); i != _soundList.end(); ++i)
(*i)->setStatus((*i)->getStatus() | kSoundFlagCloseRequested);
}
@ -210,16 +184,12 @@ void SoundQueue::clearStatus() {
// Entry management
//////////////////////////////////////////////////////////////////////////
void SoundQueue::setupEntry(SoundType type, EntityIndex index) {
Common::StackLock locker(_mutex);
SoundEntry *entry = getEntry(type);
if (entry)
entry->setEntity(index);
}
void SoundQueue::processEntry(EntityIndex entity) {
Common::StackLock locker(_mutex);
SoundEntry *entry = getEntry(entity);
if (entry) {
entry->update(0);
@ -228,16 +198,12 @@ void SoundQueue::processEntry(EntityIndex entity) {
}
void SoundQueue::processEntry(SoundType type) {
Common::StackLock locker(_mutex);
SoundEntry *entry = getEntry(type);
if (entry)
entry->update(0);
}
void SoundQueue::processEntry(Common::String filename) {
Common::StackLock locker(_mutex);
SoundEntry *entry = getEntry(filename);
if (entry) {
entry->update(0);
@ -283,8 +249,6 @@ SoundEntry *SoundQueue::getEntry(SoundType type) {
}
uint32 SoundQueue::getEntryTime(EntityIndex index) {
Common::StackLock locker(_mutex);
SoundEntry *entry = getEntry(index);
if (entry)
return entry->getTime();
@ -293,14 +257,10 @@ uint32 SoundQueue::getEntryTime(EntityIndex index) {
}
bool SoundQueue::isBuffered(EntityIndex entity) {
Common::StackLock locker(_mutex);
return (getEntry(entity) != NULL);
}
bool SoundQueue::isBuffered(Common::String filename, bool testForEntity) {
Common::StackLock locker(_mutex);
SoundEntry *entry = getEntry(filename);
if (testForEntity)
@ -313,8 +273,6 @@ bool SoundQueue::isBuffered(Common::String filename, bool testForEntity) {
// Subtitles
//////////////////////////////////////////////////////////////////////////
void SoundQueue::updateSubtitles() {
Common::StackLock locker(_mutex);
uint32 index = 0;
SubtitleEntry *subtitle = NULL;
@ -363,8 +321,6 @@ void SoundQueue::updateSubtitles() {
// Savegame
//////////////////////////////////////////////////////////////////////////
void SoundQueue::saveLoadWithSerializer(Common::Serializer &s) {
Common::StackLock locker(_mutex);
s.syncAsUint32LE(_state);
s.syncAsUint32LE(_currentType);
@ -391,12 +347,7 @@ void SoundQueue::saveLoadWithSerializer(Common::Serializer &s) {
}
// FIXME: We probably need another mutex here to protect during the whole savegame process
// as we could have removed an entry between the time we check the count and the time we
// save the entries
uint32 SoundQueue::count() {
Common::StackLock locker(_mutex);
uint32 numEntries = 0;
for (Common::List<SoundEntry *>::iterator i = _soundList.begin(); i != _soundList.end(); ++i)
if ((*i)->getName2().matchString("NISSND?"))
@ -409,8 +360,6 @@ uint32 SoundQueue::count() {
// Debug
//////////////////////////////////////////////////////////////////////////
void SoundQueue::stopAllSound() {
Common::StackLock locker(_mutex);
for (Common::List<SoundEntry *>::iterator i = _soundList.begin(); i != _soundList.end(); ++i)
(*i)->getSoundStream()->stop();
}

View file

@ -40,9 +40,6 @@ public:
SoundQueue(LastExpressEngine *engine);
~SoundQueue();
// Timer
void handleTimer();
// Queue
void addToQueue(SoundEntry *entry);
void removeFromQueue(Common::String filename);
@ -96,8 +93,6 @@ protected:
private:
LastExpressEngine *_engine;
Common::Mutex _mutex;
// State & shared data
int _state;
SoundType _currentType;