mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-12 20:50:56 +00:00
293bf95c01
svn-id: r53188
109 lines
2.8 KiB
C++
109 lines
2.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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// -----------------------------------------------------------------------------
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// Includes
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// -----------------------------------------------------------------------------
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#include "sword25/fmv/oggtheora/audiobuffer.h"
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#include <windows.h>
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#include <queue>
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using namespace std;
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// -----------------------------------------------------------------------------
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struct BS_AudioBuffer::Impl
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{
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CRITICAL_SECTION CS;
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queue<signed short> Buffer;
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};
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// -----------------------------------------------------------------------------
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BS_AudioBuffer::BS_AudioBuffer() : t(new Impl())
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{
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InitializeCriticalSection(&t->CS);
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}
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// -----------------------------------------------------------------------------
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BS_AudioBuffer::~BS_AudioBuffer()
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{
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DeleteCriticalSection(&t->CS);
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delete t;
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}
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// -----------------------------------------------------------------------------
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void BS_AudioBuffer::Push(signed short * SamplePtr, unsigned int SampleCount)
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{
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EnterCriticalSection(&t->CS);
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signed short * SampleEndPtr = SamplePtr + SampleCount;
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while (SamplePtr != SampleEndPtr) t->Buffer.push(*SamplePtr++);
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LeaveCriticalSection(&t->CS);
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}
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// -----------------------------------------------------------------------------
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unsigned int BS_AudioBuffer::Pop(signed short * SamplePtr, unsigned int SampleCount)
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{
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EnterCriticalSection(&t->CS);
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unsigned int i = 0;
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for (; i < SampleCount && !t->Buffer.empty(); ++i)
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{
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SamplePtr[i] = t->Buffer.front();
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t->Buffer.pop();
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}
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LeaveCriticalSection(&t->CS);
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return i;
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}
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// -----------------------------------------------------------------------------
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unsigned int BS_AudioBuffer::Size() const
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{
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EnterCriticalSection(&t->CS);
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unsigned int result = t->Buffer.size();
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LeaveCriticalSection(&t->CS);
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return result;
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}
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