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Author Topic: SoundStream repeating  (Read 3323 times)

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TheMagicNumber

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SoundStream repeating
« on: December 31, 2010, 07:38:59 am »
I'm playing around with SoundStreams and I can't seem to get this to stop repeating samples.

Here's my code right now (it's not a lot!): http://dl.dropbox.com/u/675786/SoundTest.zip

Laurent

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SoundStream repeating
« Reply #1 on: December 31, 2010, 08:14:18 am »
Can you post a minimal and complete piece of code, directly on the forum please? It's a lot more convenient for us than to download and extract an archive, then figuring out which part of the code is relevant ;)
Laurent Gomila - SFML developer

TheMagicNumber

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SoundStream repeating
« Reply #2 on: December 31, 2010, 08:24:57 am »
main.cpp
Code: [Select]
#include <iostream>
#include <SoundPlayer.hpp>

const int sampleRate = 8000;
const int sampleRate2 = sampleRate / 2;

int main()
{
sf::Int16 b[sampleRate2];
SoundPlayer s(sampleRate);

s.Start();

double amplitude = 0.5 * 0xFFFF;
double frequency = 200;
char res = 0;

while (s.GetStatus() == s.Playing)
{
sf::Sleep(0.15f);
std::cout << "Press enter to add more samples." << std::endl;
std::cin.get(res);

if (res != '\n')
break;

for (int i = 0; i < sampleRate2; i++)
b[i] = (short)(amplitude * sin((2 * 3.14159 * i * frequency) / sampleRate));

frequency += 25;

s.Add(b, sampleRate2);
}

s.End();

return 0;
}


SoundPlayer.hpp
Code: [Select]
#pragma once

#include <iterator>
#include <SFML/Audio.hpp>

class SoundPlayer : public sf::SoundStream
{
sf::Mutex              mutex; // for buffer
    std::vector<sf::Int16> buffer;
    std::vector<sf::Int16> playingBuffer;
    size_t           offset;
bool   playing;

virtual bool OnGetData(sf::SoundStream::Chunk& data);
virtual void OnSeek(float timeOffset);

public:
SoundPlayer(int sampleRate);
~SoundPlayer();

void Start();
void End();
void Add(sf::Int16* data, size_t count);
};


SoundPlayer.cpp
Code: [Select]
#include <SoundPlayer.hpp>

SoundPlayer::SoundPlayer(int sampleRate)
: playing(false)
{
Initialize(1, sampleRate);
SetLoop(false);
}

SoundPlayer::~SoundPlayer()
{
End();
}

void SoundPlayer::Start()
{
if (playing)
return;

playing = true;
Play();
}

void SoundPlayer::End()
{
if (!playing)
return;

playing = false;
Stop();
}

void SoundPlayer::Add(sf::Int16* data, size_t count)
{
sf::Lock lock(mutex);
std::copy(data, data + count, std::back_inserter(buffer));
}

bool SoundPlayer::OnGetData(sf::SoundStream::Chunk& data)
{
if (!playing)
return false;

while (!buffer.size() && playing)
sf::Sleep(0.01f);

{
sf::Lock lock(mutex);
playingBuffer.assign(buffer.begin(), buffer.end());
buffer.clear();
}

if (!playingBuffer.size())
return false;

data.Samples = &playingBuffer[0];
    data.NbSamples = playingBuffer.size();

return true;
}

void SoundPlayer::OnSeek(float timeOffset)
{

}

Laurent

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SoundStream repeating
« Reply #3 on: December 31, 2010, 09:05:22 am »
I don't see anything wrong. I'll try to test your code.
Laurent Gomila - SFML developer

TheMagicNumber

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SoundStream repeating
« Reply #4 on: December 31, 2010, 09:59:52 am »
Thanks.

Also, is there any way to make it start immediately, or will it wait for enough samples to start playing?

Laurent

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SoundStream repeating
« Reply #5 on: December 31, 2010, 10:13:50 am »
When you call Play(), the stream tries to fill all its internal buffers by calling OnGetData, before actually starting playback. So it will start playing immediately if your have sample data available at the moment you call Play().
Laurent Gomila - SFML developer

TheMagicNumber

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SoundStream repeating
« Reply #6 on: December 31, 2010, 10:27:51 am »
Okay, so it plays when it has enough sound data. Could this be related to why it repeats?

Laurent

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SoundStream repeating
« Reply #7 on: December 31, 2010, 10:45:37 am »
I don't know. Have you tried calling Add() before Start()?
Laurent Gomila - SFML developer

TheMagicNumber

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SoundStream repeating
« Reply #8 on: December 31, 2010, 11:00:30 am »
Yes, same result.

It only repeats if it had to wait on samples to continue playing. I would really like to have it do that without the repeating.

Groogy

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SoundStream repeating
« Reply #9 on: December 31, 2010, 03:01:26 pm »
Donno if this is your problem but it's a big NONO if I get it right...

Code: [Select]
     while (!buffer.size() && playing)
      sf::Sleep(0.01f);

   {
      sf::Lock lock(mutex);
      playingBuffer.assign(buffer.begin(), buffer.end());
      buffer.clear();
   }


In this part of the code you only loop the sf::Sleep until the loop returns false. Then you enter a local-scope which does what I think you wanted the loop to do.

*EDIT*
No nevermind, the scope-params threw me off, that's not the issue
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