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//
// QuartzAudio.m
//
// X Window bell support using CoreAudio or AppKit.
// Greg Parker gparker@cs.stanford.edu 19 Feb 2001
//
// Info about sine wave sound playback:
// CoreAudio code derived from macosx-dev posting by Tim Wood
// http://www.omnigroup.com/mailman/archive/macosx-dev/2000-May/002004.html
// Smoothing transitions between sounds
// http://www.wam.umd.edu/~mphoenix/dss/dss.html
//
/*
* Copyright (c) 2001 Greg Parker. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE ABOVE LISTED COPYRIGHT HOLDER(S) BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*
* Except as contained in this notice, the name(s) of the above copyright
* holders shall not be used in advertising or otherwise to promote the sale,
* use or other dealings in this Software without prior written authorization.
*/
/* $XFree86: xc/programs/Xserver/hw/darwin/quartz/quartzAudio.c,v 1.1 2002/03/28 02:21:18 torrey Exp $ */
#include "quartzCommon.h"
#include "quartzAudio.h"
#include <CoreAudio/CoreAudio.h>
#include <pthread.h>
#include "inputstr.h"
#include "extensions/XI.h"
void NSBeep();
typedef struct QuartzAudioRec {
double frequency;
double amplitude;
UInt32 curFrame;
UInt32 remainingFrames;
UInt32 totalFrames;
UInt32 bytesPerFrame;
double sampleRate;
UInt32 fadeLength;
UInt32 bufferByteCount;
Boolean playing;
pthread_mutex_t lock;
// used to fade out interrupted sound and avoid 'pop'
double prevFrequency;
double prevAmplitude;
UInt32 prevFrame;
} QuartzAudioRec;
static AudioDeviceID quartzAudioDevice = kAudioDeviceUnknown;
static QuartzAudioRec data;
/*
* QuartzAudioEnvelope
* Fade sound in and out to avoid pop.
* Sounds with shorter duration will never reach full amplitude. Deal.
*/
static double QuartzAudioEnvelope(
UInt32 curFrame,
UInt32 totalFrames,
UInt32 fadeLength )
{
double fadeFrames = min(fadeLength, totalFrames / 2);
if (fadeFrames < 1) return 0;
if (curFrame < fadeFrames) {
return curFrame / fadeFrames;
} else if (curFrame > totalFrames - fadeFrames) {
return (totalFrames-curFrame) / fadeFrames;
} else {
return 1.0;
}
}
/*
* QuartzFillBuffer
* Fill this buffer with data and update the data position.
* FIXME: this is ugly
*/
static void QuartzFillBuffer(
AudioBuffer *audiobuffer,
QuartzAudioRec *data )
{
float *buffer, *b;
unsigned int frame, frameCount;
unsigned int bufferFrameCount;
float multiplier, v;
int i;
buffer = (float *)audiobuffer->mData;
bufferFrameCount = audiobuffer->mDataByteSize / data->bytesPerFrame;
frameCount = min(bufferFrameCount, data->remainingFrames);
// Fade out previous sine wave, if any.
b = buffer;
if (data->prevFrame) {
multiplier = 2*M_PI*(data->prevFrequency/data->sampleRate);
for (frame = 0; frame < data->fadeLength; frame++) {
v = data->prevAmplitude *
QuartzAudioEnvelope(frame+data->fadeLength,
2*data->fadeLength,
data->fadeLength) *
sin(multiplier * (data->prevFrame+frame));
for (i = 0; i < audiobuffer->mNumberChannels; i++) {
*b++ = v;
}
}
// no more prev fade
data->prevFrame = 0;
// adjust for space eaten by prev fade
buffer += audiobuffer->mNumberChannels*frame;
bufferFrameCount -= frame;
frameCount = min(bufferFrameCount, data->remainingFrames);
}
// Write a sine wave with the specified frequency and amplitude
multiplier = 2*M_PI*(data->frequency/data->sampleRate);
for (frame = 0; frame < frameCount; frame++) {
v = data->amplitude *
QuartzAudioEnvelope(data->curFrame+frame, data->totalFrames,
data->fadeLength) *
sin(multiplier * (data->curFrame+frame));
for (i = 0; i < audiobuffer->mNumberChannels; i++) {
*b++ = v;
}
}
// Zero out the rest of the buffer, if any
memset(b, 0, sizeof(float) * audiobuffer->mNumberChannels *
(bufferFrameCount-frame));
data->curFrame += frameCount;
data->remainingFrames -= frameCount;
if (data->remainingFrames == 0) {
data->playing = FALSE;
data->curFrame = 0;
}
}
/*
* QuartzAudioIOProc
* Callback function for audio playback.
* FIXME: use inOutputTime to correct for skipping
*/
static OSStatus
QuartzAudioIOProc(
AudioDeviceID inDevice,
const AudioTimeStamp *inNow,
const AudioBufferList *inInputData,
const AudioTimeStamp *inInputTime,
AudioBufferList *outOutputData,
const AudioTimeStamp *inOutputTime,
void *inClientData )
{
QuartzAudioRec *data = (QuartzAudioRec *)inClientData;
int i;
Boolean wasPlaying;
pthread_mutex_lock(&data->lock);
wasPlaying = data->playing;
for (i = 0; i < outOutputData->mNumberBuffers; i++) {
if (data->playing) {
QuartzFillBuffer(outOutputData->mBuffers+i, data);
}
else {
memset(outOutputData->mBuffers[i].mData, 0,
outOutputData->mBuffers[i].mDataByteSize);
}
}
if (wasPlaying && !data->playing) {
OSStatus err;
err = AudioDeviceStop(inDevice, QuartzAudioIOProc);
}
pthread_mutex_unlock(&data->lock);
return 0;
}
/*
* QuartzCoreAudioBell
* Play a tone using the CoreAudio API
*/
static void QuartzCoreAudioBell(
int volume, // volume is % of max
int pitch, // pitch is Hz
int duration ) // duration is milliseconds
{
if (quartzAudioDevice == kAudioDeviceUnknown) return;
pthread_mutex_lock(&data.lock);
// fade previous sound, if any
data.prevFrequency = data.frequency;
data.prevAmplitude = data.amplitude;
data.prevFrame = data.curFrame;
// set new sound
data.frequency = pitch;
data.amplitude = volume / 100.0;
data.curFrame = 0;
data.totalFrames = (int)(data.sampleRate * duration / 1000.0);
data.remainingFrames = data.totalFrames;
if (! data.playing) {
OSStatus status;
status = AudioDeviceStart(quartzAudioDevice, QuartzAudioIOProc);
if (status) {
ErrorF("QuartzAudioBell: AudioDeviceStart returned %d\n", status);
} else {
data.playing = TRUE;
}
}
pthread_mutex_unlock(&data.lock);
}
/*
* DarwinModeBell
* Ring the bell
*/
void DarwinModeBell(
int volume, // volume in percent of max
DeviceIntPtr pDevice,
pointer ctrl,
int class )
{
int pitch; // pitch in Hz
int duration; // duration in milliseconds
if (class == BellFeedbackClass) {
pitch = ((BellCtrl*)ctrl)->pitch;
duration = ((BellCtrl*)ctrl)->duration;
} else if (class == KbdFeedbackClass) {
pitch = ((KeybdCtrl*)ctrl)->bell_pitch;
duration = ((KeybdCtrl*)ctrl)->bell_duration;
} else {
ErrorF("QuartzBell: bad bell class %d\n", class);
return;
}
if (quartzUseSysBeep) {
if (volume)
NSBeep();
} else {
QuartzCoreAudioBell(volume, pitch, duration);
}
}
/*
* QuartzAudioInit
* Prepare to play the bell with the CoreAudio API
*/
void QuartzAudioInit(void)
{
UInt32 propertySize;
OSStatus status;
AudioDeviceID outputDevice;
AudioStreamBasicDescription outputStreamDescription;
double sampleRate;
// Get the default output device
propertySize = sizeof(outputDevice);
status = AudioHardwareGetProperty(
kAudioHardwarePropertyDefaultOutputDevice,
&propertySize, &outputDevice);
if (status) {
ErrorF("QuartzAudioInit: AudioHardwareGetProperty returned %d\n",
status);
return;
}
if (outputDevice == kAudioDeviceUnknown) {
ErrorF("QuartzAudioInit: No audio output devices available.\n");
return;
}
// Get the basic device description
propertySize = sizeof(outputStreamDescription);
status = AudioDeviceGetProperty(outputDevice, 0, FALSE,
kAudioDevicePropertyStreamFormat,
&propertySize, &outputStreamDescription);
if (status) {
ErrorF("QuartzAudioInit: GetProperty(stream format) returned %d\n",
status);
return;
}
sampleRate = outputStreamDescription.mSampleRate;
// Fill in the playback data
data.frequency = 0;
data.amplitude = 0;
data.curFrame = 0;
data.remainingFrames = 0;
data.bytesPerFrame = outputStreamDescription.mBytesPerFrame;
data.sampleRate = sampleRate;
// data.bufferByteCount = bufferByteCount;
data.playing = FALSE;
data.prevAmplitude = 0;
data.prevFrame = 0;
data.prevFrequency = 0;
data.fadeLength = data.sampleRate / 200;
pthread_mutex_init(&data.lock, NULL); // fixme error check
// fixme assert fadeLength<framesPerBuffer
// Prepare for playback
status = AudioDeviceAddIOProc(outputDevice, QuartzAudioIOProc, &data);
if (status) {
ErrorF("QuartzAudioInit: AddIOProc returned %d\n", status);
return;
}
// success!
quartzAudioDevice = outputDevice;
}
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