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authortobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-08-15 18:52:50 +0000
committertobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-08-15 18:52:50 +0000
commitce4b2cba82398577edf04cce8abccf95bd93ea32 (patch)
treeceff3a1a4ba7aac01c32ed239295136faac5c100 /Game/Code
parent0a2abc145a59bfb2b0e0402a86115fa2da53c681 (diff)
downloadusdx-ce4b2cba82398577edf04cce8abccf95bd93ea32.tar.gz
usdx-ce4b2cba82398577edf04cce8abccf95bd93ea32.tar.xz
usdx-ce4b2cba82398577edf04cce8abccf95bd93ea32.zip
Race-Conditions fixed in recording stuff.
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1267 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code')
-rw-r--r--Game/Code/Classes/UDraw.pas10
-rw-r--r--Game/Code/Classes/ULog.pas4
-rw-r--r--Game/Code/Classes/URecord.pas143
3 files changed, 98 insertions, 59 deletions
diff --git a/Game/Code/Classes/UDraw.pas b/Game/Code/Classes/UDraw.pas
index e405ec07..ff0920f5 100644
--- a/Game/Code/Classes/UDraw.pas
+++ b/Game/Code/Classes/UDraw.pas
@@ -173,13 +173,17 @@ begin;
MaxX := W-1;
MaxY := (H-1) / 2;
+ Sound.LockAnalysisBuffer();
+
glBegin(GL_LINE_STRIP);
- for SampleIndex := 0 to High(Sound.BufferArray) do
+ for SampleIndex := 0 to High(Sound.AnalysisBuffer) do
begin
- glVertex2f(X + MaxX * SampleIndex/High(Sound.BufferArray),
- Y + MaxY * (1 - Sound.BufferArray[SampleIndex]/-Low(Smallint)));
+ glVertex2f(X + MaxX * SampleIndex/High(Sound.AnalysisBuffer),
+ Y + MaxY * (1 - Sound.AnalysisBuffer[SampleIndex]/-Low(Smallint)));
end;
glEnd;
+
+ Sound.UnlockAnalysisBuffer();
end;
diff --git a/Game/Code/Classes/ULog.pas b/Game/Code/Classes/ULog.pas
index 8394d73e..a9a2f3c4 100644
--- a/Game/Code/Classes/ULog.pas
+++ b/Game/Code/Classes/ULog.pas
@@ -388,8 +388,8 @@ begin
FS := TFileStream.Create(FileName, fmCreate);
- AudioInputProcessor.Sound[SoundNr].BufferLong.Seek(0, soBeginning);
- FS.CopyFrom(AudioInputProcessor.Sound[SoundNr].BufferLong, AudioInputProcessor.Sound[SoundNr].BufferLong.Size);
+ AudioInputProcessor.Sound[SoundNr].LogBuffer.Seek(0, soBeginning);
+ FS.CopyFrom(AudioInputProcessor.Sound[SoundNr].LogBuffer, AudioInputProcessor.Sound[SoundNr].LogBuffer.Size);
FS.Free;
end;
diff --git a/Game/Code/Classes/URecord.pas b/Game/Code/Classes/URecord.pas
index fdd8bb9c..8a537dc9 100644
--- a/Game/Code/Classes/URecord.pas
+++ b/Game/Code/Classes/URecord.pas
@@ -11,6 +11,7 @@ interface
uses Classes,
Math,
SysUtils,
+ sdl,
UCommon,
UMusic,
UIni;
@@ -23,13 +24,23 @@ type
TCaptureBuffer = class
private
VoiceStream: TAudioVoiceStream; // stream for voice passthrough
+ AnalysisBufferLock: PSDL_Mutex;
function GetToneString: string; // converts a tone to its string represenatation;
+
+ procedure BoostBuffer(Buffer: PChar; Size: Cardinal);
+ procedure ProcessNewBuffer(Buffer: PChar; BufferSize: integer);
+
+ // we call it to analyze sound by checking Autocorrelation
+ procedure AnalyzeByAutocorrelation;
+ // use this to check one frequency by Autocorrelation
+ function AnalyzeAutocorrelationFreq(Freq: real): real;
public
- BufferArray: array[0..4095] of smallint; // newest 4096 samples
- BufferLong: TMemoryStream; // full buffer
+ AnalysisBuffer: array[0..4095] of smallint; // newest 4096 samples
AnalysisBufferSize: integer; // number of samples of BufferArray to analyze
+ LogBuffer: TMemoryStream; // full buffer
+
AudioFormat: TAudioFormatInfo;
// pitch detection
@@ -44,17 +55,12 @@ type
procedure Clear;
- procedure BoostBuffer(Buffer: PChar; Size: Cardinal);
- procedure ProcessNewBuffer(Buffer: PChar; BufferSize: integer);
-
// use to analyze sound from buffers to get new pitch
procedure AnalyzeBuffer;
- // we call it to analyze sound by checking Autocorrelation
- procedure AnalyzeByAutocorrelation;
- // use this to check one frequency by Autocorrelation
- function AnalyzeAutocorrelationFreq(Freq: real): real;
- function MaxSampleVolume: Single;
+ procedure LockAnalysisBuffer(); {$IFDEF HasInline}inline;{$ENDIF}
+ procedure UnlockAnalysisBuffer(); {$IFDEF HasInline}inline;{$ENDIF}
+ function MaxSampleVolume: Single;
property ToneString: string READ GetToneString;
end;
@@ -137,11 +143,6 @@ var
singleton_AudioInputProcessor : TAudioInputProcessor = nil;
-// FIXME:
-// Race-Conditions between Callback-thread and main-thread on BufferArray.
-// Use mutexes to solve this problem.
-
-
{ Global }
function AudioInputProcessor(): TAudioInputProcessor;
@@ -208,23 +209,37 @@ end;
constructor TCaptureBuffer.Create;
begin
inherited;
- BufferLong := TMemoryStream.Create;
- AnalysisBufferSize := Min(4*1024, Length(BufferArray));
+ LogBuffer := TMemoryStream.Create;
+ AnalysisBufferLock := SDL_CreateMutex();
+ AnalysisBufferSize := Length(AnalysisBuffer);
end;
destructor TCaptureBuffer.Destroy;
begin
- FreeAndNil(BufferLong);
+ FreeAndNil(LogBuffer);
FreeAndNil(VoiceStream);
FreeAndNil(AudioFormat);
+ SDL_DestroyMutex(AnalysisBufferLock);
inherited;
end;
+procedure TCaptureBuffer.LockAnalysisBuffer();
+begin
+ SDL_mutexP(AnalysisBufferLock);
+end;
+
+procedure TCaptureBuffer.UnlockAnalysisBuffer();
+begin
+ SDL_mutexV(AnalysisBufferLock);
+end;
+
procedure TCaptureBuffer.Clear;
begin
- if assigned(BufferLong) then
- BufferLong.Clear;
- FillChar(BufferArray[0], Length(BufferArray) * SizeOf(SmallInt), 0);
+ if assigned(LogBuffer) then
+ LogBuffer.Clear;
+ LockAnalysisBuffer();
+ FillChar(AnalysisBuffer[0], Length(AnalysisBuffer) * SizeOf(SmallInt), 0);
+ UnlockAnalysisBuffer();
end;
procedure TCaptureBuffer.ProcessNewBuffer(Buffer: PChar; BufferSize: integer);
@@ -251,20 +266,29 @@ begin
SampleCount := BufferSize div SizeOf(SmallInt);
// check if we have more new samples than we can store
- if (SampleCount > Length(BufferArray)) then
+ if (SampleCount > Length(AnalysisBuffer)) then
begin
// discard the oldest of the new samples
- BufferOffset := (SampleCount - Length(BufferArray)) * SizeOf(SmallInt);
- SampleCount := Length(BufferArray);
+ BufferOffset := (SampleCount - Length(AnalysisBuffer)) * SizeOf(SmallInt);
+ SampleCount := Length(AnalysisBuffer);
end;
- // move old samples to the beginning of the array (if necessary)
- for i := 0 to High(BufferArray)-SampleCount do
- BufferArray[i] := BufferArray[i+SampleCount];
- // copy samples to analysis buffer
- Move(Buffer[BufferOffset], BufferArray[Length(BufferArray)-SampleCount],
- SampleCount * SizeOf(SmallInt));
+ LockAnalysisBuffer();
+ try
+
+ // move old samples to the beginning of the array (if necessary)
+ for i := 0 to High(AnalysisBuffer)-SampleCount do
+ AnalysisBuffer[i] := AnalysisBuffer[i+SampleCount];
+
+ // copy new samples to analysis buffer
+ Move(Buffer[BufferOffset], AnalysisBuffer[Length(AnalysisBuffer)-SampleCount],
+ SampleCount * SizeOf(SmallInt));
+
+ finally
+ UnlockAnalysisBuffer();
+ end;
+
// save capture-data to BufferLong if enabled
if (Ini.SavePlayback = 1) then
@@ -273,7 +297,7 @@ begin
// For an in-game replay-mode we need to compress data so we do not
// waste that much memory. Maybe ogg-vorbis with voice-preset in fast-mode?
// Or we could use a faster but not that efficient lossless compression.
- BufferLong.WriteBuffer(Buffer, BufferSize);
+ LogBuffer.WriteBuffer(Buffer, BufferSize);
end;
end;
@@ -288,23 +312,30 @@ begin
ToneAbs := -1;
Tone := -1;
- // find maximum volume of first 1024 samples
- MaxVolume := 0;
- for SampleIndex := 0 to 1023 do
- begin
- Volume := Abs(BufferArray[SampleIndex]) / -Low(Smallint);
- if Volume > MaxVolume then
- MaxVolume := Volume;
- end;
+ LockAnalysisBuffer();
+ try
- Threshold := IThresholdVals[Ini.ThresholdIndex];
-
- // check if signal has an acceptable volume (ignore background-noise)
- if MaxVolume >= Threshold then
- begin
- // analyse the current voice pitch
- AnalyzeByAutocorrelation;
- ToneValid := true;
+ // find maximum volume of first 1024 samples
+ MaxVolume := 0;
+ for SampleIndex := 0 to 1023 do
+ begin
+ Volume := Abs(AnalysisBuffer[SampleIndex]) / -Low(Smallint);
+ if Volume > MaxVolume then
+ MaxVolume := Volume;
+ end;
+
+ Threshold := IThresholdVals[Ini.ThresholdIndex];
+
+ // check if signal has an acceptable volume (ignore background-noise)
+ if MaxVolume >= Threshold then
+ begin
+ // analyse the current voice pitch
+ AnalyzeByAutocorrelation;
+ ToneValid := true;
+ end;
+
+ finally
+ UnlockAnalysisBuffer();
end;
end;
@@ -363,7 +394,7 @@ begin
while (CorrelatingSampleIndex < AnalysisBufferSize) do
begin
// calc distance (correlation: 1-dist) to corresponding sample in next period
- Dist := Abs(BufferArray[SampleIndex] - BufferArray[CorrelatingSampleIndex]) /
+ Dist := Abs(AnalysisBuffer[SampleIndex] - AnalysisBuffer[CorrelatingSampleIndex]) /
High(Word);
AccumDist := AccumDist + Dist;
Inc(SampleIndex);
@@ -379,12 +410,16 @@ var
lSampleIndex: Integer;
lMaxVol : Longint;
begin;
- // FIXME: lock buffer to avoid race-conditions
- lMaxVol := 0;
- for lSampleIndex := 0 to High(BufferArray) do
- begin
- if Abs(BufferArray[lSampleIndex]) > lMaxVol then
- lMaxVol := Abs(BufferArray[lSampleIndex]);
+ LockAnalysisBuffer();
+ try
+ lMaxVol := 0;
+ for lSampleIndex := 0 to High(AnalysisBuffer) do
+ begin
+ if Abs(AnalysisBuffer[lSampleIndex]) > lMaxVol then
+ lMaxVol := Abs(AnalysisBuffer[lSampleIndex]);
+ end;
+ finally
+ UnlockAnalysisBuffer();
end;
result := lMaxVol / -Low(Smallint);