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author | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2010-06-06 08:41:02 +0000 |
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committer | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2010-06-06 08:41:02 +0000 |
commit | b272c672d0fb3857f760bf39d3571028919c14b0 (patch) | |
tree | 6170f2efeff84ec05dffc6e4732e30f2117779ed /src/base | |
parent | 30454df1f1b18fc672daf2f5498691266040fbca (diff) | |
download | usdx-b272c672d0fb3857f760bf39d3571028919c14b0.tar.gz usdx-b272c672d0fb3857f760bf39d3571028919c14b0.tar.xz usdx-b272c672d0fb3857f760bf39d3571028919c14b0.zip |
- Now on sing-screen entry a check is performed if mics are assigned to all players. If not an error popup is displayed (but the sing-screen does not abort).
- Player 1 is not assigned to the first detected audio device anymore
- Previously the auto-detected one might have been a non-mic port of the internal sound card like mono or stereo mix
- If the user has singstar mics he does not have to check for other automatically assigned devices for player 1 what caused many problems in the past
-> Providing no default might be better (and the user can check the input volume, too)
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@2449 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'src/base')
-rw-r--r-- | src/base/URecord.pas | 93 |
1 files changed, 80 insertions, 13 deletions
diff --git a/src/base/URecord.pas b/src/base/URecord.pas index c183875c..5d2b4666 100644 --- a/src/base/URecord.pas +++ b/src/base/URecord.pas @@ -124,6 +124,8 @@ type procedure SetVolume(Volume: single); virtual; abstract; end; + TBooleanDynArray = array of boolean; + TAudioInputProcessor = class public Sound: array of TCaptureBuffer; // sound-buffers for every player @@ -133,9 +135,29 @@ type destructor Destroy; override; procedure UpdateInputDeviceConfig; + + {** + * Validates the mic settings. + * If a player was assigned to multiple mics a popup will be displayed + * with the ID of the player and the return value will be false. + *} function ValidateSettings: boolean; - // handle microphone input + {** + * Checks if players 1 to PlayerCount are configured correctly. + * A player is configured if a device's channel is assigned to him. + * For each player (up to PlayerCount) the state will be in PlayerState. + * If a player's state is true the player is configured, otherwise not. + * The return value is the player number of the first player that is not + * configured correctly or 0 if all players are correct. + * The PlayerState array is zero based (index 0 for player 1). + *} + function CheckPlayersConfig(PlayerCount: cardinal; + var PlayerState: TBooleanDynArray): integer; + + {** + * Handle microphone input + *} procedure HandleMicrophoneData(Buffer: PByteArray; Size: integer; InputDevice: TAudioInputDevice); end; @@ -555,10 +577,10 @@ begin channelIndex := High(deviceCfg.ChannelToPlayerMap); // add missing channels or remove non-existing ones SetLength(deviceCfg.ChannelToPlayerMap, device.AudioFormat.Channels); - // initialize added channels to 0 + // assign added channels to no player for i := channelIndex+1 to High(deviceCfg.ChannelToPlayerMap) do begin - deviceCfg.ChannelToPlayerMap[i] := 0; + deviceCfg.ChannelToPlayerMap[i] := CHANNEL_OFF; end; // associate ini-index with device @@ -587,11 +609,11 @@ begin for channelIndex := 0 to channelCount-1 do begin - // set default at first start of USDX (1st device, 1st channel -> player1) - if ((channelIndex = 0) and (device.CfgIndex = 0)) then - deviceCfg.ChannelToPlayerMap[0] := 1 - else - deviceCfg.ChannelToPlayerMap[channelIndex] := 0; + // Do not set any default on first start of USDX. + // Otherwise most probably the wrong device (internal sound card) + // will be selected. + // It is better to force the user to configure the mics himself. + deviceCfg.ChannelToPlayerMap[channelIndex] := CHANNEL_OFF; end; end; end; @@ -603,7 +625,7 @@ const var I, J: integer; PlayerID: integer; - PlayerMap: array [0 .. MAX_PLAYER_COUNT] of boolean; + PlayerMap: array [0 .. MAX_PLAYER_COUNT - 1] of boolean; InputDevice: TAudioInputDevice; InputDeviceCfg: PInputDeviceConfig; begin @@ -621,10 +643,10 @@ begin begin // get player that was mapped to the current device channel PlayerID := InputDeviceCfg.ChannelToPlayerMap[J]; - if (PlayerID <> 0) then + if (PlayerID <> CHANNEL_OFF) then begin // check if player is already assigned to another device/channel - if (PlayerMap[PlayerID]) then + if (PlayerMap[PlayerID - 1]) then begin ScreenPopupError.ShowPopup( Format(Language.Translate('ERROR_PLAYER_DEVICE_ASSIGNMENT'), @@ -634,13 +656,58 @@ begin end; // mark player as assigned to a device - PlayerMap[PlayerID] := true; + PlayerMap[PlayerID - 1] := true; end; end; end; Result := true; end; +function TAudioInputProcessor.CheckPlayersConfig(PlayerCount: cardinal; + var PlayerState: TBooleanDynArray): integer; +var + DeviceIndex: integer; + ChannelIndex: integer; + Device: TAudioInputDevice; + DeviceCfg: PInputDeviceConfig; + PlayerIndex: integer; + I: integer; +begin + SetLength(PlayerState, PlayerCount); + // set all entries to "not configured" + for I := 0 to High(PlayerState) do + begin + PlayerState[I] := false; + end; + + // check each used device + for DeviceIndex := 0 to High(AudioInputProcessor.DeviceList) do + begin + Device := AudioInputProcessor.DeviceList[DeviceIndex]; + if not assigned(Device) then + continue; + DeviceCfg := @Ini.InputDeviceConfig[Device.CfgIndex]; + + // check if device is used + for ChannelIndex := 0 to High(DeviceCfg.ChannelToPlayerMap) do + begin + PlayerIndex := DeviceCfg.ChannelToPlayerMap[ChannelIndex] - 1; + if (PlayerIndex >= 0) and (PlayerIndex < PlayerCount) then + PlayerState[PlayerIndex] := true; + end; + end; + + Result := 0; + for I := 0 to High(PlayerState) do + begin + if (PlayerState[I] = false) then + begin + Result := I + 1; + Break; + end; + end; +end; + {* * Handles captured microphone input data. * Params: @@ -737,7 +804,7 @@ begin // check if device is used for ChannelIndex := 0 to High(DeviceCfg.ChannelToPlayerMap) do begin - Player := DeviceCfg.ChannelToPlayerMap[ChannelIndex]-1; + Player := DeviceCfg.ChannelToPlayerMap[ChannelIndex] - 1; if (Player < 0) or (Player >= PlayersPlay) then begin Device.LinkCaptureBuffer(ChannelIndex, nil); |