src/cdrom/macosx/SDL_syscdrom_c.h
author Sam Lantinga <slouken@libsdl.org>
Sat, 28 Jun 2003 17:03:57 +0000
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child 768 de1b2c3063b9
permissions -rw-r--r--
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002  Sam Lantinga
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    This library is free software; you can redistribute it and/or
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    modify it under the terms of the GNU Library General Public
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    License as published by the Free Software Foundation; either
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    version 2 of the License, or (at your option) any later version.
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    This library 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 GNU
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    Library General Public License for more details.
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    You should have received a copy of the GNU Library General Public
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    License along with this library; if not, write to the Free
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    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
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    Sam Lantinga
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    slouken@libsdl.org
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*/
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/***********************************************************************************
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 Implementation Notes
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 *********************
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    This code has several limitations currently (all of which are proabaly fixable):
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    1. A CD-ROM device is inferred from a mounted cdfs volume, so device 0 is
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       not necessarily the first CD-ROM device on the system. (Somewhat easy to fix
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       by useing the device name from the volume id's to reorder the volumes)
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    2. You can only open and control 1 CD-ROM device at a time. (Challenging to fix,
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       due to extensive code restructuring)
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    3. The status reported by SDL_CDStatus only changes to from CD_PLAYING to CD_STOPPED in
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       1-second intervals (because the audio is buffered in 1-second chunks) If
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       the audio data is less than 1 second, the remainder is filled with silence.
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       If you need to play sequences back-to-back that are less that 1 second long,
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       use the frame position to determine when to play the next sequence, instead
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       of SDL_CDStatus.
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       This may be possible to fix with a clever usage of the AudioUnit API.
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    4. When new volumes are inserted, our volume information is not updated. The only way
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       to refresh this information is to reinit the CD-ROM subsystem of SDL. To fix this,
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       one would probably have to fix point 1 above first, then figure out how to register
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       for a notification when new media is mounted in order to perform an automatic
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       rescan for cdfs volumes.
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    So, here comes a description of how this all works.
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        < Initializing >
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        To get things rolling, we have to locate mounted volumes that contain
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        audio (since nearly all Macs don't have analog audio-in on the sound card).
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        That's easy, since these volumes have a flag that indicates this special
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        filesystem. See DetectAudioCDVolumes() in CDPlayer.cpp for this code.
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        Next, we parse the invisible .TOC.plist in the root of the volume, which gets us
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        the track information (number, offset, length, leadout, etc). See ReadTOCData() in
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        CDPlayer.cpp for the skinny on this.
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        < The Playback Loop >
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        Now come the tricky parts. Let's start with basic audio playback. When a frame
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        range to play is requested, we must first find the .aiff files on the volume, 
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        hopefully in the right order. Since these files all begin with a number "1 Audio Track", 
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        etc, this is used to determine the correct track order.
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        Once all files are determined, we have to find what file corresponds to the start
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        and length parameter to SDL_SYS_CDPlay(). Again, this is quite simple by walking the
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        cdrom's track list. At this point, we also save the offset to the next track and frames
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        remaining, if we're going to have to play another file after the first one. See
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        GetFileForOffset() for this code.
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        At this point we have all info needed to start playback, so we hand off to the LoadFile()
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        function, which proceeds to do its magic and plays back the file.
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        When the file is finished playing, CompletionProc() is invoked, at which time we can
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        play the next file if the previously saved next track and frames remaining
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        indicates that we should. 
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        < Magic >
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        OK, so it's not really magic, but since I don't fully understand all the hidden details it
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        seems like it to me ;-) The API's involved are the AudioUnit and AudioFile API's. These
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        appear to be an extension of CoreAudio for creating modular playback and f/x entities.
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        The important thing is that CPU usage is very low and reliability is very high. You'd
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        be hard-pressed to find a way to stutter the playback with other CPU-intensive tasks.
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        One part of this magic is that it uses multiple threads, which carries the usual potential
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        for disaster if not handled carefully. Playback currently requires 4 additional threads:
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            1. The coreaudio runloop thread
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            2. The coreaudio device i/o thread
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            3. The file streaming thread
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            4. The notification/callback thread
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        The first 2 threads are necessary evil - CoreAudio creates this no matter what the situation
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        is (even the SDL sound implementation creates theses suckers). The last two are are created
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        by us.
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        The file is streamed from disk using a threaded double-buffer approach. 
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        This way, the high latency operation of reading from disk can be performed without interrupting
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        the real-time device thread (which amounts to avoiding dropouts). The device thread grabs the
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        buffer that isn't being read and sends it to the CoreAudio mixer where it eventually gets 
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        to the sound card.
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        The device thread posts a notification when the file streaming thread is out of data. This
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        notification must be handled in a separate thread to avoid potential deadlock in the
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        device thread. That's where the notification thread comes in. This thread is signaled
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        whenever a notification needs to be processed, so another file can be played back if need be.
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        The API in CDPlayer.cpp contains synchronization because otherwise both the notification thread
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        and main thread (or another other thread using the SDL CD api) can potentially call it at the same time.
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************************************************************************************/
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#include "SDL_cdrom.h"
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#include "SDL_syscdrom.h"
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#include "CDPlayer.h"
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#define kErrorFakeDevice "Error: Cannot proceed since we're faking a CD-ROM device. Reinit the CD-ROM subsystem to scan for new volumes."
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