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/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
AUTHOR: John DiCamillo
OVERVIEW
========
Abstract sound card class
*/
#include "MemDebug.h"
#include "SoundCard.h"
#include "Sound.h"
// +--------------------------------------------------------------------+
DWORD WINAPI SoundCardUpdateProc(LPVOID link);
// +--------------------------------------------------------------------+
SoundCard::SoundCard()
: status(SC_UNINITIALIZED), hthread(0), shutdown(false)
{
DWORD thread_id = 0;
hthread = CreateThread(0, 4096, SoundCardUpdateProc,
(LPVOID) this, 0, &thread_id);
}
// +--------------------------------------------------------------------+
SoundCard::~SoundCard()
{
shutdown = true;
WaitForSingleObject(hthread, 500);
CloseHandle(hthread);
hthread = 0;
sounds.destroy();
status = SC_UNINITIALIZED;
}
// +--------------------------------------------------------------------+
DWORD WINAPI SoundCardUpdateProc(LPVOID link)
{
SoundCard* card = (SoundCard*) link;
if (card)
return card->UpdateThread();
return (DWORD) E_POINTER;
}
// +--------------------------------------------------------------------+
DWORD
SoundCard::UpdateThread()
{
while (!shutdown) {
Update();
Sleep(50);
}
return 0;
}
// +--------------------------------------------------------------------+
void
SoundCard::Update()
{
AutoThreadSync a(sync);
ListIter<Sound> iter = sounds;
while (++iter) {
Sound* s = iter.value();
s->Update();
if (s->GetStatus() == Sound::DONE &&
!(s->GetFlags() & Sound::LOCKED)) {
delete iter.removeItem();
}
}
}
// +--------------------------------------------------------------------+
void
SoundCard::AddSound(Sound* s)
{
AutoThreadSync a(sync);
if (!sounds.contains(s))
sounds.append(s);
}
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