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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 <X11/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 %ld\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 %ld\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 %ld\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 %ld\n", status);
+ return;
+ }
+
+ // success!
+ quartzAudioDevice = outputDevice;
+}