Changed internal naming convention (local variables now start with a lower case character)

Removed the AudioResource class

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1166 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2009-07-11 22:17:24 +00:00
parent 7cc00085d8
commit 45b150648d
245 changed files with 7865 additions and 8065 deletions

View file

@ -8,8 +8,8 @@
#include <iostream>
const sf::Uint8 AudioData = 1;
const sf::Uint8 EndOfStream = 2;
const sf::Uint8 audioData = 1;
const sf::Uint8 endOfStream = 2;
////////////////////////////////////////////////////////////
@ -47,19 +47,19 @@ public :
/// Run the server, stream audio data from the client
///
////////////////////////////////////////////////////////////
void Start(unsigned short Port)
void Start(unsigned short port)
{
if (!myHasFinished)
{
// Listen to the given port for incoming connections
if (!myListener.Listen(Port))
if (!myListener.Listen(port))
return;
std::cout << "Server is listening to port " << Port << ", waiting for connections... " << std::endl;
std::cout << "Server is listening to port " << port << ", waiting for connections... " << std::endl;
// Wait for a connection
sf::IPAddress ClientAddress;
myListener.Accept(myClient, &ClientAddress);
std::cout << "Client connected : " << ClientAddress << std::endl;
sf::IPAddress clientAddress;
myListener.Accept(myClient, &clientAddress);
std::cout << "Client connected : " << clientAddress << std::endl;
// Start playback
Play();
@ -80,7 +80,7 @@ private :
/// /see SoundStream::OnGetData
///
////////////////////////////////////////////////////////////
virtual bool OnGetData(sf::SoundStream::Chunk& Data)
virtual bool OnGetData(sf::SoundStream::Chunk& data)
{
// We have reached the end of the buffer and all audio data have been played : we can stop playback
if ((myOffset >= mySamples.size()) && myHasFinished)
@ -93,13 +93,13 @@ private :
// Copy samples into a local buffer to avoid synchronization problems
// (don't forget that we run in two separate threads)
{
sf::Lock Lock(myMutex);
sf::Lock lock(myMutex);
myTempBuffer.assign(mySamples.begin() + myOffset, mySamples.end());
}
// Fill audio data to pass to the stream
Data.Samples = &myTempBuffer[0];
Data.NbSamples = myTempBuffer.size();
data.Samples = &myTempBuffer[0];
data.NbSamples = myTempBuffer.size();
// Update the playing offset
myOffset += myTempBuffer.size();
@ -111,9 +111,9 @@ private :
/// /see SoundStream::OnSeek
///
////////////////////////////////////////////////////////////
virtual void OnSeek(float TimeOffset)
virtual void OnSeek(float timeOffset)
{
myOffset = static_cast<std::size_t>(TimeOffset * GetSampleRate() * GetChannelsCount());
myOffset = static_cast<std::size_t>(timeOffset * GetSampleRate() * GetChannelsCount());
}
////////////////////////////////////////////////////////////
@ -125,28 +125,28 @@ private :
while (!myHasFinished)
{
// Get waiting audio data from the network
sf::Packet PacketIn;
if (myClient.Receive(PacketIn) != sf::Socket::Done)
sf::Packet packet;
if (myClient.Receive(packet) != sf::Socket::Done)
break;
// Extract the message ID
sf::Uint8 Id;
PacketIn >> Id;
sf::Uint8 id;
packet >> id;
if (Id == AudioData)
if (id == audioData)
{
// Extract audio samples from the packet, and append it to our samples buffer
const sf::Int16* Samples = reinterpret_cast<const sf::Int16*>(PacketIn.GetData() + 1);
std::size_t NbSamples = (PacketIn.GetDataSize() - 1) / sizeof(sf::Int16);
const sf::Int16* samples = reinterpret_cast<const sf::Int16*>(packet.GetData() + 1);
std::size_t nbSamples = (packet.GetDataSize() - 1) / sizeof(sf::Int16);
// Don't forget that the other thread can access the samples array at any time
// (so we protect any operation on it with the mutex)
{
sf::Lock Lock(myMutex);
std::copy(Samples, Samples + NbSamples, std::back_inserter(mySamples));
sf::Lock lock(myMutex);
std::copy(samples, samples + nbSamples, std::back_inserter(mySamples));
}
}
else if (Id == EndOfStream)
else if (id == endOfStream)
{
// End of stream reached : we stop receiving audio data
std::cout << "Audio data has been 100% received !" << std::endl;
@ -179,14 +179,14 @@ private :
/// a connected client
///
////////////////////////////////////////////////////////////
void DoServer(unsigned short Port)
void DoServer(unsigned short port)
{
// Build an audio stream to play sound data as it is received through the network
NetworkAudioStream AudioStream;
AudioStream.Start(Port);
NetworkAudioStream audioStream;
audioStream.Start(port);
// Loop until the sound playback is finished
while (AudioStream.GetStatus() != sf::SoundStream::Stopped)
while (audioStream.GetStatus() != sf::SoundStream::Stopped)
{
// Leave some CPU time for other threads
sf::Sleep(0.1f);
@ -199,10 +199,10 @@ void DoServer(unsigned short Port)
std::cin.ignore(10000, '\n');
// Replay the sound (just to make sure replaying the received data is OK)
AudioStream.Play();
audioStream.Play();
// Loop until the sound playback is finished
while (AudioStream.GetStatus() != sf::SoundStream::Stopped)
while (audioStream.GetStatus() != sf::SoundStream::Stopped)
{
// Leave some CPU time for other threads
sf::Sleep(0.1f);