// ****************************************************************** // * // * .,-::::: .,:: .::::::::. .,:: .: // * ,;;;'````' `;;;, .,;; ;;;'';;' `;;;, .,;; // * [[[ '[[,,[[' [[[__[[\. '[[,,[[' // * $$$ Y$$$P $$""""Y$$ Y$$$P // * `88bo,__,o, oP"``"Yo, _88o,,od8P oP"``"Yo, // * "YUMMMMMP",m" "Mm,""YUMMMP" ,m" "Mm, // * // * Cxbx->Win32->CxbxKrnl->EmuDSound.cpp // * // * This file is part of the Cxbx project. // * // * Cxbx and Cxbe are free software; you can redistribute them // * and/or modify them under the terms of the GNU General Public // * License as published by the Free Software Foundation; either // * version 2 of the license, or (at your option) any later version. // * // * This program is distributed in the hope that it will be useful, // * but WITHOUT ANY WARRANTY; without even the implied warranty of // * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // * GNU General Public License for more details. // * // * You should have recieved a copy of the GNU General Public License // * along with this program; see the file COPYING. // * If not, write to the Free Software Foundation, Inc., // * 59 Temple Place - Suite 330, Bostom, MA 02111-1307, USA. // * // * (c) 2002-2003 Aaron Robinson // * // * All rights reserved // * // ****************************************************************** #define _CXBXKRNL_INTERNAL #define _XBOXKRNL_LOCAL_ // ****************************************************************** // * prevent name collisions // ****************************************************************** namespace xboxkrnl { #include }; #include "Emu.h" #include "EmuFS.h" #include "EmuKrnl.h" #include "EmuDInput.h" #include "EmuShared.h" // ****************************************************************** // * prevent name collisions // ****************************************************************** namespace xdirectx { #include "xdirectx.h" }; // ****************************************************************** // * prevent name collisions // ****************************************************************** namespace xg { #include "EmuXG.h" }; #include "EmuD3D8.h" #include "ResCxbxDll.h" #include #include // ****************************************************************** // * Static Variable(s) // ****************************************************************** static xdirectx::LPDIRECTSOUND8 g_pD3D8 = NULL; // ****************************************************************** // * func: EmuDirectSoundCreate // ****************************************************************** HRESULT WINAPI xdirectx::EmuDirectSoundCreate ( LPVOID pguidDeviceId, LPDIRECTSOUND8 *ppDirectSound, LPUNKNOWN pUnknown ) { EmuSwapFS(); // Win2k/XP FS // ****************************************************************** // * debug trace // ****************************************************************** #ifdef _DEBUG_TRACE { printf("EmuDSound (0x%X): EmuDirectSoundCreate\n" "(\n" " pguidDeviceId : 0x%.08X\n" " ppDirectSound : 0x%.08X\n" " pUnknown : 0x%.08X\n" ");\n", GetCurrentThreadId(), pguidDeviceId, ppDirectSound, pUnknown); } #endif HRESULT hRet = DirectSoundCreate8(NULL, ppDirectSound, NULL); EmuSwapFS(); // XBox FS return hRet; } // ****************************************************************** // * func: EmuIDirectSound8_CreateSoundBuffer // ****************************************************************** HRESULT WINAPI xdirectx::EmuIDirectSound8_CreateSoundBuffer ( LPDIRECTSOUND8 pThis, LPCDSBUFFERDESC pdsbd, X_CDirectSoundBuffer **ppBuffer, LPUNKNOWN pUnkOuter ) { EmuSwapFS(); // Win2k/XP FS // ****************************************************************** // * debug trace // ****************************************************************** #ifdef _DEBUG_TRACE { printf("EmuDSound (0x%X): EmuIDirectSound8_CreateSoundBuffer\n" "(\n" " pdsbd : 0x%.08X\n" " ppBuffer : 0x%.08X\n" " pUnkOuter : 0x%.08X\n" ");\n", GetCurrentThreadId(), pdsbd, ppBuffer, pUnkOuter); } #endif // Todo: Garbage Collection *ppBuffer = new X_CDirectSoundBuffer(); (*ppBuffer)->EmuDirectSoundBuffer8 = 0; // Todo: Translate params, then make the PC DirectSound call // HRESULT hRet = pThis->CreateSoundBuffer(pdsbd, ppBuffer, pUnkOuter); printf("*Warning* EmuIDirectSound8_CreateSoundBuffer is being ignored\n"); EmuSwapFS(); // XBox FS return STATUS_SUCCESS; } // ****************************************************************** // * func: EmuIDirectSoundBuffer8_SetBufferData // ****************************************************************** HRESULT WINAPI xdirectx::EmuIDirectSoundBuffer8_SetBufferData ( X_CDirectSoundBuffer *pThis, LPVOID pvBufferData, DWORD dwBufferBytes ) { EmuSwapFS(); // Win2k/XP FS // ****************************************************************** // * debug trace // ****************************************************************** #ifdef _DEBUG_TRACE { printf("EmuDSound (0x%X): EmuIDirectSoundBuffer8_SetBufferData\n" "(\n" " pThis : 0x%.08X\n" " pvBufferData : 0x%.08X\n" " dwBufferBytes : 0x%.08X\n" ");\n", GetCurrentThreadId(), pThis, pvBufferData, dwBufferBytes); } #endif // Todo: Translate params, then make the PC DirectSound call printf("*Warning* EmuIDirectSoundBuffer8_SetBufferData is being ignored\n"); EmuSwapFS(); // XBox FS return STATUS_SUCCESS; } // ****************************************************************** // * func: EmuIDirectSoundBuffer8_SetPlayRegion // ****************************************************************** HRESULT WINAPI xdirectx::EmuIDirectSoundBuffer8_SetPlayRegion ( X_CDirectSoundBuffer *pThis, DWORD dwPlayStart, DWORD dwPlayLength ) { EmuSwapFS(); // Win2k/XP FS // ****************************************************************** // * debug trace // ****************************************************************** #ifdef _DEBUG_TRACE { printf("EmuDSound (0x%X): EmuIDirectSoundBuffer8_SetPlayRegion\n" "(\n" " pThis : 0x%.08X\n" " dwPlayStart : 0x%.08X\n" " dwPlayLength : 0x%.08X\n" ");\n", GetCurrentThreadId(), pThis, dwPlayStart, dwPlayLength); } #endif // Todo: Translate params, then make the PC DirectSound call printf("*Warning* EmuIDirectSoundBuffer8_SetPlayRegion is being ignored\n"); EmuSwapFS(); // XBox FS return STATUS_SUCCESS; } // ****************************************************************** // * func: EmuIDirectSoundBuffer8_SetLoopRegion // ****************************************************************** HRESULT WINAPI xdirectx::EmuIDirectSoundBuffer8_SetLoopRegion ( X_CDirectSoundBuffer *pThis, DWORD dwLoopStart, DWORD dwLoopLength ) { EmuSwapFS(); // Win2k/XP FS // ****************************************************************** // * debug trace // ****************************************************************** #ifdef _DEBUG_TRACE { printf("EmuDSound (0x%X): EmuIDirectSoundBuffer8_SetLoopRegion\n" "(\n" " pThis : 0x%.08X\n" " dwLoopStart : 0x%.08X\n" " dwLoopLength : 0x%.08X\n" ");\n", GetCurrentThreadId(), pThis, dwLoopStart, dwLoopLength); } #endif // Todo: Translate params, then make the PC DirectSound call printf("*Warning* EmuIDirectSoundBuffer8_SetLoopRegion is being ignored\n"); EmuSwapFS(); // XBox FS return STATUS_SUCCESS; } // ****************************************************************** // * func: EmuIDirectSoundBuffer8_SetVolume // ****************************************************************** HRESULT WINAPI xdirectx::EmuIDirectSoundBuffer8_SetVolume ( X_CDirectSoundBuffer *pThis, LONG lVolume ) { EmuSwapFS(); // Win2k/XP FS // ****************************************************************** // * debug trace // ****************************************************************** #ifdef _DEBUG_TRACE { printf("EmuDSound (0x%X): EmuIDirectSoundBuffer8_SetVolume\n" "(\n" " pThis : 0x%.08X\n" " lVolume : 0x%.08X\n" ");\n", GetCurrentThreadId(), pThis, lVolume); } #endif // Todo: Translate params, then make the PC DirectSound call printf("*Warning* EmuIDirectSoundBuffer8_SetVolume is being ignored\n"); EmuSwapFS(); // XBox FS return STATUS_SUCCESS; } // ****************************************************************** // * func: EmuIDirectSoundBuffer8_SetCurrentPosition // ****************************************************************** HRESULT WINAPI xdirectx::EmuIDirectSoundBuffer8_SetCurrentPosition ( DWORD dwNewPosition ) { EmuSwapFS(); // Win2k/XP FS // ****************************************************************** // * debug trace // ****************************************************************** #ifdef _DEBUG_TRACE { printf("EmuDSound (0x%X): EmuIDirectSoundBuffer8_SetCurrentPosition\n" "(\n" " dwNewPosition : 0x%.08X\n" ");\n", GetCurrentThreadId(), dwNewPosition); } #endif // Todo: Translate params, then make the PC DirectSound call printf("*Warning* EmuIDirectSoundBuffer8_SetCurrentPosition is being ignored\n"); EmuSwapFS(); // XBox FS return STATUS_SUCCESS; }