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