2010-08-09 13:28:56 +00:00
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/*
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audio.directsound (2007-12-26)
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author: byuu
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*/
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#include <dsound.h>
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namespace ruby {
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class pAudioDS {
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public:
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LPDIRECTSOUND ds;
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LPDIRECTSOUNDBUFFER dsb_p, dsb_b;
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DSBUFFERDESC dsbd;
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WAVEFORMATEX wfx;
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struct {
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unsigned rings;
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unsigned latency;
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2013-05-02 11:25:45 +00:00
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uint32_t* buffer;
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2010-08-09 13:28:56 +00:00
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unsigned bufferoffset;
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unsigned readring;
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unsigned writering;
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int distance;
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} device;
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struct {
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HWND handle;
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bool synchronize;
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unsigned frequency;
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unsigned latency;
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} settings;
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bool cap(const string& name) {
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if(name == Audio::Handle) return true;
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if(name == Audio::Synchronize) return true;
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if(name == Audio::Frequency) return true;
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if(name == Audio::Latency) return true;
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return false;
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}
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any get(const string& name) {
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if(name == Audio::Handle) return (uintptr_t)settings.handle;
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if(name == Audio::Synchronize) return settings.synchronize;
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if(name == Audio::Frequency) return settings.frequency;
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if(name == Audio::Latency) return settings.latency;
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return false;
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}
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bool set(const string& name, const any& value) {
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if(name == Audio::Handle) {
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settings.handle = (HWND)any_cast<uintptr_t>(value);
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return true;
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}
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if(name == Audio::Synchronize) {
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settings.synchronize = any_cast<bool>(value);
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if(ds) clear();
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return true;
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}
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if(name == Audio::Frequency) {
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settings.frequency = any_cast<unsigned>(value);
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if(ds) init();
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return true;
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}
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if(name == Audio::Latency) {
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settings.latency = any_cast<unsigned>(value);
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if(ds) init();
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return true;
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}
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return false;
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}
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void sample(uint16_t left, uint16_t right) {
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device.buffer[device.bufferoffset++] = left + (right << 16);
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if(device.bufferoffset < device.latency) return;
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device.bufferoffset = 0;
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DWORD pos, size;
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2013-05-02 11:25:45 +00:00
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void* output;
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2010-08-09 13:28:56 +00:00
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Update to v093r01 release.
byuu says:
Changelog:
- added SA-1 MDR; fixes bug in SD Gundam G-Next where the main
battleship was unable to fire
- added out-of-the-box support for any BSD running Clang 3.3+ (FreeBSD
10+, notably)
- added new video shader, "Display Emulation", which changes the shader
based on the emulated system
- fixed the home button to go to your default library path
- phoenix: Windows port won't send onActivate unless an item is selected
(prevents crashing on pressing enter in file dialog)
- ruby: removed vec4 position from out Vertex {} (helps AMD cards)
- shaders: updated all shaders to use texture() instead of texture2D()
(helps AMD cards)
The "Display Emulation" option works like this: when selected, it tries
to load "<path>/Video Shaders/Emulation/<systemName>.shader/"; otherwise
it falls back to the blur shader. <path> is the usual (next to binary,
then in <config>/higan, then in /usr/share/higan, etc); and <systemName>
is "Famicom", "Super Famicom", "Game Boy", "Game Boy Color", "Game Boy
Advance"
To support BSD, I had to modify the $(platform) variable to
differentiate between Linux and BSD.
As such, the new $(platform) values are:
win -> windows
osx -> macosx
x -> linux or bsd
I am also checking uname -s instead of uname -a now. No reason to
potentially match the hostname to the wrong OS type.
2013-10-21 11:45:39 +00:00
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if(settings.synchronize) {
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2010-08-09 13:28:56 +00:00
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//wait until playback buffer has an empty ring to write new audio data to
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while(device.distance >= device.rings - 1) {
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dsb_b->GetCurrentPosition(&pos, 0);
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unsigned activering = pos / (device.latency * 4);
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Update to v093r01 release.
byuu says:
Changelog:
- added SA-1 MDR; fixes bug in SD Gundam G-Next where the main
battleship was unable to fire
- added out-of-the-box support for any BSD running Clang 3.3+ (FreeBSD
10+, notably)
- added new video shader, "Display Emulation", which changes the shader
based on the emulated system
- fixed the home button to go to your default library path
- phoenix: Windows port won't send onActivate unless an item is selected
(prevents crashing on pressing enter in file dialog)
- ruby: removed vec4 position from out Vertex {} (helps AMD cards)
- shaders: updated all shaders to use texture() instead of texture2D()
(helps AMD cards)
The "Display Emulation" option works like this: when selected, it tries
to load "<path>/Video Shaders/Emulation/<systemName>.shader/"; otherwise
it falls back to the blur shader. <path> is the usual (next to binary,
then in <config>/higan, then in /usr/share/higan, etc); and <systemName>
is "Famicom", "Super Famicom", "Game Boy", "Game Boy Color", "Game Boy
Advance"
To support BSD, I had to modify the $(platform) variable to
differentiate between Linux and BSD.
As such, the new $(platform) values are:
win -> windows
osx -> macosx
x -> linux or bsd
I am also checking uname -s instead of uname -a now. No reason to
potentially match the hostname to the wrong OS type.
2013-10-21 11:45:39 +00:00
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if(activering == device.readring) continue;
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2010-08-09 13:28:56 +00:00
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//subtract number of played rings from ring distance counter
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device.distance -= (device.rings + activering - device.readring) % device.rings;
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device.readring = activering;
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if(device.distance < 2) {
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//buffer underflow; set max distance to recover quickly
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device.distance = device.rings - 1;
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device.writering = (device.rings + device.readring - 1) % device.rings;
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break;
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}
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}
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}
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device.writering = (device.writering + 1) % device.rings;
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device.distance = (device.distance + 1) % device.rings;
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if(dsb_b->Lock(device.writering * device.latency * 4, device.latency * 4, &output, &size, 0, 0, 0) == DS_OK) {
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memcpy(output, device.buffer, device.latency * 4);
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dsb_b->Unlock(output, size, 0, 0);
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}
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}
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void clear() {
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device.readring = 0;
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device.writering = device.rings - 1;
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device.distance = device.rings - 1;
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device.bufferoffset = 0;
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if(device.buffer) memset(device.buffer, 0, device.latency * device.rings * 4);
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if(!dsb_b) return;
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dsb_b->Stop();
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dsb_b->SetCurrentPosition(0);
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DWORD size;
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2013-05-02 11:25:45 +00:00
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void* output;
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2010-08-09 13:28:56 +00:00
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dsb_b->Lock(0, device.latency * device.rings * 4, &output, &size, 0, 0, 0);
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memset(output, 0, size);
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dsb_b->Unlock(output, size, 0, 0);
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dsb_b->Play(0, 0, DSBPLAY_LOOPING);
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}
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bool init() {
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term();
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device.rings = 8;
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device.latency = settings.frequency * settings.latency / device.rings / 1000.0 + 0.5;
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device.buffer = new uint32_t[device.latency * device.rings];
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device.bufferoffset = 0;
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DirectSoundCreate(0, &ds, 0);
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ds->SetCooperativeLevel((HWND)settings.handle, DSSCL_PRIORITY);
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memset(&dsbd, 0, sizeof(dsbd));
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dsbd.dwSize = sizeof(dsbd);
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dsbd.dwFlags = DSBCAPS_PRIMARYBUFFER;
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dsbd.dwBufferBytes = 0;
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dsbd.lpwfxFormat = 0;
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ds->CreateSoundBuffer(&dsbd, &dsb_p, 0);
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memset(&wfx, 0, sizeof(wfx));
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wfx.wFormatTag = WAVE_FORMAT_PCM;
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wfx.nChannels = 2;
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wfx.nSamplesPerSec = settings.frequency;
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wfx.wBitsPerSample = 16;
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wfx.nBlockAlign = wfx.wBitsPerSample / 8 * wfx.nChannels;
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wfx.nAvgBytesPerSec = wfx.nSamplesPerSec * wfx.nBlockAlign;
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dsb_p->SetFormat(&wfx);
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memset(&dsbd, 0, sizeof(dsbd));
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dsbd.dwSize = sizeof(dsbd);
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dsbd.dwFlags = DSBCAPS_GETCURRENTPOSITION2 | DSBCAPS_CTRLFREQUENCY | DSBCAPS_GLOBALFOCUS | DSBCAPS_LOCSOFTWARE;
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dsbd.dwBufferBytes = device.latency * device.rings * sizeof(uint32_t);
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dsbd.guid3DAlgorithm = GUID_NULL;
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dsbd.lpwfxFormat = &wfx;
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ds->CreateSoundBuffer(&dsbd, &dsb_b, 0);
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dsb_b->SetFrequency(settings.frequency);
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dsb_b->SetCurrentPosition(0);
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clear();
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return true;
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}
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void term() {
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if(device.buffer) {
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delete[] device.buffer;
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device.buffer = 0;
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}
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if(dsb_b) { dsb_b->Stop(); dsb_b->Release(); dsb_b = 0; }
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if(dsb_p) { dsb_p->Stop(); dsb_p->Release(); dsb_p = 0; }
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if(ds) { ds->Release(); ds = 0; }
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}
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pAudioDS() {
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ds = 0;
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dsb_p = 0;
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dsb_b = 0;
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device.buffer = 0;
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device.bufferoffset = 0;
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device.readring = 0;
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device.writering = 0;
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device.distance = 0;
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settings.handle = GetDesktopWindow();
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settings.synchronize = false;
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settings.frequency = 22050;
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settings.latency = 120;
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}
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};
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DeclareAudio(DS)
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};
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