bsnes/ruby/audio/xaudio2.cpp

182 lines
5.3 KiB
C++

#include "xaudio2.hpp"
#include <windows.h>
struct AudioXAudio2 : Audio, public IXAudio2VoiceCallback {
AudioXAudio2() { initialize(); }
~AudioXAudio2() { terminate(); }
auto availableDevices() -> string_vector {
return {"Default"};
}
auto availableFrequencies() -> vector<double> {
return {44100.0, 48000.0, 96000.0};
}
auto availableLatencies() -> vector<uint> {
return {20, 40, 60, 80, 100};
}
auto availableChannels() -> vector<uint> {
return {2};
}
auto ready() -> bool { return _ready; }
auto blocking() -> bool { return _blocking; }
auto channels() -> uint { return _channels; }
auto frequency() -> double { return _frequency; }
auto latency() -> uint { return _latency; }
auto setBlocking(bool blocking) -> bool {
if(_blocking == blocking) return true;
_blocking = blocking;
return true;
}
auto setFrequency(double frequency) -> bool {
if(_frequency == frequency) return true;
_frequency = frequency;
return initialize();
}
auto setLatency(uint latency) -> bool {
if(_latency == latency) return true;
_latency = latency;
return initialize();
}
auto clear() -> void {
if(!_sourceVoice) return;
_sourceVoice->Stop(0);
_sourceVoice->FlushSourceBuffers(); //calls OnBufferEnd for all currently submitted buffers
_bufferIndex = 0;
_bufferOffset = 0;
if(_buffer) memory::fill(_buffer, _period * _bufferCount * sizeof(uint32_t));
_sourceVoice->Start(0);
}
auto output(const double samples[]) -> void {
_buffer[_bufferIndex * _period + _bufferOffset] = (uint16_t)sclamp<16>(samples[0] * 32767.0) << 0;
_buffer[_bufferIndex * _period + _bufferOffset] |= (uint16_t)sclamp<16>(samples[1] * 32767.0) << 16;
if(++_bufferOffset < _period) return;
_bufferOffset = 0;
if(_bufferQueue == _bufferCount - 1) {
if(_blocking) {
//wait until there is at least one other free buffer for the next sample
while(_bufferQueue == _bufferCount - 1);
} else { //we need one free buffer for the next sample, so ignore the current contents
return;
}
}
pushBuffer(_period * 4, _buffer + _bufferIndex * _period);
_bufferIndex = (_bufferIndex + 1) % _bufferCount;
}
private:
auto initialize() -> bool {
terminate();
_bufferCount = 8;
_period = _frequency * _latency / _bufferCount / 1000.0 + 0.5;
_buffer = new uint32_t[_period * _bufferCount];
_bufferOffset = 0;
_bufferIndex = 0;
_bufferQueue = 0;
if(FAILED(XAudio2Create(&_interface, 0 , XAUDIO2_DEFAULT_PROCESSOR))) return false;
uint deviceCount = 0;
_interface->GetDeviceCount(&deviceCount);
if(deviceCount == 0) return terminate(), false;
uint deviceID = 0;
for(uint deviceIndex : range(deviceCount)) {
XAUDIO2_DEVICE_DETAILS deviceDetails = {};
_interface->GetDeviceDetails(deviceIndex, &deviceDetails);
if(deviceDetails.Role & DefaultGameDevice) deviceID = deviceIndex;
}
if(FAILED(_interface->CreateMasteringVoice(&_masterVoice, _channels, (uint)_frequency, 0, deviceID, nullptr))) return terminate(), false;
WAVEFORMATEX waveFormat;
waveFormat.wFormatTag = WAVE_FORMAT_PCM;
waveFormat.nChannels = _channels;
waveFormat.nSamplesPerSec = (uint)_frequency;
waveFormat.nBlockAlign = 4;
waveFormat.wBitsPerSample = 16;
waveFormat.nAvgBytesPerSec = waveFormat.nSamplesPerSec * waveFormat.nBlockAlign;
waveFormat.cbSize = 0;
if(FAILED(_interface->CreateSourceVoice(&_sourceVoice, (WAVEFORMATEX*)&waveFormat, XAUDIO2_VOICE_NOSRC, XAUDIO2_DEFAULT_FREQ_RATIO, this, nullptr, nullptr))) return terminate(), false;
clear();
return _ready = true;
}
auto terminate() -> void {
_ready = false;
if(_sourceVoice) {
_sourceVoice->Stop(0);
_sourceVoice->DestroyVoice();
_sourceVoice = nullptr;
}
if(_masterVoice) {
_masterVoice->DestroyVoice();
_masterVoice = nullptr;
}
if(_interface) {
_interface->Release();
_interface = nullptr;
}
delete[] _buffer;
_buffer = nullptr;
}
auto pushBuffer(uint bytes, uint32_t* _audioData) -> void {
XAUDIO2_BUFFER buffer = {};
buffer.AudioBytes = bytes;
buffer.pAudioData = reinterpret_cast<BYTE*>(_audioData);
buffer.pContext = 0;
InterlockedIncrement(&_bufferQueue);
_sourceVoice->SubmitSourceBuffer(&buffer);
}
bool _ready = false;
bool _blocking = true;
uint _channels = 2;
double _frequency = 48000.0;
uint _latency = 80;
uint32_t* _buffer = nullptr;
uint _period = 0;
uint _bufferCount = 0;
uint _bufferOffset = 0;
uint _bufferIndex = 0;
volatile long _bufferQueue = 0; //how many buffers are queued and ready for playback
IXAudio2* _interface = nullptr;
IXAudio2MasteringVoice* _masterVoice = nullptr;
IXAudio2SourceVoice* _sourceVoice = nullptr;
//inherited from IXAudio2VoiceCallback
STDMETHODIMP_(void) OnBufferStart(void* pBufferContext){}
STDMETHODIMP_(void) OnLoopEnd(void* pBufferContext){}
STDMETHODIMP_(void) OnStreamEnd() {}
STDMETHODIMP_(void) OnVoiceError(void* pBufferContext, HRESULT Error) {}
STDMETHODIMP_(void) OnVoiceProcessingPassEnd() {}
STDMETHODIMP_(void) OnVoiceProcessingPassStart(UINT32 BytesRequired) {}
STDMETHODIMP_(void) OnBufferEnd(void* pBufferContext) {
InterlockedDecrement(&_bufferQueue);
}
};