Thread safe.
PS: The OpenAL is a mess. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4710 8ced0084-cf51-0410-be5f-012b33b47a6e
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parent
97090337e3
commit
7b6a0f9b72
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@ -49,16 +49,13 @@ void AOSound::SoundLoop()
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while (!threadData)
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{
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soundCriticalSection.Enter();
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m_mixer->Mix(realtimeBuffer, numBytesToRender >> 2);
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soundCriticalSection.Enter();
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ao_play(device, (char*)realtimeBuffer, numBytesToRender);
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soundCriticalSection.Leave();
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if (! threadData)
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soundSyncEvent.Wait();
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}
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ao_close(device);
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device = NULL;
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}
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void *soundThread(void *args)
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@ -84,19 +81,23 @@ void AOSound::Update()
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void AOSound::Stop()
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{
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soundCriticalSection.Enter();
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threadData = 1;
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soundSyncEvent.Set();
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soundCriticalSection.Leave();
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soundCriticalSection.Enter();
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delete thread;
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thread = NULL;
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ao_shutdown();
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ao_close(device);
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device = NULL;
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soundCriticalSection.Leave();
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soundSyncEvent.Shutdown();
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}
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AOSound::~AOSound() {
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// FIXME: crashes dolphin
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// ao_shutdown();
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AOSound::~AOSound()
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{
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}
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#endif
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@ -101,8 +101,8 @@ void DSound::SoundLoop()
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{
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currentPos = 0;
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lastPos = 0;
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dsBuffer->Play(0, 0, DSBPLAY_LOOPING);
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HRESULT hr = dsBuffer->Play(0, 0, DSBPLAY_LOOPING);
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while (!threadData)
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{
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// No blocking inside the csection
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@ -119,19 +119,15 @@ void DSound::SoundLoop()
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totalRenderedBytes += numBytesToRender;
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lastPos = currentPos;
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}
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soundCriticalSection.Leave();
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if (threadData)
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break;
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soundSyncEvent.Wait();
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}
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dsBuffer->Stop();
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}
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bool DSound::Start()
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{
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soundSyncEvent.Init();
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if (FAILED(DirectSoundCreate8(0, &ds, 0)))
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return false;
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if (g_dspInitialize.hWnd)
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@ -170,6 +166,8 @@ void DSound::Update()
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void DSound::Clear(bool mute)
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{
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m_muted = mute;
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soundCriticalSection.Enter();
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if (m_muted)
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{
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dsBuffer->Stop();
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@ -178,21 +176,23 @@ void DSound::Clear(bool mute)
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{
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dsBuffer->Play(0, 0, DSBPLAY_LOOPING);
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}
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soundCriticalSection.Leave();
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}
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void DSound::Stop()
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{
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soundCriticalSection.Enter();
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threadData = 1;
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// kick the thread if it's waiting
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soundSyncEvent.Set();
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soundCriticalSection.Leave();
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delete thread;
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soundCriticalSection.Enter();
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delete thread;
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thread = NULL;
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dsBuffer->Stop();
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dsBuffer->Release();
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ds->Release();
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soundCriticalSection.Leave();
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soundSyncEvent.Shutdown();
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thread = NULL;
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}
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@ -31,6 +31,9 @@ bool OpenALStream::Start()
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bool bReturn = false;
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g_uiSource = 0;
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g_uiBuffers = NULL;
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soundSyncEvent.Init();
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pDeviceList = new ALDeviceList();
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if ((pDeviceList) && (pDeviceList->GetNumDevices()))
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@ -68,12 +71,20 @@ void OpenALStream::Stop()
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ALCcontext *pContext;
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ALCdevice *pDevice;
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soundCriticalSection.Enter();
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threadData = 1;
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// kick the thread if it's waiting
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soundSyncEvent.Set();
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soundCriticalSection.Leave();
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soundCriticalSection.Enter();
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delete thread;
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thread = NULL;
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alSourceStop(g_uiSource);
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alSourcei(g_uiSource, AL_BUFFER, 0);
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// Clean up buffers and sources
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alDeleteSources(1, &g_uiSource);
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alDeleteBuffers(AUDIO_NUMBUFFERS, g_uiBuffers);
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pContext = alcGetCurrentContext();
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pDevice = alcGetContextsDevice(pContext);
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@ -81,9 +92,9 @@ void OpenALStream::Stop()
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alcMakeContextCurrent(NULL);
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alcDestroyContext(pContext);
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alcCloseDevice(pDevice);
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soundCriticalSection.Leave();
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soundSyncEvent.Shutdown();
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thread = NULL;
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}
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void OpenALStream::Update()
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@ -97,6 +108,8 @@ void OpenALStream::Update()
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void OpenALStream::Clear(bool mute)
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{
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m_muted = mute;
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soundCriticalSection.Enter();
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if(m_muted)
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{
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alSourceStop(g_uiSource);
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@ -105,6 +118,7 @@ void OpenALStream::Clear(bool mute)
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{
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alSourcePlay(g_uiSource);
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}
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soundCriticalSection.Leave();
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}
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THREAD_RETURN OpenALStream::ThreadFunc(void* args)
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@ -135,19 +149,19 @@ void OpenALStream::SoundLoop()
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//*/
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g_uiSource = uiSource;
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g_uiBuffers = (ALuint *)uiBuffers;
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alSourcePlay(uiSource);
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err = alGetError();
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while (!threadData)
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{
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soundCriticalSection.Enter();
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int numBytesToRender = 32768; //ya, this is a hack, we need real data count
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/*int numBytesRender =*/ m_mixer->Mix(realtimeBuffer, numBytesToRender >> 2);
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soundCriticalSection.Leave();
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//if (numBytesRender) //here need debug
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{
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soundCriticalSection.Enter();
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ALint iBuffersProcessed = 0;
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alGetSourcei(uiSource, AL_BUFFERS_PROCESSED, &iBuffersProcessed);
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@ -170,18 +184,11 @@ void OpenALStream::SoundLoop()
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}
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alSourceQueueBuffers(uiSource, 1, &uiTempBuffer);
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}
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soundCriticalSection.Leave();
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}
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if (!threadData)
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soundSyncEvent.Wait();
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}
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alSourceStop(uiSource);
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alSourcei(uiSource, AL_BUFFER, 0);
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// Clean up buffers and sources
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alDeleteSources(1, &uiSource);
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alDeleteBuffers(AUDIO_NUMBUFFERS, (ALuint *)uiBuffers);
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}
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#endif //HAVE_OPENAL
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@ -62,6 +62,7 @@ private:
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short realtimeBuffer[OAL_BUFFER_SIZE];
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ALuint g_uiSource;
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ALuint *g_uiBuffers;
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#else
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public:
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OpenALStream(CMixer *mixer, void *hWnd = NULL): SoundStream(mixer) {}
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