// Copyright (C) 2003-2008 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // 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 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include "stdafx.h" #include #include #include "DSoundStream.h" namespace DSound { #define BUFSIZE 32768 #define MAXWAIT 70 //ms CRITICAL_SECTION soundCriticalSection; HANDLE soundSyncEvent; HANDLE hThread; StreamCallback callback; IDirectSound8* ds; IDirectSoundBuffer* dsBuffer; int bufferSize; //i bytes int totalRenderedBytes; int sampleRate; // playback position int currentPos; int lastPos; short realtimeBuffer[1024 * 1024]; // We set this to shut down the sound thread. // 0=keep playing, 1=stop playing NOW. volatile int threadData; inline int FIX128(int x) { return(x & (~127)); } int DSound_GetSampleRate() { return(sampleRate); } bool CreateBuffer() { PCMWAVEFORMAT pcmwf; DSBUFFERDESC dsbdesc; memset(&pcmwf, 0, sizeof(PCMWAVEFORMAT)); memset(&dsbdesc, 0, sizeof(DSBUFFERDESC)); pcmwf.wf.wFormatTag = WAVE_FORMAT_PCM; pcmwf.wf.nChannels = 2; pcmwf.wf.nSamplesPerSec = sampleRate; pcmwf.wf.nBlockAlign = 4; pcmwf.wf.nAvgBytesPerSec = pcmwf.wf.nSamplesPerSec * pcmwf.wf.nBlockAlign; pcmwf.wBitsPerSample = 16; //buffer description dsbdesc.dwSize = sizeof(DSBUFFERDESC); dsbdesc.dwFlags = DSBCAPS_GETCURRENTPOSITION2 | DSBCAPS_STICKYFOCUS; //VIKTIGT //DSBCAPS_CTRLPAN | DSBCAPS_CTRLVOLUME | DSBCAPS_CTRLFREQUENCY; dsbdesc.dwBufferBytes = bufferSize = BUFSIZE; dsbdesc.lpwfxFormat = (WAVEFORMATEX*)&pcmwf; if (SUCCEEDED(ds->CreateSoundBuffer(&dsbdesc, &dsBuffer, NULL))) { dsBuffer->SetCurrentPosition(0); return(true); } else { // Failed. dsBuffer = NULL; return(false); } } bool WriteDataToBuffer(DWORD dwOffset, // Our own write cursor. char* soundData, // Start of our data. DWORD dwSoundBytes) // Size of block to copy. { void* ptr1, * ptr2; DWORD numBytes1, numBytes2; // Obtain memory address of write block. This will be in two parts if the block wraps around. HRESULT hr = dsBuffer->Lock(dwOffset, dwSoundBytes, &ptr1, &numBytes1, &ptr2, &numBytes2, 0); // If the buffer was lost, restore and retry lock. if (DSERR_BUFFERLOST == hr) { dsBuffer->Restore(); hr = dsBuffer->Lock(dwOffset, dwSoundBytes, &ptr1, &numBytes1, &ptr2, &numBytes2, 0); } if (SUCCEEDED(hr)) { memcpy(ptr1, soundData, numBytes1); if (ptr2 != 0) { memcpy(ptr2, soundData + numBytes1, numBytes2); } // Release the data back to DirectSound. dsBuffer->Unlock(ptr1, numBytes1, ptr2, numBytes2); return(true); } return(false); } inline int ModBufferSize(int x) { return((x + bufferSize) % bufferSize); } // The audio thread. DWORD WINAPI soundThread(void*) { currentPos = 0; lastPos = 0; // Prefill buffer? //writeDataToBuffer(0,realtimeBuffer,bufferSize); // dsBuffer->Lock(0, bufferSize, (void **)&p1, &num1, (void **)&p2, &num2, 0); dsBuffer->Play(0, 0, DSBPLAY_LOOPING); while (!threadData) { // No blocking inside the csection EnterCriticalSection(&soundCriticalSection); dsBuffer->GetCurrentPosition((DWORD*)¤tPos, 0); int numBytesToRender = FIX128(ModBufferSize(currentPos - lastPos)); if (numBytesToRender >= 256) { if (numBytesToRender > sizeof(realtimeBuffer)) MessageBox(0,"soundThread: too big render call",0,0); (*callback)(realtimeBuffer, numBytesToRender >> 2, 16, sampleRate, 2); WriteDataToBuffer(lastPos, (char*)realtimeBuffer, numBytesToRender); currentPos = ModBufferSize(lastPos + numBytesToRender); totalRenderedBytes += numBytesToRender; lastPos = currentPos; } LeaveCriticalSection(&soundCriticalSection); WaitForSingleObject(soundSyncEvent, MAXWAIT); } dsBuffer->Stop(); return(0); //hurra! } bool DSound_StartSound(HWND window, int _sampleRate, StreamCallback _callback) { callback = _callback; threadData = 0; sampleRate = _sampleRate; //no security attributes, automatic resetting, init state nonset, untitled soundSyncEvent = CreateEvent(0, false, false, 0); //vi initierar den........... InitializeCriticalSection(&soundCriticalSection); //vi vill ha access till DSOUND så... if (FAILED(DirectSoundCreate8(0, &ds, 0))) return false; ds->SetCooperativeLevel(window, DSSCL_NORMAL); if (!CreateBuffer()) { return false; } DWORD num1; short* p1; dsBuffer->Lock(0, bufferSize, (void* *)&p1, &num1, 0, 0, 0); memset(p1, 0, num1); dsBuffer->Unlock(p1, num1, 0, 0); totalRenderedBytes = -bufferSize; DWORD h; hThread = CreateThread(0, 0, soundThread, 0, 0, &h); SetThreadPriority(hThread, THREAD_PRIORITY_ABOVE_NORMAL); return true; } void DSound_UpdateSound() { SetEvent(soundSyncEvent); } void DSound_StopSound() { EnterCriticalSection(&soundCriticalSection); threadData = 1; // kick the thread if it's waiting SetEvent(soundSyncEvent); LeaveCriticalSection(&soundCriticalSection); WaitForSingleObject(hThread, INFINITE); CloseHandle(hThread); dsBuffer->Release(); ds->Release(); CloseHandle(soundSyncEvent); soundSyncEvent = INVALID_HANDLE_VALUE; hThread = INVALID_HANDLE_VALUE; } int DSound_GetCurSample() { EnterCriticalSection(&soundCriticalSection); int playCursor; dsBuffer->GetCurrentPosition((DWORD*)&playCursor, 0); playCursor = ModBufferSize(playCursor - lastPos) + totalRenderedBytes; LeaveCriticalSection(&soundCriticalSection); return(playCursor); } float DSound_GetTimer() { return((float)DSound_GetCurSample() * (1.0f / (4.0f * sampleRate))); } } // namespace