// Copyright (C) 2003-2009 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 "DSoundStream.h" #include "../main.h" #include bool DSound::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; HRESULT res = ds->CreateSoundBuffer(&dsbdesc, &dsBuffer, NULL); if (SUCCEEDED(res)) { dsBuffer->SetCurrentPosition(0); return true; } else { // Failed. PanicAlert("Sound buffer creation failed: %s", DXGetErrorString(res)); dsBuffer = NULL; return false; } } bool DSound::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; } // The audio thread. DWORD WINAPI soundThread(void* args) { ((DSound *)args)->SoundLoop(); return 0; //huzzah! :D } void DSound::SoundLoop() { 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 soundCriticalSection->Enter(); dsBuffer->GetCurrentPosition((DWORD*)¤tPos, 0); int numBytesToRender = FIX128( ModBufferSize(currentPos - lastPos)); if (numBytesToRender >= 256) { if (numBytesToRender > sizeof(realtimeBuffer)) PanicAlert("soundThread: too big render call"); (*callback)(realtimeBuffer, numBytesToRender >> 2, 16, sampleRate, 2); WriteDataToBuffer(lastPos, (char*)realtimeBuffer, numBytesToRender); currentPos = ModBufferSize(lastPos + numBytesToRender); totalRenderedBytes += numBytesToRender; lastPos = currentPos; } soundCriticalSection->Leave(); soundSyncEvent->Wait(); } dsBuffer->Stop(); } bool DSound::Start() { //no security attributes, automatic resetting, init state nonset, untitled soundSyncEvent = new Common::Event(); soundSyncEvent->Init(); //vi initierar den........... soundCriticalSection = new Common::CriticalSection(); //vi vill ha access till DSOUND så... if (FAILED(DirectSoundCreate8(0, &ds, 0))) return false; if(hWnd) ds->SetCooperativeLevel((HWND)hWnd, 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; thread = new Common::Thread(soundThread, (void *)this); return true; } void DSound::Update() { soundSyncEvent->Set(); } void DSound::Stop() { soundCriticalSection->Enter(); threadData = 1; // kick the thread if it's waiting soundSyncEvent->Set(); soundCriticalSection->Leave(); delete soundCriticalSection; delete thread; dsBuffer->Release(); ds->Release(); soundSyncEvent->Shutdown(); delete soundSyncEvent; soundSyncEvent = NULL; thread = NULL; } /* Unused, is it needed? int DSound::GetCurSample() { soundCriticalSection->Enter(); int playCursor; dsBuffer->GetCurrentPosition((DWORD*)&playCursor, 0); playCursor = ModBufferSize(playCursor - lastPos) + totalRenderedBytes; soundCriticalSection->Leave(); return playCursor; } */