// Copyright (C) 2003 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 #include #include #include "AudioCommon.h" #include "DSoundStream.h" 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 = m_mixer->GetSampleRate(); pcmwf.wf.nBlockAlign = 4; pcmwf.wf.nAvgBytesPerSec = pcmwf.wf.nSamplesPerSec * pcmwf.wf.nBlockAlign; pcmwf.wBitsPerSample = 16; // Fill out DSound buffer description. dsbdesc.dwSize = sizeof(DSBUFFERDESC); dsbdesc.dwFlags = DSBCAPS_GETCURRENTPOSITION2 | DSBCAPS_STICKYFOCUS | DSBCAPS_CTRLVOLUME; dsbdesc.dwBufferBytes = bufferSize = BUFSIZE; dsbdesc.lpwfxFormat = (WAVEFORMATEX *)&pcmwf; dsbdesc.guid3DAlgorithm = DS3DALG_DEFAULT; HRESULT res = ds->CreateSoundBuffer(&dsbdesc, &dsBuffer, NULL); if (SUCCEEDED(res)) { dsBuffer->SetCurrentPosition(0); dsBuffer->SetVolume(m_volume); return true; } else { // Failed. PanicAlertT("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. { // I want to record the regular audio to, how do I do that? 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. void soundThread(DSound* dsound) { dsound->SoundLoop(); } void DSound::SoundLoop() { currentPos = 0; lastPos = 0; dsBuffer->Play(0, 0, DSBPLAY_LOOPING); while (!threadData) { // No blocking inside the csection dsBuffer->GetCurrentPosition((DWORD*)¤tPos, 0); int numBytesToRender = FIX128(ModBufferSize(currentPos - lastPos)); if (numBytesToRender >= 256) { if (numBytesToRender > sizeof(realtimeBuffer)) PanicAlert("soundThread: too big render call"); m_mixer->Mix(realtimeBuffer, numBytesToRender / 4); WriteDataToBuffer(lastPos, (char*)realtimeBuffer, numBytesToRender); lastPos = ModBufferSize(lastPos + numBytesToRender); } soundSyncEvent.Wait(); } } bool DSound::Start() { soundSyncEvent.Init(); if (FAILED(DirectSoundCreate8(0, &ds, 0))) return false; if (hWnd) { HRESULT hr = ds->SetCooperativeLevel((HWND)hWnd, DSSCL_PRIORITY); } 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); thread = std::thread(soundThread, this); return true; } void DSound::SetVolume(int volume) { // This is in "dBA attenuation" from 0 to -10000, logarithmic m_volume = (int)floor(log10((float)volume) * 5000.0f) - 10000; if (dsBuffer != NULL) dsBuffer->SetVolume(m_volume); } void DSound::Update() { soundSyncEvent.Set(); } void DSound::Clear(bool mute) { m_muted = mute; if (dsBuffer != NULL) { if (m_muted) { dsBuffer->Stop(); } else { dsBuffer->Play(0, 0, DSBPLAY_LOOPING); } } } void DSound::Stop() { threadData = 1; // kick the thread if it's waiting soundSyncEvent.Set(); thread.join(); dsBuffer->Stop(); dsBuffer->Release(); ds->Release(); soundSyncEvent.Shutdown(); }