189 lines
4.5 KiB
C++
189 lines
4.5 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <windows.h>
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#include <cmath>
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#include <dxerr.h>
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#include "AudioCommon.h"
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#include "DSoundStream.h"
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bool DSound::CreateBuffer()
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{
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PCMWAVEFORMAT pcmwf;
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DSBUFFERDESC dsbdesc;
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memset(&pcmwf, 0, sizeof(PCMWAVEFORMAT));
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memset(&dsbdesc, 0, sizeof(DSBUFFERDESC));
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pcmwf.wf.wFormatTag = WAVE_FORMAT_PCM;
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pcmwf.wf.nChannels = 2;
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pcmwf.wf.nSamplesPerSec = m_mixer->GetSampleRate();
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pcmwf.wf.nBlockAlign = 4;
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pcmwf.wf.nAvgBytesPerSec = pcmwf.wf.nSamplesPerSec * pcmwf.wf.nBlockAlign;
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pcmwf.wBitsPerSample = 16;
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// Fill out DSound buffer description.
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dsbdesc.dwSize = sizeof(DSBUFFERDESC);
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dsbdesc.dwFlags = DSBCAPS_GETCURRENTPOSITION2 | DSBCAPS_STICKYFOCUS | DSBCAPS_CTRLVOLUME;
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dsbdesc.dwBufferBytes = bufferSize = BUFSIZE;
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dsbdesc.lpwfxFormat = (WAVEFORMATEX *)&pcmwf;
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dsbdesc.guid3DAlgorithm = DS3DALG_DEFAULT;
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HRESULT res = ds->CreateSoundBuffer(&dsbdesc, &dsBuffer, NULL);
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if (SUCCEEDED(res))
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{
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dsBuffer->SetCurrentPosition(0);
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dsBuffer->SetVolume(m_volume);
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return true;
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}
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else
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{
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// Failed.
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PanicAlertT("Sound buffer creation failed: %s", DXGetErrorString(res));
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dsBuffer = NULL;
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return false;
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}
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}
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bool DSound::WriteDataToBuffer(DWORD dwOffset, // Our own write cursor.
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char* soundData, // Start of our data.
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DWORD dwSoundBytes) // Size of block to copy.
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{
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// I want to record the regular audio to, how do I do that?
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void *ptr1, *ptr2;
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DWORD numBytes1, numBytes2;
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// Obtain memory address of write block. This will be in two parts if the block wraps around.
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HRESULT hr = dsBuffer->Lock(dwOffset, dwSoundBytes, &ptr1, &numBytes1, &ptr2, &numBytes2, 0);
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// If the buffer was lost, restore and retry lock.
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if (DSERR_BUFFERLOST == hr)
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{
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dsBuffer->Restore();
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hr = dsBuffer->Lock(dwOffset, dwSoundBytes, &ptr1, &numBytes1, &ptr2, &numBytes2, 0);
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}
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if (SUCCEEDED(hr))
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{
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memcpy(ptr1, soundData, numBytes1);
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if (ptr2 != 0)
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memcpy(ptr2, soundData + numBytes1, numBytes2);
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// Release the data back to DirectSound.
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dsBuffer->Unlock(ptr1, numBytes1, ptr2, numBytes2);
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return true;
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}
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return false;
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}
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// The audio thread.
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void soundThread(DSound* dsound)
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{
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dsound->SoundLoop();
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}
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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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while (!threadData)
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{
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// No blocking inside the csection
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dsBuffer->GetCurrentPosition((DWORD*)¤tPos, 0);
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int numBytesToRender = FIX128(ModBufferSize(currentPos - lastPos));
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if (numBytesToRender >= 256)
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{
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if (numBytesToRender > sizeof(realtimeBuffer))
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PanicAlert("soundThread: too big render call");
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m_mixer->Mix(realtimeBuffer, numBytesToRender / 4);
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WriteDataToBuffer(lastPos, (char*)realtimeBuffer, numBytesToRender);
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lastPos = ModBufferSize(lastPos + numBytesToRender);
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}
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soundSyncEvent.Wait();
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}
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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 (hWnd)
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{
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HRESULT hr = ds->SetCooperativeLevel((HWND)hWnd, DSSCL_PRIORITY);
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}
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if (!CreateBuffer())
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return false;
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DWORD num1;
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short* p1;
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dsBuffer->Lock(0, bufferSize, (void* *)&p1, &num1, 0, 0, 0);
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memset(p1, 0, num1);
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dsBuffer->Unlock(p1, num1, 0, 0);
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thread = std::thread(soundThread, this);
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return true;
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}
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void DSound::SetVolume(int volume)
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{
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// This is in "dBA attenuation" from 0 to -10000, logarithmic
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m_volume = (int)floor(log10((float)volume) * 5000.0f) - 10000;
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if (dsBuffer != NULL)
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dsBuffer->SetVolume(m_volume);
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}
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void DSound::Update()
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{
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soundSyncEvent.Set();
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}
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void DSound::Clear(bool mute)
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{
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m_muted = mute;
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if (dsBuffer != NULL)
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{
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if (m_muted)
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{
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dsBuffer->Stop();
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}
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else
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{
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dsBuffer->Play(0, 0, DSBPLAY_LOOPING);
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}
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}
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}
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void DSound::Stop()
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{
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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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thread.join();
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dsBuffer->Stop();
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dsBuffer->Release();
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ds->Release();
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soundSyncEvent.Shutdown();
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}
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