dolphin/Source/Core/AudioCommon/Src/DSoundStream.cpp

189 lines
4.5 KiB
C++

// 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 <windows.h>
#include <cmath>
#include <dxerr.h>
#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*)&currentPos, 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();
}