172 lines
4.5 KiB
C++
172 lines
4.5 KiB
C++
// Copyright (C) 2003-2009 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 <dxerr.h>
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#include "DSoundStream.h"
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extern bool log_ai;
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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 = sampleRate;
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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;
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dsbdesc.dwBufferBytes = bufferSize = BUFSIZE;
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dsbdesc.lpwfxFormat = (WAVEFORMATEX *)&pcmwf;
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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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return true;
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}
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else
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{
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// Failed.
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PanicAlert("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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// Well, it's gonna be a bit tricky. For future work :)
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//std::string Data = ArrayToString((const u8*)soundData, dwSoundBytes);
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//Console::Print("Data: %s\n\n", Data.c_str());
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//if (log_ai) g_wave_writer.AddStereoSamples((const short*)soundData, dwSoundBytes);
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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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DWORD WINAPI soundThread(void* args)
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{
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(reinterpret_cast<DSound *>(args))->SoundLoop();
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return 0;
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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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soundCriticalSection.Enter();
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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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(*callback)(realtimeBuffer, numBytesToRender >> 2, 16, sampleRate, 2);
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WriteDataToBuffer(lastPos, (char*)realtimeBuffer, numBytesToRender);
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currentPos = ModBufferSize(lastPos + numBytesToRender);
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totalRenderedBytes += numBytesToRender;
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lastPos = currentPos;
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}
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soundCriticalSection.Leave();
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if (threadData)
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break;
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soundSyncEvent.Wait();
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}
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dsBuffer->Stop();
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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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ds->SetCooperativeLevel((HWND)hWnd, DSSCL_NORMAL);
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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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totalRenderedBytes = -bufferSize;
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thread = new Common::Thread(soundThread, (void *)this);
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return true;
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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::Stop()
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{
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soundCriticalSection.Enter();
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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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soundCriticalSection.Leave();
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delete thread;
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dsBuffer->Release();
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ds->Release();
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soundSyncEvent.Shutdown();
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thread = NULL;
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}
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