Merge pull request #1253 from turtleli/spu2x-xaudio

spu2-x:windows:Use XAudio2.8+ for Windows 8 and later
This commit is contained in:
Jonathan Li 2016-06-05 00:28:26 +01:00
commit e6bf77d148
10 changed files with 627 additions and 218 deletions

View File

@ -160,6 +160,20 @@ EXPORT_C_(s32) SPU2test()
{
if( !CheckSSE() ) return -1;
#ifdef _WIN32
if (IsWindows8OrGreater())
{
for (int n = 0; mods[n] != nullptr; ++n)
{
if (mods[n] == XAudio2_27_Out)
{
mods[n] = XAudio2Out;
break;
}
}
}
#endif
ReadSettings();
if( SndBuffer::Test() != 0 )
{

View File

@ -87,7 +87,7 @@ SndOutModule* mods[]=
{
&NullOut,
#ifdef _MSC_VER
XAudio2Out,
XAudio2_27_Out,
DSoundOut,
WaveOut,
#endif

View File

@ -670,6 +670,7 @@ public:
//internal
extern SndOutModule* WaveOut;
extern SndOutModule* DSoundOut;
extern SndOutModule* XAudio2_27_Out;
extern SndOutModule* XAudio2Out;
#endif
extern SndOutModule* PortaudioOut;

View File

@ -225,6 +225,18 @@ EXPORT_C_(void) s2r_replay(HWND hwnd, HINSTANCE hinst, LPSTR filename, int nCmdS
conprintf("Playing %s file on %x...",filename,hwnd);
if (IsWindows8OrGreater())
{
for (int n = 0; mods[n] != nullptr; ++n)
{
if (mods[n] == XAudio2_27_Out)
{
mods[n] = XAudio2Out;
break;
}
}
}
#endif
// load file

View File

@ -82,20 +82,6 @@ int numSpeakers = 0;
int dplLevel = 0;
/*****************************************************************************/
BOOL IsVistaOrGreater2() // workaround for XP toolset missing VersionHelpers.h
{
OSVERSIONINFOEX osvi;
DWORDLONG dwlConditionMask = 0;
int op = VER_GREATER_EQUAL;
ZeroMemory(&osvi, sizeof(OSVERSIONINFOEX));
osvi.dwOSVersionInfoSize = sizeof(OSVERSIONINFOEX);
osvi.dwMajorVersion = 6;
VER_SET_CONDITION(dwlConditionMask, VER_MAJORVERSION, op);
return VerifyVersionInfo(&osvi, VER_MAJORVERSION, dwlConditionMask);
}
void ReadSettings()
{
@ -140,12 +126,11 @@ void ReadSettings()
// portaudio occasionally has issues selecting the proper default audio device.
// let's use xaudio2 until this is sorted (rama)
// if ( IsVistaOrGreater2() ) { // XA2 for WinXP, morder modern gets Portaudio
// CfgReadStr(L"OUTPUT", L"Output_Module", omodid, 127, PortaudioOut->GetIdent());
// }
// else {
if (IsWindows8OrGreater())
CfgReadStr(L"OUTPUT", L"Output_Module", omodid, 127, XAudio2Out->GetIdent());
// }
else
CfgReadStr(L"OUTPUT", L"Output_Module", omodid, 127, XAudio2_27_Out->GetIdent());
// find the driver index of this module:
OutputModule = FindOutputModuleById( omodid );

View File

@ -17,12 +17,13 @@
#include "Global.h"
#define _WIN32_DCOM
#include "Dialogs.h"
#include <xaudio2.h>
#include <atlcomcli.h>
#undef _WIN32_WINNT
#define _WIN32_WINNT 0x0602
#include <xaudio2.h>
namespace Exception
{
class XAudio2Error : public std::runtime_error
@ -30,8 +31,7 @@ namespace Exception
protected:
static const char* SomeKindaErrorString(HRESULT hr)
{
switch( hr )
{
switch (hr) {
case XAUDIO2_E_INVALID_CALL:
return "Invalid call for the XA2 object state.";
@ -130,8 +130,7 @@ private:
//
HRESULT hr;
if (FAILED(hr = pXAudio2->CreateSourceVoice(&pSourceVoice, (WAVEFORMATEX*)&wfx,
XAUDIO2_VOICE_NOSRC, 1.0f, this ) ) )
{
XAUDIO2_VOICE_NOSRC, 1.0f, this))) {
throw Exception::XAudio2Error(hr, "XAudio2 CreateSourceVoice failure.");
}
@ -146,8 +145,7 @@ private:
// Start some buffers.
for( uint i=0; i<m_nBuffers; i++ )
{
for (uint i = 0; i < m_nBuffers; i++) {
XAUDIO2_BUFFER buf = { 0 };
buf.AudioBytes = m_BufferSizeBytes;
buf.pContext = &qbuffer[i*m_BufferSize];
@ -159,12 +157,12 @@ private:
}
STDMETHOD_(void, OnVoiceProcessingPassStart) () {}
STDMETHOD_(void, OnVoiceProcessingPassStart) (UINT32) { };
STDMETHOD_(void, OnVoiceProcessingPassStart) (UINT32) {}
STDMETHOD_(void, OnVoiceProcessingPassEnd) () {}
STDMETHOD_(void, OnStreamEnd) () {}
STDMETHOD_(void, OnBufferStart) (void*) {}
STDMETHOD_(void, OnLoopEnd) (void*) {}
STDMETHOD_(void, OnVoiceError) (THIS_ void* pBufferContext, HRESULT Error) { };
STDMETHOD_(void, OnVoiceError) (THIS_ void* pBufferContext, HRESULT Error) {}
};
template< typename T >
@ -192,8 +190,7 @@ private:
void Init(IXAudio2* pXAudio2)
{
int chanMask = 0;
switch(m_nChannels)
{
switch (m_nChannels) {
case 1: chanMask |= SPEAKER_FRONT_CENTER; break;
case 2: chanMask |= SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT; break;
case 3: chanMask |= SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_LOW_FREQUENCY; break;
@ -211,8 +208,7 @@ private:
EnterCriticalSection(&cs);
// All of these checks are necessary because XAudio2 is wonky shizat.
if( pSourceVoice == NULL || context == NULL )
{
if (pSourceVoice == NULL || context == NULL) {
LeaveCriticalSection(&cs);
return;
}
@ -232,9 +228,9 @@ private:
}
};
#if _WIN32_WINNT < 0x602
HMODULE xAudio2DLL;
#endif
decltype(&XAudio2Create) pXAudio2Create;
CComPtr<IXAudio2> pXAudio2;
IXAudio2MasteringVoice* pMasteringVoice;
BaseStreamingVoice* voiceContext;
@ -246,41 +242,23 @@ public:
HRESULT hr;
jASSUME(pXAudio2 == NULL);
#if _WIN32_WINNT < 0x602
// On some systems XAudio2.7 can unload itself and cause PCSX2 to crash.
// Maintain an extra library reference so it can't do so. Does not
// affect XAudio 2.8+, but that's Win8+. See
// http://blogs.msdn.com/b/chuckw/archive/2015/10/09/known-issues-xaudio-2-7.aspx
#ifdef _DEBUG
xAudio2DLL = LoadLibrary(L"XAudioD2_7.dll");
#else
xAudio2DLL = LoadLibrary(L"XAudio2_7.dll");
#endif
#endif
xAudio2DLL = LoadLibraryEx(XAUDIO2_DLL, nullptr, LOAD_LIBRARY_SEARCH_SYSTEM32);
if (xAudio2DLL == nullptr)
throw std::runtime_error("Could not load " XAUDIO2_DLL_A ". Error code:" + std::to_string(GetLastError()));
pXAudio2Create = reinterpret_cast<decltype(&XAudio2Create)>(GetProcAddress(xAudio2DLL, "XAudio2Create"));
if (pXAudio2Create == nullptr)
throw std::runtime_error("XAudio2Create not found. Error code: " + std::to_string(GetLastError()));
//
// Initialize XAudio2
//
CoInitializeEx(NULL, COINIT_MULTITHREADED);
UINT32 flags = 0;
#if _WIN32_WINNT < 0x602
if( IsDebugBuild )
flags |= XAUDIO2_DEBUG_ENGINE;
#endif
try
{
if ( FAILED(hr = XAudio2Create( &pXAudio2, flags ) ) )
throw Exception::XAudio2Error( hr,
"Failed to init XAudio2 engine. XA2 may not be available on your system.\n"
"Ensure that you have the latest DirectX runtimes installed, or use \n"
"DirectX / WaveOut drivers instead. Error Details:"
);
#if _WIN32_WINNT < 0x602
XAUDIO2_DEVICE_DETAILS deviceDetails;
pXAudio2->GetDeviceDetails( 0, &deviceDetails );
#endif
try {
if (FAILED(hr = pXAudio2Create(&pXAudio2, 0, XAUDIO2_DEFAULT_PROCESSOR)))
throw Exception::XAudio2Error(hr, "Failed to init XAudio2 engine. Error Details:");
// Stereo Expansion was planned to grab the currently configured number of
// Speakers from Windows's audio config.
@ -296,23 +274,16 @@ public:
default: speakers = 2;
}
#if _WIN32_WINNT < 0x602
// Any windows driver should support stereo at the software level, I should think!
jASSUME( deviceDetails.OutputFormat.Format.nChannels > 1 );
#endif
//
// Create a mastering voice
//
if ( FAILED(hr = pXAudio2->CreateMasteringVoice( &pMasteringVoice, speakers, SampleRate ) ) )
{
if (FAILED(hr = pXAudio2->CreateMasteringVoice(&pMasteringVoice, speakers, SampleRate))) {
SysMessage("Failed creating mastering voice: %#X\n", hr);
CoUninitialize();
return -1;
}
switch( speakers )
{
switch (speakers) {
case 2:
ConLog("* SPU2 > Using normal 2 speaker stereo output.\n");
voiceContext = new StreamingVoice<StereoOut16>(pXAudio2);
@ -335,8 +306,7 @@ public:
case 6:
case 7:
switch(dplLevel)
{
switch (dplLevel) {
case 0:
ConLog("* SPU2 > 5.1 speaker expansion enabled.\n");
voiceContext = new StreamingVoice<Stereo51Out16>(pXAudio2); //"normal" stereo upmix
@ -359,9 +329,7 @@ public:
}
voiceContext->Init(pXAudio2);
}
catch( Exception::XAudio2Error& ex )
{
} catch (Exception::XAudio2Error& ex) {
SysMessage(ex.CMessage());
pXAudio2.Release();
CoUninitialize();
@ -373,15 +341,6 @@ public:
void Close()
{
// Clean up?
// All XAudio2 interfaces are released when the engine is destroyed,
// but being tidy never hurt.
// Actually it can hurt. As of DXSDK Aug 2008, doing a full cleanup causes
// XA2 on Vista to crash. Even if you copy/paste code directly from Microsoft.
// But doing no cleanup at all causes XA2 under XP to crash. So after much trial
// and error we found a happy compromise as follows:
safe_delete(voiceContext);
voiceContext = NULL;
@ -394,12 +353,11 @@ public:
pXAudio2.Release();
CoUninitialize();
#if _WIN32_WINNT < 0x602
if (xAudio2DLL) {
FreeLibrary(xAudio2DLL);
xAudio2DLL = nullptr;
pXAudio2Create = nullptr;
}
#endif
}
virtual void Configure(uptr parent)

View File

@ -0,0 +1,434 @@
/* SPU2-X, A plugin for Emulating the Sound Processing Unit of the Playstation 2
* Developed and maintained by the Pcsx2 Development Team.
*
* Original portions from SPU2ghz are (c) 2008 by David Quintana [gigaherz]
*
* SPU2-X is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* SPU2-X 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with SPU2-X. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Global.h"
#include "Dialogs.h"
#include <xaudio2.h>
#include <atlcomcli.h>
namespace Exception
{
class XAudio2_27Error : public std::runtime_error
{
protected:
static const char* SomeKindaErrorString( HRESULT hr )
{
switch( hr )
{
case XAUDIO2_E_INVALID_CALL:
return "Invalid call for the XA2 object state.";
case XAUDIO2_E_DEVICE_INVALIDATED:
return "Device is unavailable, unplugged, unsupported, or has been consumed by The Nothing.";
}
return "Unknown error code!";
}
public:
const HRESULT ErrorCode;
std::string m_Message;
const char* CMessage() const
{
return m_Message.c_str();
}
virtual ~XAudio2_27Error() throw() {}
XAudio2_27Error( const HRESULT result, const std::string& msg ) :
runtime_error( msg ),
ErrorCode( result ),
m_Message()
{
char omg[1024];
sprintf_s( omg, "%s (code 0x%x)\n\n%s", what(), ErrorCode, SomeKindaErrorString( ErrorCode ) );
m_Message = omg;
}
};
}
static const double SndOutNormalizer = (double)(1UL<<(SndOutVolumeShift+16));
class XAudio2_27_Mod: public SndOutModule
{
private:
static const int PacketsPerBuffer = 8;
static const int MAX_BUFFER_COUNT = 3;
class BaseStreamingVoice : public IXAudio2VoiceCallback
{
protected:
IXAudio2SourceVoice* pSourceVoice;
s16* qbuffer;
const uint m_nBuffers;
const uint m_nChannels;
const uint m_BufferSize;
const uint m_BufferSizeBytes;
CRITICAL_SECTION cs;
public:
int GetEmptySampleCount()
{
XAUDIO2_VOICE_STATE state;
pSourceVoice->GetState( &state );
return state.SamplesPlayed & (m_BufferSize-1);
}
virtual ~BaseStreamingVoice()
{
}
BaseStreamingVoice( uint numChannels ) :
m_nBuffers( Config_XAudio2.NumBuffers ),
m_nChannels( numChannels ),
m_BufferSize( SndOutPacketSize * m_nChannels * PacketsPerBuffer ),
m_BufferSizeBytes( m_BufferSize * sizeof(s16) )
{
}
virtual void Init( IXAudio2* pXAudio2 ) = 0;
protected:
// Several things must be initialized separate of the constructor, due to the fact that
// virtual calls can't be made from the constructor's context.
void _init( IXAudio2* pXAudio2, uint chanConfig )
{
WAVEFORMATEXTENSIBLE wfx;
memset(&wfx, 0, sizeof(WAVEFORMATEXTENSIBLE));
wfx.Format.wFormatTag = WAVE_FORMAT_EXTENSIBLE;
wfx.Format.nSamplesPerSec = SampleRate;
wfx.Format.nChannels = m_nChannels;
wfx.Format.wBitsPerSample = 16;
wfx.Format.nBlockAlign = wfx.Format.nChannels*wfx.Format.wBitsPerSample/8;
wfx.Format.nAvgBytesPerSec = SampleRate * wfx.Format.nBlockAlign;
wfx.Format.cbSize = sizeof(WAVEFORMATEXTENSIBLE)-sizeof(WAVEFORMATEX);
wfx.Samples.wValidBitsPerSample = 16;
wfx.dwChannelMask = chanConfig;
wfx.SubFormat = KSDATAFORMAT_SUBTYPE_PCM;
//
// Create an XAudio2 voice to stream this wave
//
HRESULT hr;
if( FAILED(hr = pXAudio2->CreateSourceVoice( &pSourceVoice, (WAVEFORMATEX*)&wfx,
XAUDIO2_VOICE_NOSRC, 1.0f, this ) ) )
{
throw Exception::XAudio2_27Error( hr, "XAudio2 CreateSourceVoice failure." );
}
InitializeCriticalSection( &cs );
EnterCriticalSection( &cs );
pSourceVoice->FlushSourceBuffers();
pSourceVoice->Start( 0, 0 );
qbuffer = new s16[m_nBuffers * m_BufferSize];
ZeroMemory( qbuffer, m_BufferSizeBytes * m_nBuffers );
// Start some buffers.
for( uint i=0; i<m_nBuffers; i++ )
{
XAUDIO2_BUFFER buf = {0};
buf.AudioBytes = m_BufferSizeBytes;
buf.pContext = &qbuffer[i*m_BufferSize];
buf.pAudioData = (BYTE*)buf.pContext;
pSourceVoice->SubmitSourceBuffer( &buf );
}
LeaveCriticalSection( &cs );
}
STDMETHOD_(void, OnVoiceProcessingPassStart) () {}
STDMETHOD_(void, OnVoiceProcessingPassStart) (UINT32) { };
STDMETHOD_(void, OnVoiceProcessingPassEnd) () {}
STDMETHOD_(void, OnStreamEnd) () {}
STDMETHOD_(void, OnBufferStart) ( void* ) {}
STDMETHOD_(void, OnLoopEnd) ( void* ) {}
STDMETHOD_(void, OnVoiceError) (THIS_ void* pBufferContext, HRESULT Error) { };
};
template< typename T >
class StreamingVoice : public BaseStreamingVoice
{
public:
StreamingVoice( IXAudio2* pXAudio2 ) :
BaseStreamingVoice( sizeof(T) / sizeof( s16 ) )
{
}
virtual ~StreamingVoice()
{
IXAudio2SourceVoice* killMe = pSourceVoice;
pSourceVoice = NULL;
killMe->FlushSourceBuffers();
killMe->DestroyVoice();
EnterCriticalSection( &cs );
safe_delete_array( qbuffer );
LeaveCriticalSection( &cs );
DeleteCriticalSection( &cs );
}
void Init( IXAudio2* pXAudio2 )
{
int chanMask = 0;
switch(m_nChannels)
{
case 1: chanMask |= SPEAKER_FRONT_CENTER; break;
case 2: chanMask |= SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT; break;
case 3: chanMask |= SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_LOW_FREQUENCY; break;
case 4: chanMask |= SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT; break;
case 5: chanMask |= SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_FRONT_CENTER | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT; break;
case 6: chanMask |= SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_FRONT_CENTER | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT | SPEAKER_LOW_FREQUENCY; break;
case 8: chanMask |= SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_FRONT_CENTER | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT | SPEAKER_SIDE_LEFT | SPEAKER_SIDE_RIGHT | SPEAKER_LOW_FREQUENCY; break;
}
_init( pXAudio2, chanMask );
}
protected:
STDMETHOD_(void, OnBufferEnd) ( void* context )
{
EnterCriticalSection( &cs );
// All of these checks are necessary because XAudio2 is wonky shizat.
if( pSourceVoice == NULL || context == NULL )
{
LeaveCriticalSection( &cs );
return;
}
T* qb = (T*)context;
for(int p=0; p<PacketsPerBuffer; p++, qb+=SndOutPacketSize )
SndBuffer::ReadSamples( qb );
XAUDIO2_BUFFER buf = {0};
buf.AudioBytes = m_BufferSizeBytes;
buf.pAudioData = (BYTE*)context;
buf.pContext = context;
pSourceVoice->SubmitSourceBuffer( &buf );
LeaveCriticalSection( &cs );
}
};
HMODULE xAudio2DLL;
CComPtr<IXAudio2> pXAudio2;
IXAudio2MasteringVoice* pMasteringVoice;
BaseStreamingVoice* voiceContext;
public:
s32 Init()
{
HRESULT hr;
jASSUME( pXAudio2 == NULL );
// On some systems XAudio2.7 can unload itself and cause PCSX2 to crash.
// Maintain an extra library reference so it can't do so. Does not
// affect XAudio 2.8+, but that's Win8+. See
// http://blogs.msdn.com/b/chuckw/archive/2015/10/09/known-issues-xaudio-2-7.aspx
#ifdef _DEBUG
xAudio2DLL = LoadLibrary(L"XAudioD2_7.dll");
#else
xAudio2DLL = LoadLibrary(L"XAudio2_7.dll");
#endif
//
// Initialize XAudio2
//
CoInitializeEx( NULL, COINIT_MULTITHREADED );
UINT32 flags = 0;
if( IsDebugBuild )
flags |= XAUDIO2_DEBUG_ENGINE;
try
{
if ( FAILED(hr = XAudio2Create( &pXAudio2, flags ) ) )
throw Exception::XAudio2_27Error( hr,
"Failed to init XAudio2 engine. XA2 may not be available on your system.\n"
"Ensure that you have the latest DirectX runtimes installed, or use \n"
"DirectX / WaveOut drivers instead. Error Details:"
);
XAUDIO2_DEVICE_DETAILS deviceDetails;
pXAudio2->GetDeviceDetails( 0, &deviceDetails );
// Stereo Expansion was planned to grab the currently configured number of
// Speakers from Windows's audio config.
// This doesn't always work though, so let it be a user configurable option.
int speakers;
switch(numSpeakers) // speakers = (numSpeakers + 1) *2; ?
{
case 0: speakers = 2; break; // Stereo
case 1: speakers = 4; break; // Quadrafonic
case 2: speakers = 6; break; // Surround 5.1
case 3: speakers = 8; break; // Surround 7.1
default: speakers = 2;
}
// Any windows driver should support stereo at the software level, I should think!
jASSUME( deviceDetails.OutputFormat.Format.nChannels > 1 );
//
// Create a mastering voice
//
if ( FAILED(hr = pXAudio2->CreateMasteringVoice( &pMasteringVoice, speakers, SampleRate ) ) )
{
SysMessage( "Failed creating mastering voice: %#X\n", hr );
CoUninitialize();
return -1;
}
switch( speakers )
{
case 2:
ConLog( "* SPU2 > Using normal 2 speaker stereo output.\n" );
voiceContext = new StreamingVoice<StereoOut16>( pXAudio2 );
break;
case 3:
ConLog( "* SPU2 > 2.1 speaker expansion enabled.\n" );
voiceContext = new StreamingVoice<Stereo21Out16>( pXAudio2 );
break;
case 4:
ConLog( "* SPU2 > 4 speaker expansion enabled [quadraphenia]\n" );
voiceContext = new StreamingVoice<Stereo40Out16>( pXAudio2 );
break;
case 5:
ConLog( "* SPU2 > 4.1 speaker expansion enabled.\n" );
voiceContext = new StreamingVoice<Stereo41Out16>( pXAudio2 );
break;
case 6:
case 7:
switch(dplLevel)
{
case 0:
ConLog( "* SPU2 > 5.1 speaker expansion enabled.\n" );
voiceContext = new StreamingVoice<Stereo51Out16>( pXAudio2 ); //"normal" stereo upmix
break;
case 1:
ConLog( "* SPU2 > 5.1 speaker expansion with basic ProLogic dematrixing enabled.\n" );
voiceContext = new StreamingVoice<Stereo51Out16Dpl>( pXAudio2 ); // basic Dpl decoder without rear stereo balancing
break;
case 2:
ConLog( "* SPU2 > 5.1 speaker expansion with experimental ProLogicII dematrixing enabled.\n" );
voiceContext = new StreamingVoice<Stereo51Out16DplII>( pXAudio2 ); //gigas PLII
break;
}
break;
default: // anything 8 or more gets the 7.1 treatment!
ConLog( "* SPU2 > 7.1 speaker expansion enabled.\n" );
voiceContext = new StreamingVoice<Stereo51Out16>( pXAudio2 );
break;
}
voiceContext->Init( pXAudio2 );
}
catch( Exception::XAudio2_27Error& ex )
{
SysMessage( ex.CMessage() );
pXAudio2.Release();
CoUninitialize();
return -1;
}
return 0;
}
void Close()
{
// Clean up?
// All XAudio2 interfaces are released when the engine is destroyed,
// but being tidy never hurt.
// Actually it can hurt. As of DXSDK Aug 2008, doing a full cleanup causes
// XA2 on Vista to crash. Even if you copy/paste code directly from Microsoft.
// But doing no cleanup at all causes XA2 under XP to crash. So after much trial
// and error we found a happy compromise as follows:
safe_delete( voiceContext );
voiceContext = NULL;
if( pMasteringVoice != NULL )
pMasteringVoice->DestroyVoice();
pMasteringVoice = NULL;
pXAudio2.Release();
CoUninitialize();
if (xAudio2DLL) {
FreeLibrary(xAudio2DLL);
xAudio2DLL = nullptr;
}
}
virtual void Configure(uptr parent)
{
}
s32 Test() const
{
return 0;
}
int GetEmptySampleCount()
{
if( voiceContext == NULL ) return 0;
return voiceContext->GetEmptySampleCount();
}
const wchar_t* GetIdent() const
{
return L"xaudio2";
}
const wchar_t* GetLongName() const
{
return L"XAudio 2.7 (Recommended)";
}
void ReadSettings()
{
}
void SetApiSettings(wxString api)
{
}
void WriteSettings() const
{
}
} static XA2;
SndOutModule *XAudio2_27_Out = &XA2;

View File

@ -107,8 +107,6 @@
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<TargetName Condition="'$(Configuration)|$(Platform)'=='Devel|Win32'">$(ProjectName)-dev</TargetName>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Devel|Win32'">false</LinkIncremental>
<IncludePath Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(DXSDK_DIR)\include;$(IncludePath)</IncludePath>
<LibraryPath Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(DXSDK_DIR)\Lib\x86;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Devel|Win32'">
<Midl>
@ -121,7 +119,7 @@
</HeaderFileName>
</Midl>
<ClCompile>
<AdditionalIncludeDirectories>$(DXSDK_DIR)include;$(SolutionDir)3rdparty\portaudio\include\;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)3rdparty\portaudio\include\;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>FLOAT_SAMPLES;NDEBUG;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExceptionHandling>Async</ExceptionHandling>
<EnableEnhancedInstructionSet>StreamingSIMDExtensions2</EnableEnhancedInstructionSet>
@ -160,7 +158,7 @@
</HeaderFileName>
</Midl>
<ClCompile>
<AdditionalIncludeDirectories>$(DXSDK_DIR)include;$(SolutionDir)3rdparty\portaudio\include\;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)3rdparty\portaudio\include\;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>FLOAT_SAMPLES;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExceptionHandling>Async</ExceptionHandling>
<PrecompiledHeader>Use</PrecompiledHeader>
@ -193,7 +191,7 @@
</HeaderFileName>
</Midl>
<ClCompile>
<AdditionalIncludeDirectories>$(DXSDK_DIR)include;$(SolutionDir)3rdparty\portaudio\include\;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)3rdparty\portaudio\include\;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>FLOAT_SAMPLES;NDEBUG;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExceptionHandling>Async</ExceptionHandling>
<EnableEnhancedInstructionSet>StreamingSIMDExtensions2</EnableEnhancedInstructionSet>
@ -234,7 +232,7 @@
</HeaderFileName>
</Midl>
<ClCompile>
<AdditionalIncludeDirectories>$(DXSDK_DIR)include;$(SolutionDir)3rdparty\portaudio\include\;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)3rdparty\portaudio\include\;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>wxUSE_GUI=0;FLOAT_SAMPLES;DEBUG_FAST;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExceptionHandling>Async</ExceptionHandling>
<PrecompiledHeader>Use</PrecompiledHeader>
@ -345,6 +343,9 @@
<ClCompile Include="SndOut_DSound.cpp" />
<ClCompile Include="SndOut_waveOut.cpp" />
<ClCompile Include="SndOut_XAudio2.cpp" />
<ClCompile Include="SndOut_XAudio2_27.cpp">
<AdditionalIncludeDirectories>$(DXSDK_DIR)include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<ClCompile Include="..\Linux\Alsa.cpp">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='DebugStrict|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>

View File

@ -144,7 +144,7 @@
<ClCompile Include="SndOut_waveOut.cpp">
<Filter>Source Files\Sound Output\Windows</Filter>
</ClCompile>
<ClCompile Include="SndOut_XAudio2.cpp">
<ClCompile Include="SndOut_XAudio2_27.cpp">
<Filter>Source Files\Sound Output\Windows</Filter>
</ClCompile>
<ClCompile Include="..\Linux\Alsa.cpp">
@ -213,6 +213,9 @@
<ClCompile Include="..\DplIIdecoder.cpp">
<Filter>Source Files\Sound Output</Filter>
</ClCompile>
<ClCompile Include="SndOut_XAudio2.cpp">
<Filter>Source Files\Sound Output\Windows</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="..\..\LGPL.txt">

View File

@ -25,6 +25,7 @@
#include <commctrl.h>
#include <initguid.h>
#include <tchar.h>
#include <VersionHelpers.h>
#include "resource.h"