pcsx2/plugins/spu2ghz/xaudio2out.cpp

236 lines
6.0 KiB
C++

//GiGaHeRz's SPU2 Driver
//Copyright (c) 2003-2008, David Quintana <gigaherz@gmail.com>
//
//This library 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 Foundation; either
//version 2.1 of the License, or (at your option) any later version.
//
//This library 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 this library; if not, write to the Free Software
//Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
#define _WIN32_DCOM
#include "spu2.h"
#include <windows.h>
#include <xaudio2.h>
#include <strsafe.h>
#include <shellapi.h>
#include <mmsystem.h>
#include <conio.h>
class XAudio2Mod: public SndOutModule
{
private:
static const int PacketsPerBuffer = 1;
static const int BufferSize = SndOutPacketSize * PacketsPerBuffer;
static const int BufferSizeBytes = BufferSize * 2;
s16* qbuffer;
s32 out_num;
#define MAX_BUFFER_COUNT 3
//--------------------------------------------------------------------------------------
// Callback structure
//--------------------------------------------------------------------------------------
class StreamingVoiceContext : public IXAudio2VoiceCallback
{
public:
SndBuffer* sndout;
IXAudio2SourceVoice* pSourceVoice;
CRITICAL_SECTION cs;
protected:
STDMETHOD_(void, OnVoiceProcessingPassStart) () {}
STDMETHOD_(void, OnVoiceProcessingPassStart) (UINT32) { };
STDMETHOD_(void, OnVoiceProcessingPassEnd) () {}
STDMETHOD_(void, OnStreamEnd) () {}
STDMETHOD_(void, OnBufferStart) ( void* ) {}
STDMETHOD_(void, OnBufferEnd) ( void* context )
{
EnterCriticalSection( &cs );
// All of these checks are necessary because XAudio2 is wonky shizat.
if( pSourceVoice == NULL || context == NULL ) return;
s16* qb = (s16*)context;
for(int p=0; p<PacketsPerBuffer; p++, qb+=SndOutPacketSize )
sndout->ReadSamples( qb );
XAUDIO2_BUFFER buf = {0};
buf.AudioBytes = BufferSizeBytes;
buf.pAudioData=(BYTE*)context;
buf.pContext=context;
pSourceVoice->SubmitSourceBuffer( &buf );
LeaveCriticalSection( &cs );
}
STDMETHOD_(void, OnLoopEnd) ( void* ) {}
STDMETHOD_(void, OnVoiceError) (THIS_ void* pBufferContext, HRESULT Error) { };
} voiceContext;
IXAudio2* pXAudio2;
IXAudio2MasteringVoice* pMasteringVoice;
IXAudio2SourceVoice* pSourceVoice;
WAVEFORMATEX wfx;
public:
s32 Init(SndBuffer *sb)
{
HRESULT hr;
//
// Initialize XAudio2
//
CoInitializeEx( NULL, COINIT_MULTITHREADED );
UINT32 flags = 0;
#ifdef _DEBUG
flags |= XAUDIO2_DEBUG_ENGINE;
#endif
if ( FAILED(hr = XAudio2Create( &pXAudio2, flags ) ) )
{
SysMessage( "Failed to init XAudio2 engine: %#X\n", hr );
CoUninitialize();
return -1;
}
//
// Create a mastering voice
//
if ( FAILED(hr = pXAudio2->CreateMasteringVoice( &pMasteringVoice, 0, SampleRate ) ) )
{
SysMessage( "Failed creating mastering voice: %#X\n", hr );
SAFE_RELEASE( pXAudio2 );
CoUninitialize();
return -1;
}
wfx.wFormatTag = WAVE_FORMAT_PCM;
wfx.nSamplesPerSec = SampleRate;
wfx.nChannels=2;
wfx.wBitsPerSample = 16;
wfx.nBlockAlign = 2*2;
wfx.nAvgBytesPerSec = SampleRate * wfx.nBlockAlign;
wfx.cbSize=0;
InitializeCriticalSection( &voiceContext.cs );
EnterCriticalSection( &voiceContext.cs );
//
// Create an XAudio2 voice to stream this wave
//
if( FAILED(hr = pXAudio2->CreateSourceVoice( &pSourceVoice, &wfx,
XAUDIO2_VOICE_NOSRC, 1.0f, &voiceContext ) ) )
{
SysMessage( "Error %#X creating source voice\n", hr );
SAFE_RELEASE( pXAudio2 );
return -1;
}
voiceContext.pSourceVoice = pSourceVoice;
voiceContext.sndout = sb;
pSourceVoice->FlushSourceBuffers();
pSourceVoice->Start( 0, 0 );
qbuffer = new s16[BufferSize*MAX_BUFFER_COUNT];
ZeroMemory(qbuffer,BufferSizeBytes*MAX_BUFFER_COUNT);
// Start two buffers.
// Frankly two buffers is all we should ever need since the buffer fill code
// is tied directly to the XAudio2 engine.
{
XAUDIO2_BUFFER buf = {0};
buf.AudioBytes = BufferSizeBytes;
buf.pContext=qbuffer;
buf.pAudioData=(BYTE*)buf.pContext;
pSourceVoice->SubmitSourceBuffer( &buf );
}
{
XAUDIO2_BUFFER buf = {0};
buf.AudioBytes = BufferSizeBytes;
buf.pContext=&qbuffer[BufferSize];
buf.pAudioData=(BYTE*)buf.pContext;
pSourceVoice->SubmitSourceBuffer( &buf );
}
LeaveCriticalSection( &voiceContext.cs );
return 0;
}
void Close()
{
EnterCriticalSection( &voiceContext.cs );
// 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 comprimise as follows:
if( pSourceVoice != NULL )
pSourceVoice->DestroyVoice();
if( pMasteringVoice != NULL )
pMasteringVoice->DestroyVoice();
SAFE_RELEASE( pXAudio2 );
SAFE_DELETE_ARRAY( qbuffer );
pMasteringVoice = NULL;
voiceContext.sndout = NULL;
voiceContext.pSourceVoice = NULL;
pSourceVoice = NULL;
LeaveCriticalSection( &voiceContext.cs );
DeleteCriticalSection( &voiceContext.cs );
CoUninitialize();
}
virtual void Configure(HWND parent)
{
}
virtual bool Is51Out() const { return false; }
s32 Test() const
{
return 0;
}
int GetEmptySampleCount() const
{
XAUDIO2_VOICE_STATE state;
pSourceVoice->GetState( &state );
return state.SamplesPlayed & (BufferSize-1);
}
const char* GetIdent() const
{
return "xaudio2";
}
const char* GetLongName() const
{
return "XAudio 2 (Recommended)";
}
} XA2;
SndOutModule *XAudio2Out=&XA2;