mirror of https://github.com/PCSX2/pcsx2.git
236 lines
6.0 KiB
C++
236 lines
6.0 KiB
C++
//GiGaHeRz's SPU2 Driver
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//Copyright (c) 2003-2008, David Quintana <gigaherz@gmail.com>
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//
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//This library is free software; you can redistribute it and/or
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//modify it under the terms of the GNU Lesser General Public
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//License as published by the Free Software Foundation; either
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//version 2.1 of the License, or (at your option) any later version.
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//
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//This library 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 GNU
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//Lesser General Public License for more details.
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//
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//You should have received a copy of the GNU Lesser General Public
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//License along with this library; if not, write to the Free Software
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//Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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#define _WIN32_DCOM
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#include "spu2.h"
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#include <windows.h>
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#include <xaudio2.h>
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#include <strsafe.h>
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#include <shellapi.h>
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#include <mmsystem.h>
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#include <conio.h>
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class XAudio2Mod: public SndOutModule
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{
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private:
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static const int PacketsPerBuffer = 1;
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static const int BufferSize = SndOutPacketSize * PacketsPerBuffer;
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static const int BufferSizeBytes = BufferSize * 2;
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s16* qbuffer;
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s32 out_num;
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#define MAX_BUFFER_COUNT 3
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//--------------------------------------------------------------------------------------
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// Callback structure
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//--------------------------------------------------------------------------------------
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class StreamingVoiceContext : public IXAudio2VoiceCallback
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{
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public:
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SndBuffer* sndout;
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IXAudio2SourceVoice* pSourceVoice;
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CRITICAL_SECTION cs;
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protected:
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STDMETHOD_(void, OnVoiceProcessingPassStart) () {}
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STDMETHOD_(void, OnVoiceProcessingPassStart) (UINT32) { };
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STDMETHOD_(void, OnVoiceProcessingPassEnd) () {}
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STDMETHOD_(void, OnStreamEnd) () {}
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STDMETHOD_(void, OnBufferStart) ( void* ) {}
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STDMETHOD_(void, OnBufferEnd) ( void* context )
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{
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EnterCriticalSection( &cs );
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// All of these checks are necessary because XAudio2 is wonky shizat.
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if( pSourceVoice == NULL || context == NULL ) return;
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s16* qb = (s16*)context;
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for(int p=0; p<PacketsPerBuffer; p++, qb+=SndOutPacketSize )
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sndout->ReadSamples( qb );
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XAUDIO2_BUFFER buf = {0};
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buf.AudioBytes = BufferSizeBytes;
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buf.pAudioData=(BYTE*)context;
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buf.pContext=context;
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pSourceVoice->SubmitSourceBuffer( &buf );
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LeaveCriticalSection( &cs );
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}
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STDMETHOD_(void, OnLoopEnd) ( void* ) {}
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STDMETHOD_(void, OnVoiceError) (THIS_ void* pBufferContext, HRESULT Error) { };
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} voiceContext;
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IXAudio2* pXAudio2;
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IXAudio2MasteringVoice* pMasteringVoice;
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IXAudio2SourceVoice* pSourceVoice;
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WAVEFORMATEX wfx;
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public:
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s32 Init(SndBuffer *sb)
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{
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HRESULT hr;
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//
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// Initialize XAudio2
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//
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CoInitializeEx( NULL, COINIT_MULTITHREADED );
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UINT32 flags = 0;
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#ifdef _DEBUG
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flags |= XAUDIO2_DEBUG_ENGINE;
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#endif
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if ( FAILED(hr = XAudio2Create( &pXAudio2, flags ) ) )
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{
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SysMessage( "Failed to init XAudio2 engine: %#X\n", hr );
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CoUninitialize();
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return -1;
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}
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//
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// Create a mastering voice
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//
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if ( FAILED(hr = pXAudio2->CreateMasteringVoice( &pMasteringVoice, 0, SampleRate ) ) )
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{
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SysMessage( "Failed creating mastering voice: %#X\n", hr );
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SAFE_RELEASE( pXAudio2 );
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CoUninitialize();
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return -1;
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}
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wfx.wFormatTag = WAVE_FORMAT_PCM;
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wfx.nSamplesPerSec = SampleRate;
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wfx.nChannels=2;
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wfx.wBitsPerSample = 16;
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wfx.nBlockAlign = 2*2;
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wfx.nAvgBytesPerSec = SampleRate * wfx.nBlockAlign;
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wfx.cbSize=0;
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InitializeCriticalSection( &voiceContext.cs );
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EnterCriticalSection( &voiceContext.cs );
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//
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// Create an XAudio2 voice to stream this wave
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//
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if( FAILED(hr = pXAudio2->CreateSourceVoice( &pSourceVoice, &wfx,
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XAUDIO2_VOICE_NOSRC, 1.0f, &voiceContext ) ) )
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{
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SysMessage( "Error %#X creating source voice\n", hr );
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SAFE_RELEASE( pXAudio2 );
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return -1;
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}
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voiceContext.pSourceVoice = pSourceVoice;
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voiceContext.sndout = sb;
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pSourceVoice->FlushSourceBuffers();
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pSourceVoice->Start( 0, 0 );
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qbuffer = new s16[BufferSize*MAX_BUFFER_COUNT];
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ZeroMemory(qbuffer,BufferSizeBytes*MAX_BUFFER_COUNT);
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// Start two buffers.
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// Frankly two buffers is all we should ever need since the buffer fill code
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// is tied directly to the XAudio2 engine.
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{
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XAUDIO2_BUFFER buf = {0};
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buf.AudioBytes = BufferSizeBytes;
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buf.pContext=qbuffer;
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buf.pAudioData=(BYTE*)buf.pContext;
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pSourceVoice->SubmitSourceBuffer( &buf );
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}
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{
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XAUDIO2_BUFFER buf = {0};
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buf.AudioBytes = BufferSizeBytes;
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buf.pContext=&qbuffer[BufferSize];
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buf.pAudioData=(BYTE*)buf.pContext;
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pSourceVoice->SubmitSourceBuffer( &buf );
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}
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LeaveCriticalSection( &voiceContext.cs );
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return 0;
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}
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void Close()
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{
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EnterCriticalSection( &voiceContext.cs );
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// Clean up?
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// All XAudio2 interfaces are released when the engine is destroyed,
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// but being tidy never hurt.
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// Actually it can hurt. As of DXSDK Aug 2008, doing a full cleanup causes
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// XA2 on Vista to crash. Even if you copy/paste code directly from Microsoft.
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// But doing no cleanup at all causes XA2 under XP to crash. So after much trial
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// and error we found a happy comprimise as follows:
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if( pSourceVoice != NULL )
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pSourceVoice->DestroyVoice();
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if( pMasteringVoice != NULL )
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pMasteringVoice->DestroyVoice();
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SAFE_RELEASE( pXAudio2 );
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SAFE_DELETE_ARRAY( qbuffer );
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pMasteringVoice = NULL;
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voiceContext.sndout = NULL;
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voiceContext.pSourceVoice = NULL;
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pSourceVoice = NULL;
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LeaveCriticalSection( &voiceContext.cs );
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DeleteCriticalSection( &voiceContext.cs );
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CoUninitialize();
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}
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virtual void Configure(HWND parent)
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{
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}
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virtual bool Is51Out() const { return false; }
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s32 Test() const
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{
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return 0;
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}
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int GetEmptySampleCount() const
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{
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XAUDIO2_VOICE_STATE state;
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pSourceVoice->GetState( &state );
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return state.SamplesPlayed & (BufferSize-1);
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}
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const char* GetIdent() const
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{
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return "xaudio2";
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}
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const char* GetLongName() const
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{
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return "XAudio 2 (Recommended)";
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}
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} XA2;
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SndOutModule *XAudio2Out=&XA2;
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