/**************************************************************************** * * * Project64 - A Nintendo 64 emulator. * * http://www.pj64-emu.com/ * * Copyright (C) 2012 Project64. All rights reserved. * * * * License: * * GNU/GPLv2 http://www.gnu.org/licenses/gpl-2.0.html * * * ****************************************************************************/ #include "stdafx.h" #include #include #include #include #include #include "AudioPlugin.h" #include CAudioPlugin::CAudioPlugin() : AiLenChanged(NULL), AiReadLength(NULL), ProcessAList(NULL), m_hAudioThread(NULL), AiUpdate(NULL), AiDacrateChanged(NULL) { } CAudioPlugin::~CAudioPlugin() { Close(); UnloadPlugin(); } bool CAudioPlugin::LoadFunctions(void) { // Find entries for functions in DLL void(__cdecl *InitiateAudio) (void); LoadFunction(InitiateAudio); LoadFunction(AiDacrateChanged); LoadFunction(AiLenChanged); LoadFunction(AiReadLength); LoadFunction(AiUpdate); LoadFunction(ProcessAList); // Make sure dll has all needed functions if (AiDacrateChanged == NULL) { UnloadPlugin(); return false; } if (AiLenChanged == NULL) { UnloadPlugin(); return false; } if (AiReadLength == NULL) { UnloadPlugin(); return false; } if (InitiateAudio == NULL) { UnloadPlugin(); return false; } if (ProcessAList == NULL) { UnloadPlugin(); return false; } if (m_PluginInfo.Version >= 0x0102) { if (PluginOpened == NULL) { UnloadPlugin(); return false; } } return true; } bool CAudioPlugin::Initiate(CN64System * System, RenderWindow * Window) { struct AUDIO_INFO { HWND hwnd; HINSTANCE hinst; int32_t MemoryBswaped; // If this is set to TRUE, then the memory has been pre // bswap on a dword (32 bits) boundry // eg. the first 8 bytes are stored like this: // 4 3 2 1 8 7 6 5 uint8_t * HEADER; // This is the rom header (first 40h bytes of the rom // This will be in the same memory format as the rest of the memory. uint8_t * RDRAM; uint8_t * DMEM; uint8_t * IMEM; uint32_t * MI__INTR_REG; uint32_t * AI__DRAM_ADDR_REG; uint32_t * AI__LEN_REG; uint32_t * AI__CONTROL_REG; uint32_t * AI__STATUS_REG; uint32_t * AI__DACRATE_REG; uint32_t * AI__BITRATE_REG; void(__cdecl *CheckInterrupts)(void); }; //Get Function from DLL int32_t(__cdecl *InitiateAudio)(AUDIO_INFO Audio_Info); LoadFunction(InitiateAudio); if (InitiateAudio == NULL) { return false; } AUDIO_INFO Info = { 0 }; Info.hwnd = (HWND)Window->GetWindowHandle(); Info.hinst = GetModuleHandle(NULL); Info.MemoryBswaped = TRUE; Info.CheckInterrupts = DummyCheckInterrupts; // We are initializing the plugin before any rom is loaded so we do not have any correct // parameters here.. just needed to we can config the DLL. if (System == NULL) { uint8_t Buffer[100]; uint32_t Value = 0; Info.HEADER = Buffer; Info.RDRAM = Buffer; Info.DMEM = Buffer; Info.IMEM = Buffer; Info.MI__INTR_REG = &Value; Info.AI__DRAM_ADDR_REG = &Value; Info.AI__LEN_REG = &Value; Info.AI__CONTROL_REG = &Value; Info.AI__STATUS_REG = &Value; Info.AI__DACRATE_REG = &Value; Info.AI__BITRATE_REG = &Value; } // Send initialization information to the DLL else { Info.HEADER = g_Rom->GetRomAddress(); Info.RDRAM = g_MMU->Rdram(); Info.DMEM = g_MMU->Dmem(); Info.IMEM = g_MMU->Imem(); Info.MI__INTR_REG = &g_Reg->m_AudioIntrReg; Info.AI__DRAM_ADDR_REG = &g_Reg->AI_DRAM_ADDR_REG; Info.AI__LEN_REG = &g_Reg->AI_LEN_REG; Info.AI__CONTROL_REG = &g_Reg->AI_CONTROL_REG; Info.AI__STATUS_REG = &g_Reg->AI_STATUS_REG; Info.AI__DACRATE_REG = &g_Reg->AI_DACRATE_REG; Info.AI__BITRATE_REG = &g_Reg->AI_BITRATE_REG; } m_Initialized = InitiateAudio(Info) != 0; //jabo had a bug so I call CreateThread so his dllmain gets called again DWORD ThreadID; HANDLE hthread = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)DummyFunction, NULL, 0, &ThreadID); CloseHandle(hthread); if (System != NULL) { if (AiUpdate) { if (m_hAudioThread) { WriteTraceF(TraceAudio, __FUNCTION__ ": Terminate Audio Thread"); TerminateThread(m_hAudioThread, 0); } m_hAudioThread = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)AudioThread, (LPVOID)this, 0, &ThreadID); } if (g_Reg->AI_DACRATE_REG != 0) { DacrateChanged(System->SystemType()); } } return m_Initialized; } void CAudioPlugin::UnloadPluginDetails(void) { if (m_hAudioThread) { WriteTraceF(TraceAudio, __FUNCTION__ ": Terminate Audio Thread"); TerminateThread(m_hAudioThread, 0); m_hAudioThread = NULL; } AiDacrateChanged = NULL; AiLenChanged = NULL; AiReadLength = NULL; AiUpdate = NULL; ProcessAList = NULL; } void CAudioPlugin::DacrateChanged(SYSTEM_TYPE Type) { if (!Initialized()) { return; } WriteTraceF(TraceAudio, __FUNCTION__ ": SystemType: %s", Type == SYSTEM_NTSC ? "SYSTEM_NTSC" : "SYSTEM_PAL"); //uint32_t Frequency = g_Reg->AI_DACRATE_REG * 30; //uint32_t CountsPerSecond = (g_Reg->VI_V_SYNC_REG != 0 ? (g_Reg->VI_V_SYNC_REG + 1) * g_Settings->LoadDword(Game_ViRefreshRate) : 500000) * 60; AiDacrateChanged(Type); } void CAudioPlugin::AudioThread(CAudioPlugin * _this) { SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_TIME_CRITICAL); if (g_Settings->LoadBool(Setting_CN64TimeCritical)) { SetThreadPriority(GetCurrentThread(),THREAD_PRIORITY_HIGHEST); } for (;;) { _this->AiUpdate(true); } }