snes9x/win32/CXAudio2.cpp

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/***********************************************************************************
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
Jerremy Koot (jkoot@snes9x.com)
(c) Copyright 2002 - 2004 Matthew Kendora
(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
Kris Bleakley (codeviolation@hotmail.com)
(c) Copyright 2002 - 2010 Brad Jorsch (anomie@users.sourceforge.net),
Nach (n-a-c-h@users.sourceforge.net),
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(c) Copyright 2002 - 2011 zones (kasumitokoduck@yahoo.com)
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(c) Copyright 2006 - 2007 nitsuja
(c) Copyright 2009 - 2016 BearOso,
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OV2
BS-X C emulator code
(c) Copyright 2005 - 2006 Dreamer Nom,
zones
C4 x86 assembler and some C emulation code
(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
Nach,
zsKnight (zsknight@zsnes.com)
C4 C++ code
(c) Copyright 2003 - 2006 Brad Jorsch,
Nach
DSP-1 emulator code
(c) Copyright 1998 - 2006 _Demo_,
Andreas Naive (andreasnaive@gmail.com),
Gary Henderson,
Ivar (ivar@snes9x.com),
John Weidman,
Kris Bleakley,
Matthew Kendora,
Nach,
neviksti (neviksti@hotmail.com)
DSP-2 emulator code
(c) Copyright 2003 John Weidman,
Kris Bleakley,
Lord Nightmare (lord_nightmare@users.sourceforge.net),
Matthew Kendora,
neviksti
DSP-3 emulator code
(c) Copyright 2003 - 2006 John Weidman,
Kris Bleakley,
Lancer,
z80 gaiden
DSP-4 emulator code
(c) Copyright 2004 - 2006 Dreamer Nom,
John Weidman,
Kris Bleakley,
Nach,
z80 gaiden
OBC1 emulator code
(c) Copyright 2001 - 2004 zsKnight,
pagefault (pagefault@zsnes.com),
Kris Bleakley
Ported from x86 assembler to C by sanmaiwashi
SPC7110 and RTC C++ emulator code used in 1.39-1.51
(c) Copyright 2002 Matthew Kendora with research by
zsKnight,
John Weidman,
Dark Force
SPC7110 and RTC C++ emulator code used in 1.52+
(c) Copyright 2009 byuu,
neviksti
S-DD1 C emulator code
(c) Copyright 2003 Brad Jorsch with research by
Andreas Naive,
John Weidman
S-RTC C emulator code
(c) Copyright 2001 - 2006 byuu,
John Weidman
ST010 C++ emulator code
(c) Copyright 2003 Feather,
John Weidman,
Kris Bleakley,
Matthew Kendora
Super FX x86 assembler emulator code
(c) Copyright 1998 - 2003 _Demo_,
pagefault,
zsKnight
Super FX C emulator code
(c) Copyright 1997 - 1999 Ivar,
Gary Henderson,
John Weidman
Sound emulator code used in 1.5-1.51
(c) Copyright 1998 - 2003 Brad Martin
(c) Copyright 1998 - 2006 Charles Bilyue'
Sound emulator code used in 1.52+
(c) Copyright 2004 - 2007 Shay Green (gblargg@gmail.com)
2016-10-07 17:47:07 +00:00
S-SMP emulator code used in 1.54+
(c) Copyright 2016 byuu
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SH assembler code partly based on x86 assembler code
(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
2xSaI filter
(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
HQ2x, HQ3x, HQ4x filters
(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
NTSC filter
(c) Copyright 2006 - 2007 Shay Green
GTK+ GUI code
(c) Copyright 2004 - 2016 BearOso
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Win32 GUI code
(c) Copyright 2003 - 2006 blip,
funkyass,
Matthew Kendora,
Nach,
nitsuja
2016-10-07 17:53:18 +00:00
(c) Copyright 2009 - 2016 OV2
2010-09-25 15:46:12 +00:00
Mac OS GUI code
(c) Copyright 1998 - 2001 John Stiles
2011-04-11 19:51:20 +00:00
(c) Copyright 2001 - 2011 zones
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Specific ports contains the works of other authors. See headers in
individual files.
Snes9x homepage: http://www.snes9x.com/
Permission to use, copy, modify and/or distribute Snes9x in both binary
and source form, for non-commercial purposes, is hereby granted without
fee, providing that this license information and copyright notice appear
with all copies and any derived work.
This software is provided 'as-is', without any express or implied
warranty. In no event shall the authors be held liable for any damages
arising from the use of this software or it's derivatives.
Snes9x is freeware for PERSONAL USE only. Commercial users should
seek permission of the copyright holders first. Commercial use includes,
but is not limited to, charging money for Snes9x or software derived from
Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
using Snes9x as a promotion for your commercial product.
The copyright holders request that bug fixes and improvements to the code
should be forwarded to them so everyone can benefit from the modifications
in future versions.
Super NES and Super Nintendo Entertainment System are trademarks of
Nintendo Co., Limited and its subsidiary companies.
***********************************************************************************/
#include "CXAudio2.h"
#include "../snes9x.h"
#include "../apu/apu.h"
#include "wsnes9x.h"
#include <process.h>
#include <Dxerr.h>
/* CXAudio2
Implements audio output through XAudio2.
Basic idea: one master voice and one source voice are created;
the source voice consumes buffers queued by PushBuffer, plays them through
the master voice and calls OnBufferEnd after each buffer.
ProcessSound copies new samples into the buffer and queues them for playback.
*/
/* Construction/Destruction
*/
CXAudio2::CXAudio2(void)
{
pXAudio2 = NULL;
pSourceVoice = NULL;
pMasterVoice = NULL;
sum_bufferSize = singleBufferBytes \
= singleBufferSamples = blockCount = 0;
soundBuffer = NULL;
initDone = false;
}
CXAudio2::~CXAudio2(void)
{
DeInitXAudio2();
}
/* CXAudio2::InitXAudio2
initializes the XAudio2 object
-----
returns true if successful, false otherwise
*/
bool CXAudio2::InitXAudio2(void)
{
if(initDone)
return true;
HRESULT hr;
if ( FAILED(hr = XAudio2Create( &pXAudio2, 0 , XAUDIO2_DEFAULT_PROCESSOR ) ) ) {
DXTRACE_ERR_MSGBOX(TEXT("Unable to create XAudio2 object."),hr);
MessageBox (GUI.hWnd, TEXT("\
Unable to initialize XAudio2. You will not be able to hear any\n\
sound effects or music while playing.\n\n\
This is usually caused by not having a recent DirectX release installed."),
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TEXT("Snes9X - Unable to Initialize XAudio2"),
MB_OK | MB_ICONWARNING);
return false;
}
initDone = true;
return true;
}
/* CXAudio2::InitVoices
initializes the voice objects with the current audio settings
-----
returns true if successful, false otherwise
*/
bool CXAudio2::InitVoices(void)
{
HRESULT hr;
if ( FAILED(hr = pXAudio2->CreateMasteringVoice( &pMasterVoice, (Settings.Stereo?2:1),
Settings.SoundPlaybackRate, 0, 0 , NULL ) ) ) {
DXTRACE_ERR_MSGBOX(TEXT("Unable to create mastering voice."),hr);
return false;
}
WAVEFORMATEX wfx;
wfx.wFormatTag = WAVE_FORMAT_PCM;
wfx.nChannels = Settings.Stereo ? 2 : 1;
wfx.nSamplesPerSec = Settings.SoundPlaybackRate;
wfx.nBlockAlign = (Settings.SixteenBitSound ? 2 : 1) * (Settings.Stereo ? 2 : 1);
wfx.wBitsPerSample = Settings.SixteenBitSound ? 16 : 8;
wfx.nAvgBytesPerSec = wfx.nSamplesPerSec * wfx.nBlockAlign;
wfx.cbSize = 0;
if( FAILED(hr = pXAudio2->CreateSourceVoice(&pSourceVoice, (WAVEFORMATEX*)&wfx,
XAUDIO2_VOICE_NOSRC , XAUDIO2_DEFAULT_FREQ_RATIO, this, NULL, NULL ) ) ) {
DXTRACE_ERR_MSGBOX(TEXT("Unable to create source voice."),hr);
return false;
}
return true;
}
/* CXAudio2::DeInitXAudio2
deinitializes all objects
*/
void CXAudio2::DeInitXAudio2(void)
{
initDone = false;
DeInitVoices();
if(pXAudio2) {
pXAudio2->Release();
pXAudio2 = NULL;
}
}
/* CXAudio2::DeInitVoices
deinitializes the voice objects and buffers
*/
void CXAudio2::DeInitVoices(void)
{
if(pSourceVoice) {
StopPlayback();
pSourceVoice->DestroyVoice();
pSourceVoice = NULL;
}
if(pMasterVoice) {
pMasterVoice->DestroyVoice();
pMasterVoice = NULL;
}
if(soundBuffer) {
delete [] soundBuffer;
soundBuffer = NULL;
}
}
/* CXAudio2::OnBufferEnd
callback function called by the source voice
IN:
pBufferContext - unused
*/
void CXAudio2::OnBufferEnd(void *pBufferContext)
{
InterlockedDecrement(&bufferCount);
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SetEvent(GUI.SoundSyncEvent);
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}
/* CXAudio2::PushBuffer
pushes one buffer onto the source voice playback queue
IN:
AudioBytes - size of the buffer
pAudioData - pointer to the buffer
pContext - context passed to the callback, currently unused
*/
void CXAudio2::PushBuffer(UINT32 AudioBytes,BYTE *pAudioData,void *pContext)
{
XAUDIO2_BUFFER xa2buffer={0};
xa2buffer.AudioBytes=AudioBytes;
xa2buffer.pAudioData=pAudioData;
xa2buffer.pContext=pContext;
InterlockedIncrement(&bufferCount);
pSourceVoice->SubmitSourceBuffer(&xa2buffer);
}
/* CXAudio2::SetupSound
applies current sound settings by recreating the voice objects and buffers
-----
returns true if successful, false otherwise
*/
bool CXAudio2::SetupSound()
{
if(!initDone)
return false;
DeInitVoices();
blockCount = 8;
UINT32 blockTime = GUI.SoundBufferSize / blockCount;
singleBufferSamples = (Settings.SoundPlaybackRate * blockTime * (Settings.Stereo ? 2 : 1)) / 1000;
singleBufferBytes = singleBufferSamples * (Settings.SixteenBitSound ? 2 : 1);
sum_bufferSize = singleBufferBytes * blockCount;
if (InitVoices())
{
soundBuffer = new uint8[sum_bufferSize];
writeOffset = 0;
}
else {
DeInitVoices();
return false;
}
bufferCount = 0;
BeginPlayback();
return true;
}
void CXAudio2::BeginPlayback()
{
pSourceVoice->Start(0);
}
void CXAudio2::StopPlayback()
{
pSourceVoice->Stop(0);
}
/* CXAudio2::ProcessSound
The mixing function called by the sound core when new samples are available.
SoundBuffer is divided into blockCount blocks. If there are enought available samples and a free block,
the block is filled and queued to the source voice. bufferCount is increased by pushbuffer and decreased by
the OnBufferComplete callback.
*/
void CXAudio2::ProcessSound()
{
S9xFinalizeSamples();
if(!initDone)
return;
BYTE * curBuffer;
UINT32 availableSamples;
availableSamples = S9xGetSampleCount();
while(availableSamples > singleBufferSamples && bufferCount < blockCount) {
curBuffer = soundBuffer + writeOffset;
S9xMixSamples(curBuffer,singleBufferSamples);
PushBuffer(singleBufferBytes,curBuffer,NULL);
writeOffset+=singleBufferBytes;
writeOffset%=sum_bufferSize;
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availableSamples -= singleBufferSamples;
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}
}