win32: Add a WaveOut driver.

This commit is contained in:
Alias Letterman 2019-02-11 18:45:45 -06:00
parent fd177fb317
commit ed3beae304
4 changed files with 227 additions and 0 deletions

176
win32/CWaveOut.cpp Normal file
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/*****************************************************************************\
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
This file is licensed under the Snes9x License.
For further information, consult the LICENSE file in the root directory.
\*****************************************************************************/
#include "CWaveOut.h"
#include "../snes9x.h"
#include "../apu/apu.h"
#include "wsnes9x.h"
CWaveOut::CWaveOut(void)
{
hWaveOut = NULL;
initDone = false;
}
CWaveOut::~CWaveOut(void)
{
DeInitSoundOutput();
}
void CALLBACK WaveCallback(HWAVEOUT hWave, UINT uMsg, DWORD_PTR dwUser, DWORD_PTR dw1, DWORD_PTR dw2)
{
if (uMsg == WOM_DONE)
{
InterlockedDecrement(((volatile LONG *)dwUser));
SetEvent(GUI.SoundSyncEvent);
}
}
bool CWaveOut::SetupSound()
{
WAVEFORMATEX wfx;
wfx.wFormatTag = WAVE_FORMAT_PCM;
wfx.nChannels = 2;
wfx.nSamplesPerSec = Settings.SoundPlaybackRate;
wfx.nBlockAlign = 2 * 2;
wfx.wBitsPerSample = 16;
wfx.nAvgBytesPerSec = wfx.nSamplesPerSec * wfx.nBlockAlign;
wfx.cbSize = 0;
waveOutOpen(&hWaveOut, WAVE_MAPPER, &wfx, (DWORD_PTR)WaveCallback, (DWORD_PTR)&bufferCount, CALLBACK_FUNCTION);
UINT32 blockTime = GUI.SoundBufferSize / blockCount;
singleBufferSamples = (Settings.SoundPlaybackRate * blockTime) / 1000;
singleBufferSamples *= 2;
singleBufferBytes = singleBufferSamples * 2;
sumBufferSize = singleBufferBytes * blockCount;
writeOffset = 0;
partialOffset = 0;
waveHeaders.resize(blockCount);
for (auto &w : waveHeaders)
{
w.lpData = (LPSTR)LocalAlloc(LMEM_FIXED, singleBufferBytes);
w.dwBufferLength = singleBufferBytes;
w.dwBytesRecorded = 0;
w.dwUser = 0;
w.dwFlags = 0;
w.dwLoops = 0;
w.lpNext = 0;
w.reserved = 0;
waveOutPrepareHeader(hWaveOut, &w, sizeof(WAVEHDR));
}
initDone = true;
return true;
}
void CWaveOut::SetVolume(double volume)
{
waveOutSetVolume(hWaveOut, 0xffffffff);
}
void CWaveOut::BeginPlayback()
{
waveOutRestart(hWaveOut);
}
bool CWaveOut::InitSoundOutput()
{
return true;
}
void CWaveOut::DeInitSoundOutput()
{
if (!initDone)
return;
waveOutReset(hWaveOut);
if (!waveHeaders.empty())
{
for (auto &w : waveHeaders)
{
waveOutUnprepareHeader(hWaveOut, &w, sizeof(WAVEHDR));
LocalFree(w.lpData);
}
}
waveHeaders.clear();
waveOutClose(hWaveOut);
initDone = false;
}
void CWaveOut::StopPlayback()
{
waveOutPause(hWaveOut);
}
void CWaveOut::ProcessSound()
{
int freeBytes = ((blockCount - bufferCount) * singleBufferBytes) - partialOffset;
if (Settings.DynamicRateControl)
{
S9xUpdateDynamicRate(freeBytes, sumBufferSize);
}
UINT32 availableSamples;
availableSamples = S9xGetSampleCount();
if (Settings.DynamicRateControl)
{
// Using rate control, we should always keep the emulator's sound buffers empty to
// maintain an accurate measurement.
if (availableSamples > (freeBytes >> 1))
{
S9xClearSamples();
return;
}
}
if (!initDone)
return;
if (partialOffset != 0) {
UINT32 samplesleftinblock = (singleBufferBytes - partialOffset) >> 1;
BYTE *offsetBuffer = (BYTE *)waveHeaders[writeOffset].lpData + partialOffset;
if (availableSamples <= samplesleftinblock)
{
S9xMixSamples(offsetBuffer, availableSamples);
partialOffset += availableSamples << 1;
availableSamples = 0;
}
else
{
S9xMixSamples(offsetBuffer, samplesleftinblock);
partialOffset = 0;
availableSamples -= samplesleftinblock;
waveOutWrite(hWaveOut, &waveHeaders[writeOffset], sizeof(WAVEHDR));
InterlockedIncrement(&bufferCount);
writeOffset++;
writeOffset %= bufferCount;
}
}
while (availableSamples >= singleBufferSamples && bufferCount < blockCount) {
BYTE *curBuffer = (BYTE *)waveHeaders[writeOffset].lpData;
S9xMixSamples(curBuffer, singleBufferSamples);
waveOutWrite(hWaveOut, &waveHeaders[writeOffset], sizeof(WAVEHDR));
InterlockedIncrement(&bufferCount);
writeOffset++;
writeOffset %= bufferCount;
availableSamples -= singleBufferSamples;
}
if (availableSamples > 0 && bufferCount < blockCount) {
S9xMixSamples((BYTE *)waveHeaders[writeOffset].lpData, availableSamples);
partialOffset = availableSamples << 1;
}
}

43
win32/CWaveOut.h Normal file
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/*****************************************************************************\
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
This file is licensed under the Snes9x License.
For further information, consult the LICENSE file in the root directory.
\*****************************************************************************/
#pragma once
#include "../snes9x.h"
#include <windows.h>
#include "IS9xSoundOutput.h"
#include <mmsystem.h>
#include <vector>
class CWaveOut : public IS9xSoundOutput
{
private:
void BeginPlayback(void);
void StopPlayback(void);
void ProcessSound(void);
HWAVEOUT hWaveOut;
bool initDone;
volatile LONG bufferCount;
UINT32 sumBufferSize;
UINT32 singleBufferSamples;
UINT32 singleBufferBytes;
const UINT32 blockCount = 8;
UINT32 writeOffset;
UINT32 partialOffset;
std::vector<WAVEHDR> waveHeaders;
public:
CWaveOut(void);
~CWaveOut(void);
// Inherited from IS9xSoundOutput
bool InitSoundOutput(void);
void DeInitSoundOutput(void);
bool SetupSound(void);
void SetVolume(double volume);
};

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@ -439,6 +439,7 @@
<ClInclude Include="cgMini.h" />
<ClInclude Include="COpenGL.h" />
<ClInclude Include="CShaderParamDlg.h" />
<ClInclude Include="CWaveOut.h" />
<ClInclude Include="CXAudio2.h" />
<ClInclude Include="dxerr.h" />
<ClInclude Include="gl_core_3_1.h" />
@ -582,6 +583,7 @@
<ClCompile Include="CGLCG.cpp" />
<ClCompile Include="COpenGL.cpp" />
<ClCompile Include="CShaderParamDlg.cpp" />
<ClCompile Include="CWaveOut.cpp" />
<ClCompile Include="CXAudio2.cpp" />
<ClCompile Include="DumpAtEnd.cpp" />
<ClCompile Include="dxerr.cpp" />

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@ -291,6 +291,9 @@
<ClInclude Include="..\shaders\SPIRV-Cross\spirv_parser.hpp">
<Filter>Shaders</Filter>
</ClInclude>
<ClInclude Include="CWaveOut.h">
<Filter>GUI\SoundDriver</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\bsx.cpp">
@ -623,6 +626,9 @@
<ClCompile Include="..\shaders\SPIRV-Cross\spirv_parser.cpp">
<Filter>Shaders</Filter>
</ClCompile>
<ClCompile Include="CWaveOut.cpp">
<Filter>GUI\SoundDriver</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="rsrc\nodrop.cur">