Replace Sleep function with waitable event
git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@455 a31d4220-a93d-0410-bf67-fe4944624d44
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@ -39,6 +39,27 @@
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#include "../Globals.h" // for 'speedup' and 'synchronize'
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// Synchronization Event
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class XAudio2_BufferNotify : public IXAudio2VoiceCallback
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{
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public:
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HANDLE hBufferEndEvent;
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XAudio2_BufferNotify() { hBufferEndEvent = CreateEvent( NULL, FALSE, FALSE, NULL ); }
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~XAudio2_BufferNotify() { CloseHandle( hBufferEndEvent ); }
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STDMETHOD_( void, OnBufferEnd ) ( void *pBufferContext ) { SetEvent( hBufferEndEvent ); }
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// dummies:
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STDMETHOD_( void, OnVoiceProcessingPassStart ) () {}
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STDMETHOD_( void, OnVoiceProcessingPassEnd ) () {}
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STDMETHOD_( void, OnStreamEnd ) () {}
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STDMETHOD_( void, OnBufferStart ) ( void *pBufferContext ) {}
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STDMETHOD_( void, OnLoopEnd ) ( void *pBufferContext ) {}
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STDMETHOD_( void, OnVoiceError ) ( void *pBufferContext, HRESULT Error ) {};
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};
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// Class Declaration
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class XAudio2_Output
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: public ISound
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@ -67,14 +88,15 @@ private:
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bool initialized;
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bool playing;
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UINT32 freq;
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BYTE *buffers;
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BYTE *buffers;
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int currentBuffer;
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IXAudio2 *xaud;
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IXAudio2MasteringVoice *mVoice; // dest
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IXAudio2SourceVoice *sVoice; // source
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IXAudio2MasteringVoice *mVoice; // listener
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IXAudio2SourceVoice *sVoice; // sound source
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XAUDIO2_BUFFER buf;
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XAUDIO2_VOICE_STATE vState;
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XAudio2_BufferNotify notify; // buffer end notification
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};
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@ -85,7 +107,7 @@ XAudio2_Output::XAudio2_Output()
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initialized = false;
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playing = false;
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freq = 0;
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buffers = 0;
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buffers = NULL;
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currentBuffer = 0;
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xaud = NULL;
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@ -181,7 +203,7 @@ bool XAudio2_Output::init()
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// Create Sound Emitter
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hr = xaud->CreateSourceVoice( &sVoice, &wfx, 0, XAUDIO2_MAX_FREQ_RATIO );
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hr = xaud->CreateSourceVoice( &sVoice, &wfx, 0, 4.0f, ¬ify );
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if( FAILED( hr ) ) {
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systemMessage( IDS_XAUDIO2_CANNOT_CREATE_SOURCEVOICE, NULL );
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@ -203,7 +225,25 @@ void XAudio2_Output::write()
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{
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if( !initialized || failed ) return;
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bool drop = false;
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while( true ) {
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sVoice->GetState( &vState );
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ASSERT( vState.BuffersQueued <= NBUFFERS );
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if( vState.BuffersQueued < NBUFFERS ) {
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// there is at least one free buffer
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break;
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} else {
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// the maximum number of buffers is currently queued
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if( synchronize && !speedup && !theApp.throttle ) {
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// wait for one buffer to finish playing
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WaitForSingleObject( notify.hBufferEndEvent, INFINITE );
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} else {
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// drop current audio frame
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return;
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}
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}
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}
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// copy & protect the audio data in own memory area while playing it
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CopyMemory( &buffers[ currentBuffer * soundBufferLen ], soundFinalWave, soundBufferLen );
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@ -214,32 +254,7 @@ void XAudio2_Output::write()
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currentBuffer++;
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currentBuffer %= ( NBUFFERS + 1 );
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while( true ) {
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sVoice->GetState( &vState );
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ASSERT( vState.BuffersQueued <= NBUFFERS );
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if( vState.BuffersQueued == NBUFFERS ) {
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// all buffers filled
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if( speedup || !synchronize || theApp.throttle ) {
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drop = true;
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break;
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}
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if( synchronize ) {
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// wait for about half the time one buffer needs to finish
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// unoptimized: ( sourceBufferLen * 1000 ) / ( freq * 2 * 2 ) * 1/2
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Sleep( soundBufferLen / ( freq >> 7 ) );
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}
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} else {
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// still room for new audio
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break;
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}
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}
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if( !drop ) {
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// add the sound buffer to the queue
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sVoice->SubmitSourceBuffer( &buf );
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}
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sVoice->SubmitSourceBuffer( &buf ); // send buffer to queue
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}
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@ -281,6 +296,8 @@ void XAudio2_Output::reset()
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void XAudio2_Output::setThrottle( unsigned short throttle )
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{
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if( !initialized || failed ) return;
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if( throttle == 0 ) throttle = 100;
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sVoice->SetFrequencyRatio( (float)throttle / 100.0f );
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}
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