Audio engine now blocking when buffers are full.
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20ad328e4a
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f6ca6cced8
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@ -22,7 +22,7 @@ using namespace xe::cpu;
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AudioSystem::AudioSystem(Emulator* emulator) :
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emulator_(emulator), memory_(emulator->memory()),
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thread_(0), running_(false),
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client_({ 0 }), can_submit_(false) {
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client_({ 0 }) {
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// Create the run loop used for any windows/etc.
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// This must be done on the thread we create the driver.
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run_loop_ = xe_run_loop_create();
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@ -85,13 +85,14 @@ void AudioSystem::ThreadStart() {
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}
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// Pump worker.
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// This may block.
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Pump();
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xe_mutex_lock(lock_);
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uint32_t client_callback = client_.callback;
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uint32_t client_callback_arg = client_.wrapped_callback_arg;
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xe_mutex_unlock(lock_);
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if (client_callback && can_submit_) {
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if (client_callback) {
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processor->Execute(
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thread_state_, client_callback, client_callback_arg, 0);
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} else {
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@ -82,7 +82,6 @@ protected:
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uint32_t callback_arg;
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uint32_t wrapped_callback_arg;
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} client_;
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bool can_submit_;
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};
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@ -19,8 +19,29 @@ using namespace xe::apu;
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using namespace xe::apu::xaudio2;
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class XAudio2AudioSystem::VoiceCallback : public IXAudio2VoiceCallback {
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public:
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VoiceCallback(HANDLE wait_handle) : wait_handle_(wait_handle) {}
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~VoiceCallback() {}
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void OnStreamEnd() {}
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void OnVoiceProcessingPassEnd() {}
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void OnVoiceProcessingPassStart(UINT32 SamplesRequired) {}
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void OnBufferEnd(void * pBufferContext) {
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SetEvent(wait_handle_);
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}
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void OnBufferStart(void * pBufferContext) {}
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void OnLoopEnd(void * pBufferContext) {}
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void OnVoiceError(void * pBufferContext, HRESULT Error) {}
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private:
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HANDLE wait_handle_;
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};
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XAudio2AudioSystem::XAudio2AudioSystem(Emulator* emulator) :
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audio_(0), mastering_voice_(0), pcm_voice_(0),
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wait_handle_(NULL), voice_callback_(0),
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AudioSystem(emulator) {
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}
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@ -32,6 +53,10 @@ void XAudio2AudioSystem::Initialize() {
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HRESULT hr;
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wait_handle_ = CreateEvent(NULL, TRUE, TRUE, NULL);
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voice_callback_ = new VoiceCallback(wait_handle_);
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hr = XAudio2Create(&audio_, 0, XAUDIO2_DEFAULT_PROCESSOR);
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if (FAILED(hr)) {
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XELOGE("XAudio2Create failed with %.8X", hr);
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@ -62,12 +87,16 @@ void XAudio2AudioSystem::Initialize() {
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waveformat.nBlockAlign = 2;
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waveformat.wBitsPerSample = 16;
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waveformat.cbSize = 0;
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hr = audio_->CreateSourceVoice(&pcm_voice_, &waveformat);
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hr = audio_->CreateSourceVoice(
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&pcm_voice_, &waveformat, 0, XAUDIO2_DEFAULT_FREQ_RATIO,
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voice_callback_);
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if (FAILED(hr)) {
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XELOGE("CreateSourceVoice failed with %.8X", hr);
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exit(1);
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}
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//
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pcm_voice_->Start();
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}
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@ -76,10 +105,11 @@ void XAudio2AudioSystem::Pump() {
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pcm_voice_->GetState(&state);
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auto n = state.BuffersQueued;
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if (n > 30) {
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can_submit_ = false;
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} else {
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can_submit_ = true;
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// A lot of buffers are queued up, and until we use them block.
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ResetEvent(wait_handle_);
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}
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WaitForSingleObject(wait_handle_, INFINITE);
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}
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void XAudio2AudioSystem::SubmitFrame(uint32_t samples_ptr) {
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@ -117,5 +147,18 @@ void XAudio2AudioSystem::SubmitFrame(uint32_t samples_ptr) {
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}
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void XAudio2AudioSystem::Shutdown() {
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pcm_voice_->Stop();
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pcm_voice_->DestroyVoice();
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pcm_voice_ = NULL;
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mastering_voice_->DestroyVoice();
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mastering_voice_ = NULL;
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audio_->StopEngine();
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XESAFERELEASE(audio_);
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delete voice_callback_;
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CloseHandle(wait_handle_);
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AudioSystem::Shutdown();
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}
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@ -41,6 +41,10 @@ private:
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IXAudio2MasteringVoice* mastering_voice_;
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IXAudio2SourceVoice* pcm_voice_;
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float samples_[1536];
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HANDLE wait_handle_;
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class VoiceCallback;
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VoiceCallback* voice_callback_;
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};
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