Starting audio common

Going to slowly make LLE-testing and HLE use it
(This commit is missing some proj files for windows)


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2741 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
nakeee
2009-03-23 17:56:37 +00:00
parent 788cc73867
commit 07381b9962
11 changed files with 14 additions and 36 deletions

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// Copyright (C) 2003-2009 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <string.h>
#include "AOSoundStream.h"
#if defined(HAVE_AO) && HAVE_AO
void AOSound::SoundLoop()
{
ao_initialize();
default_driver = ao_default_driver_id();
format.bits = 16;
format.channels = 2;
format.rate = sampleRate;
format.byte_format = AO_FMT_LITTLE;
device = ao_open_live(default_driver, &format, NULL /* no options */);
if (!device)
{
PanicAlert("DSP_HLE: Error opening AO device.\n");
ao_shutdown();
Stop();
return;
}
buf_size = format.bits/8 * format.channels * format.rate;
while (!threadData)
{
soundCriticalSection->Enter();
uint_32 numBytesToRender = 256;
(*callback)(realtimeBuffer, numBytesToRender >> 2, 16, sampleRate, 2);
ao_play(device, (char*)realtimeBuffer, numBytesToRender);
soundCriticalSection->Leave();
soundSyncEvent->Wait();
}
}
void *soundThread(void *args)
{
((AOSound *)args)->SoundLoop();
return NULL;
}
bool AOSound::Start()
{
memset(realtimeBuffer, 0, sizeof(realtimeBuffer));
soundSyncEvent = new Common::Event();
soundSyncEvent->Init();
soundCriticalSection = new Common::CriticalSection(1);
thread = new Common::Thread(soundThread, (void *)this);
return true;
}
void AOSound::Update()
{
soundSyncEvent->Set();
}
void AOSound::Stop()
{
soundCriticalSection->Enter();
threadData = 1;
soundSyncEvent->Set();
soundCriticalSection->Leave();
soundSyncEvent->Shutdown();
delete soundCriticalSection;
delete thread;
delete soundSyncEvent;
ao_close(device);
device = NULL;
ao_shutdown();
}
#endif

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// Copyright (C) 2003-2009 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef __AOSOUNDSTREAM_H__
#define __AOSOUNDSTREAM_H__
#include "SoundStream.h"
#if defined(HAVE_AO) && HAVE_AO
#include <ao/ao.h>
#endif
#include "Thread.h"
class AOSound : public SoundStream
{
#if defined(HAVE_AO) && HAVE_AO
Common::Thread *thread;
Common::CriticalSection *soundCriticalSection;
Common::Event *soundSyncEvent;
int buf_size;
ao_device *device;
ao_sample_format format;
int default_driver;
short realtimeBuffer[1024 * 1024];
public:
AOSound(int _sampleRate, StreamCallback _callback) :
SoundStream(_sampleRate, _callback) {}
virtual ~AOSound() {}
virtual bool Start();
virtual void SoundLoop();
virtual void Stop();
static bool isValid() {
return true;
}
virtual bool usesMixer() const {
return true;
}
virtual void Update();
virtual int GetSampleRate() {
return sampleRate;
}
#else
public:
AOSound(int _sampleRate, StreamCallback _callback) :
SoundStream(_sampleRate, _callback) {}
#endif
};
#endif //__AOSOUNDSTREAM_H__

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// Copyright (C) 2003-2009 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <dxerr.h>
#include "DSoundStream.h"
extern bool log_ai;
bool DSound::CreateBuffer()
{
PCMWAVEFORMAT pcmwf;
DSBUFFERDESC dsbdesc;
memset(&pcmwf, 0, sizeof(PCMWAVEFORMAT));
memset(&dsbdesc, 0, sizeof(DSBUFFERDESC));
pcmwf.wf.wFormatTag = WAVE_FORMAT_PCM;
pcmwf.wf.nChannels = 2;
pcmwf.wf.nSamplesPerSec = sampleRate;
pcmwf.wf.nBlockAlign = 4;
pcmwf.wf.nAvgBytesPerSec = pcmwf.wf.nSamplesPerSec * pcmwf.wf.nBlockAlign;
pcmwf.wBitsPerSample = 16;
// Fill out DSound buffer description.
dsbdesc.dwSize = sizeof(DSBUFFERDESC);
dsbdesc.dwFlags = DSBCAPS_GETCURRENTPOSITION2 | DSBCAPS_STICKYFOCUS;
dsbdesc.dwBufferBytes = bufferSize = BUFSIZE;
dsbdesc.lpwfxFormat = (WAVEFORMATEX *)&pcmwf;
HRESULT res = ds->CreateSoundBuffer(&dsbdesc, &dsBuffer, NULL);
if (SUCCEEDED(res))
{
dsBuffer->SetCurrentPosition(0);
return true;
}
else
{
// Failed.
PanicAlert("Sound buffer creation failed: %s", DXGetErrorString(res));
dsBuffer = NULL;
return false;
}
}
bool DSound::WriteDataToBuffer(DWORD dwOffset, // Our own write cursor.
char* soundData, // Start of our data.
DWORD dwSoundBytes) // Size of block to copy.
{
// I want to record the regular audio to, how do I do that?
// Well, it's gonna be a bit tricky. For future work :)
//std::string Data = ArrayToString((const u8*)soundData, dwSoundBytes);
//Console::Print("Data: %s\n\n", Data.c_str());
//if (log_ai) g_wave_writer.AddStereoSamples((const short*)soundData, dwSoundBytes);
void *ptr1, *ptr2;
DWORD numBytes1, numBytes2;
// Obtain memory address of write block. This will be in two parts if the block wraps around.
HRESULT hr = dsBuffer->Lock(dwOffset, dwSoundBytes, &ptr1, &numBytes1, &ptr2, &numBytes2, 0);
// If the buffer was lost, restore and retry lock.
if (DSERR_BUFFERLOST == hr)
{
dsBuffer->Restore();
hr = dsBuffer->Lock(dwOffset, dwSoundBytes, &ptr1, &numBytes1, &ptr2, &numBytes2, 0);
}
if (SUCCEEDED(hr))
{
memcpy(ptr1, soundData, numBytes1);
if (ptr2 != 0)
memcpy(ptr2, soundData + numBytes1, numBytes2);
// Release the data back to DirectSound.
dsBuffer->Unlock(ptr1, numBytes1, ptr2, numBytes2);
return true;
}
return false;
}
// The audio thread.
DWORD WINAPI soundThread(void* args)
{
(reinterpret_cast<DSound *>(args))->SoundLoop();
return 0;
}
void DSound::SoundLoop()
{
currentPos = 0;
lastPos = 0;
dsBuffer->Play(0, 0, DSBPLAY_LOOPING);
while (!threadData)
{
// No blocking inside the csection
soundCriticalSection.Enter();
dsBuffer->GetCurrentPosition((DWORD*)&currentPos, 0);
int numBytesToRender = FIX128(ModBufferSize(currentPos - lastPos));
if (numBytesToRender >= 256)
{
if (numBytesToRender > sizeof(realtimeBuffer))
PanicAlert("soundThread: too big render call");
(*callback)(realtimeBuffer, numBytesToRender >> 2, 16, sampleRate, 2);
WriteDataToBuffer(lastPos, (char*)realtimeBuffer, numBytesToRender);
currentPos = ModBufferSize(lastPos + numBytesToRender);
totalRenderedBytes += numBytesToRender;
lastPos = currentPos;
}
soundCriticalSection.Leave();
if (threadData)
break;
soundSyncEvent.Wait();
}
dsBuffer->Stop();
}
bool DSound::Start()
{
soundSyncEvent.Init();
if (FAILED(DirectSoundCreate8(0, &ds, 0)))
return false;
if (hWnd)
ds->SetCooperativeLevel((HWND)hWnd, DSSCL_NORMAL);
if (!CreateBuffer())
return false;
DWORD num1;
short* p1;
dsBuffer->Lock(0, bufferSize, (void* *)&p1, &num1, 0, 0, 0);
memset(p1, 0, num1);
dsBuffer->Unlock(p1, num1, 0, 0);
totalRenderedBytes = -bufferSize;
thread = new Common::Thread(soundThread, (void *)this);
return true;
}
void DSound::Update()
{
soundSyncEvent.Set();
}
void DSound::Stop()
{
soundCriticalSection.Enter();
threadData = 1;
// kick the thread if it's waiting
soundSyncEvent.Set();
soundCriticalSection.Leave();
delete thread;
dsBuffer->Release();
ds->Release();
soundSyncEvent.Shutdown();
thread = NULL;
}

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// Copyright (C) 2003-2009 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef __DSOUNDSTREAM_H__
#define __DSOUNDSTREAM_H__
#include "SoundStream.h"
#include "Thread.h"
#ifdef _WIN32
#include "stdafx.h"
#include <mmsystem.h>
#include <dsound.h>
#define BUFSIZE 32768
#define MAXWAIT 70 //ms
#endif
class DSound : public SoundStream
{
#ifdef _WIN32
Common::Thread *thread;
Common::CriticalSection soundCriticalSection;
Common::Event soundSyncEvent;
void *hWnd;
IDirectSound8* ds;
IDirectSoundBuffer* dsBuffer;
int bufferSize; //i bytes
int totalRenderedBytes;
// playback position
int currentPos;
int lastPos;
short realtimeBuffer[1024 * 1024];
inline int FIX128(int x) {
return x & (~127);
}
inline int ModBufferSize(int x) {
return (x + bufferSize) % bufferSize;
}
bool CreateBuffer();
bool WriteDataToBuffer(DWORD dwOffset, char* soundData,
DWORD dwSoundBytes);
public:
DSound(int _sampleRate, StreamCallback _callback) :
SoundStream(_sampleRate, _callback) {}
DSound(int _sampleRate, StreamCallback _callback, void *_hWnd) :
SoundStream(_sampleRate, _callback), hWnd(_hWnd) {}
virtual ~DSound() {}
virtual bool Start();
virtual void SoundLoop();
virtual void Stop();
static bool isValid() { return true; }
virtual bool usesMixer() const { return true; }
virtual void Update();
#else
public:
DSound(int _sampleRate, StreamCallback _callback, void *hWnd = NULL) :
SoundStream(_sampleRate, _callback) {}
#endif
};
#endif //__DSOUNDSTREAM_H__

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// Copyright (C) 2003-2009 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef __NULLSOUNDSTREAM_H__
#define __NULLSOUNDSTREAM_H__
#include "SoundStream.h"
class NullSound : public SoundStream
{
public:
NullSound(int _sampleRate, StreamCallback _callback) :
SoundStream(_sampleRate, _callback) {}
virtual ~NullSound() {}
static bool isValid() {
return true;
}
virtual bool Start() { return true; }
virtual void Update() {
(*callback)(NULL, 256 >> 2, 16, sampleRate, 2);
}
};
#endif //__NULLSOUNDSTREAM_H__

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// Copyright (C) 2003-2009 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef __SOUNDSTREAM_H__
#define __SOUNDSTREAM_H__
#include "Common.h"
typedef void (*StreamCallback)(short* buffer, int numSamples, int bits, int rate, int channels);
class SoundStream
{
protected:
int sampleRate;
StreamCallback callback;
// We set this to shut down the sound thread.
// 0=keep playing, 1=stop playing NOW.
volatile int threadData;
public:
SoundStream(int _sampleRate, StreamCallback _callback) :
sampleRate(_sampleRate), callback(_callback), threadData(0) {}
virtual ~SoundStream() {}
static bool isValid() { return false; }
virtual bool usesMixer() const { return false; }
virtual bool Start() { return false; }
virtual void SoundLoop() {}
virtual void Stop() {}
virtual void Update() {}
virtual int GetSampleRate() const { return sampleRate; }
};
#endif