mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 21:37:52 -07:00
Remove dsound audio backend.
There isn't any reason to use dsound over xaudio.
This commit is contained in:
parent
8bb3fa561b
commit
af2405eefd
@ -7,7 +7,6 @@
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#include "AudioCommon/AOSoundStream.h"
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#include "AudioCommon/AudioCommon.h"
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#include "AudioCommon/CoreAudioSoundStream.h"
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#include "AudioCommon/DSoundStream.h"
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#include "AudioCommon/Mixer.h"
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#include "AudioCommon/NullSoundStream.h"
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#include "AudioCommon/OpenALStream.h"
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@ -37,8 +36,6 @@ namespace AudioCommon
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soundStream = new OpenALStream(mixer);
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else if (backend == BACKEND_NULLSOUND && NullSound::isValid())
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soundStream = new NullSound(mixer);
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else if (backend == BACKEND_DIRECTSOUND && DSound::isValid())
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soundStream = new DSound(mixer, hWnd);
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else if (backend == BACKEND_XAUDIO2)
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{
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if (XAudio2::isValid())
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@ -111,8 +108,6 @@ namespace AudioCommon
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if (NullSound::isValid())
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backends.push_back(BACKEND_NULLSOUND);
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if (DSound::isValid())
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backends.push_back(BACKEND_DIRECTSOUND);
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if (XAudio2_7::isValid() || XAudio2::isValid())
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backends.push_back(BACKEND_XAUDIO2);
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if (AOSound::isValid())
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@ -38,7 +38,6 @@
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<ClCompile Include="aldlist.cpp" />
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<ClCompile Include="AudioCommon.cpp" />
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<ClCompile Include="DPL2Decoder.cpp" />
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<ClCompile Include="DSoundStream.cpp" />
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<ClCompile Include="Mixer.cpp" />
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<ClCompile Include="NullSoundStream.cpp" />
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<ClCompile Include="OpenALStream.cpp" />
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@ -55,7 +54,6 @@
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<ClInclude Include="AudioCommon.h" />
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<ClInclude Include="CoreAudioSoundStream.h" />
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<ClInclude Include="DPL2Decoder.h" />
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<ClInclude Include="DSoundStream.h" />
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<ClInclude Include="Mixer.h" />
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<ClInclude Include="NullSoundStream.h" />
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<ClInclude Include="OpenALStream.h" />
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@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup>
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<Filter Include="SoundStreams">
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@ -11,9 +11,6 @@
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<ClCompile Include="DPL2Decoder.cpp" />
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<ClCompile Include="Mixer.cpp" />
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<ClCompile Include="WaveFile.cpp" />
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<ClCompile Include="DSoundStream.cpp">
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<Filter>SoundStreams</Filter>
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</ClCompile>
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<ClCompile Include="NullSoundStream.cpp">
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<Filter>SoundStreams</Filter>
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</ClCompile>
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@ -37,9 +34,6 @@
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<ClInclude Include="AOSoundStream.h">
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<Filter>SoundStreams</Filter>
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</ClInclude>
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<ClInclude Include="DSoundStream.h">
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<Filter>SoundStreams</Filter>
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</ClInclude>
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<ClInclude Include="NullSoundStream.h">
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<Filter>SoundStreams</Filter>
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</ClInclude>
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@ -32,7 +32,6 @@ if(PULSEAUDIO_FOUND)
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endif(PULSEAUDIO_FOUND)
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if(WIN32)
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set(SRCS ${SRCS} DSoundStream.cpp)
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set(SRCS ${SRCS} XAudio2Stream.cpp)
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endif(WIN32)
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@ -1,170 +0,0 @@
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// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include <cmath>
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#include <thread>
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#include <Windows.h>
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#include "AudioCommon/AudioCommon.h"
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#include "AudioCommon/DSoundStream.h"
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#include "Common/Thread.h"
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bool DSound::CreateBuffer()
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{
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PCMWAVEFORMAT pcmwf;
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DSBUFFERDESC dsbdesc;
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memset(&pcmwf, 0, sizeof(PCMWAVEFORMAT));
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memset(&dsbdesc, 0, sizeof(DSBUFFERDESC));
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pcmwf.wf.wFormatTag = WAVE_FORMAT_PCM;
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pcmwf.wf.nChannels = 2;
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pcmwf.wf.nSamplesPerSec = m_mixer->GetSampleRate();
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pcmwf.wf.nBlockAlign = 4;
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pcmwf.wf.nAvgBytesPerSec = pcmwf.wf.nSamplesPerSec * pcmwf.wf.nBlockAlign;
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pcmwf.wBitsPerSample = 16;
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// Fill out DSound buffer description.
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dsbdesc.dwSize = sizeof(DSBUFFERDESC);
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dsbdesc.dwFlags = DSBCAPS_GETCURRENTPOSITION2 | DSBCAPS_CTRLVOLUME | DSBCAPS_GLOBALFOCUS;
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dsbdesc.dwBufferBytes = bufferSize = BUFSIZE;
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dsbdesc.lpwfxFormat = (WAVEFORMATEX *)&pcmwf;
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dsbdesc.guid3DAlgorithm = DS3DALG_DEFAULT;
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HRESULT res = ds->CreateSoundBuffer(&dsbdesc, &dsBuffer, nullptr);
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if (SUCCEEDED(res))
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{
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dsBuffer->SetCurrentPosition(0);
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dsBuffer->SetVolume(m_volume);
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return true;
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}
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else
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{
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// Failed.
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PanicAlertT("Sound buffer creation failed: %08x", res);
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dsBuffer = nullptr;
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return false;
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}
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}
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bool DSound::WriteDataToBuffer(DWORD dwOffset, // Our own write cursor.
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char* soundData, // Start of our data.
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DWORD dwSoundBytes) // Size of block to copy.
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{
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// I want to record the regular audio to, how do I do that?
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void *ptr1, *ptr2;
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DWORD numBytes1, numBytes2;
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// Obtain memory address of write block. This will be in two parts if the block wraps around.
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HRESULT hr = dsBuffer->Lock(dwOffset, dwSoundBytes, &ptr1, &numBytes1, &ptr2, &numBytes2, 0);
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// If the buffer was lost, restore and retry lock.
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if (DSERR_BUFFERLOST == hr)
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{
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dsBuffer->Restore();
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hr = dsBuffer->Lock(dwOffset, dwSoundBytes, &ptr1, &numBytes1, &ptr2, &numBytes2, 0);
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}
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if (SUCCEEDED(hr))
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{
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memcpy(ptr1, soundData, numBytes1);
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if (ptr2 != 0)
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memcpy(ptr2, soundData + numBytes1, numBytes2);
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// Release the data back to DirectSound.
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dsBuffer->Unlock(ptr1, numBytes1, ptr2, numBytes2);
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return true;
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}
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return false;
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}
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// The audio thread.
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void DSound::SoundLoop()
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{
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Common::SetCurrentThreadName("Audio thread - dsound");
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currentPos = 0;
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lastPos = 0;
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dsBuffer->Play(0, 0, DSBPLAY_LOOPING);
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while (!threadData)
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{
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// No blocking inside the csection
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dsBuffer->GetCurrentPosition((DWORD*)¤tPos, 0);
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int numBytesToRender = FIX128(ModBufferSize(currentPos - lastPos));
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if (numBytesToRender >= 256)
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{
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if (numBytesToRender > sizeof(realtimeBuffer))
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PanicAlert("soundThread: too big render call");
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m_mixer->Mix(realtimeBuffer, numBytesToRender / 4);
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WriteDataToBuffer(lastPos, (char*)realtimeBuffer, numBytesToRender);
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lastPos = ModBufferSize(lastPos + numBytesToRender);
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}
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soundSyncEvent.Wait();
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}
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}
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bool DSound::Start()
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{
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if (FAILED(DirectSoundCreate8(0, &ds, 0)))
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return false;
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if (hWnd)
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{
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HRESULT hr = ds->SetCooperativeLevel((HWND)hWnd, DSSCL_PRIORITY);
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}
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if (!CreateBuffer())
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return false;
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DWORD num1;
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short* p1;
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dsBuffer->Lock(0, bufferSize, (void* *)&p1, &num1, 0, 0, DSBLOCK_ENTIREBUFFER);
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memset(p1, 0, num1);
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dsBuffer->Unlock(p1, num1, 0, 0);
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thread = std::thread(&DSound::SoundLoop, this);
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return true;
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}
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void DSound::SetVolume(int volume)
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{
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// This is in "dBA attenuation" from 0 to -10000, logarithmic
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m_volume = (int)floor(log10((float)volume) * 5000.0f) - 10000;
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if (dsBuffer != nullptr)
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dsBuffer->SetVolume(m_volume);
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}
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void DSound::Update()
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{
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soundSyncEvent.Set();
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}
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void DSound::Clear(bool mute)
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{
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m_muted = mute;
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if (dsBuffer != nullptr)
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{
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if (m_muted)
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{
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dsBuffer->Stop();
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}
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else
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{
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dsBuffer->Play(0, 0, DSBPLAY_LOOPING);
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}
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}
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}
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void DSound::Stop()
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{
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threadData = 1;
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// kick the thread if it's waiting
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soundSyncEvent.Set();
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thread.join();
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dsBuffer->Stop();
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dsBuffer->Release();
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ds->Release();
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}
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@ -1,78 +0,0 @@
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// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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#include <thread>
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#include "AudioCommon/SoundStream.h"
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#include "Common/Event.h"
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#ifdef _WIN32
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#include <Windows.h>
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#include <mmsystem.h>
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#include <dsound.h>
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#define BUFSIZE (1024 * 8 * 4)
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#endif
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class DSound final : public SoundStream
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{
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#ifdef _WIN32
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std::thread thread;
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Common::Event soundSyncEvent;
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void *hWnd;
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IDirectSound8* ds;
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IDirectSoundBuffer* dsBuffer;
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int bufferSize; //i bytes
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int m_volume;
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// playback position
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int currentPos;
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int lastPos;
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short realtimeBuffer[BUFSIZE / sizeof(short)];
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inline int FIX128(int x)
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{
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return x & (~127);
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}
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inline int ModBufferSize(int x)
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{
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return (x + bufferSize) % bufferSize;
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}
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bool CreateBuffer();
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bool WriteDataToBuffer(DWORD dwOffset, char* soundData, DWORD dwSoundBytes);
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public:
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DSound(CMixer *mixer, void *_hWnd)
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: SoundStream(mixer)
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, bufferSize(0)
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, currentPos(0)
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, lastPos(0)
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, dsBuffer(0)
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, ds(0)
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, hWnd(_hWnd)
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{}
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virtual ~DSound() {}
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virtual bool Start();
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virtual void SoundLoop();
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virtual void SetVolume(int volume);
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virtual void Stop();
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virtual void Clear(bool mute);
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static bool isValid() { return true; }
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virtual void Update();
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#else
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public:
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DSound(CMixer *mixer, void *_hWnd)
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: SoundStream(mixer)
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{}
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#endif
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};
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@ -17,7 +17,6 @@
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#define BACKEND_ALSA "ALSA"
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#define BACKEND_AOSOUND "AOSound"
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#define BACKEND_COREAUDIO "CoreAudio"
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#define BACKEND_DIRECTSOUND "DSound"
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#define BACKEND_OPENAL "OpenAL"
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#define BACKEND_PULSEAUDIO "Pulse"
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#define BACKEND_XAUDIO2 "XAudio2"
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@ -1004,8 +1004,7 @@ bool CConfigMain::SupportsVolumeChanges(std::string backend)
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//FIXME: this one should ask the backend whether it supports it.
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// but getting the backend from string etc. is probably
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// too much just to enable/disable a stupid slider...
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return (backend == BACKEND_DIRECTSOUND ||
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backend == BACKEND_COREAUDIO ||
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return (backend == BACKEND_COREAUDIO ||
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backend == BACKEND_OPENAL ||
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backend == BACKEND_XAUDIO2);
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}
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