dolphin/Source/Core/AudioCommon/DSoundStream.h
magumagu 4990b8910b DSound: use DSound notifications to produce sound.
Pretty straightforward; IDirectSoundNotify lets you register for
notifications after a certain amount of sound has played, so use that
instead of depending on Update() notifications from the CPU thread.

Also, while I'm here, reduce the buffer size by a factor of 4; this seems
to reduce the latency, although the difference is sort of subtle.
2014-04-09 13:41:27 -07:00

76 lines
1.3 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include "AudioCommon/SoundStream.h"
#include "Common/Thread.h"
#ifdef _WIN32
#include <Windows.h>
#include <mmsystem.h>
#include <dsound.h>
#define BUFSIZE (256 * 8 * 4)
#endif
class DSound final : public SoundStream
{
#ifdef _WIN32
std::thread thread;
HANDLE soundSyncEvent;
void *hWnd;
IDirectSound8* ds;
IDirectSoundBuffer* dsBuffer;
int bufferSize; //i bytes
int m_volume;
// playback position
int currentPos;
int lastPos;
short realtimeBuffer[BUFSIZE / sizeof(short)];
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(CMixer *mixer, void *_hWnd)
: SoundStream(mixer)
, bufferSize(0)
, currentPos(0)
, lastPos(0)
, dsBuffer(0)
, ds(0)
, hWnd(_hWnd)
{}
virtual ~DSound() {}
virtual bool Start();
virtual void SoundLoop();
virtual void SetVolume(int volume);
virtual void Stop();
virtual void Clear(bool mute);
static bool isValid() { return true; }
#else
public:
DSound(CMixer *mixer, void *_hWnd)
: SoundStream(mixer)
{}
#endif
};