mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
87a804fdfc
This reverts commit 4990b8910b
.
The commit is causing substantial performance issues for the DSound
backend which I somehow didn't catch during testing.
173 lines
4.0 KiB
C++
173 lines
4.0 KiB
C++
// Copyright 2013 Dolphin Emulator Project
|
|
// Licensed under GPLv2
|
|
// Refer to the license.txt file included.
|
|
|
|
#include <cmath>
|
|
#include <functional>
|
|
|
|
#include <windows.h>
|
|
|
|
#include "AudioCommon/AudioCommon.h"
|
|
#include "AudioCommon/DSoundStream.h"
|
|
#include "Common/StdThread.h"
|
|
#include "Common/Thread.h"
|
|
|
|
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 = m_mixer->GetSampleRate();
|
|
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_CTRLVOLUME | DSBCAPS_GLOBALFOCUS;
|
|
dsbdesc.dwBufferBytes = bufferSize = BUFSIZE;
|
|
dsbdesc.lpwfxFormat = (WAVEFORMATEX *)&pcmwf;
|
|
dsbdesc.guid3DAlgorithm = DS3DALG_DEFAULT;
|
|
|
|
HRESULT res = ds->CreateSoundBuffer(&dsbdesc, &dsBuffer, nullptr);
|
|
if (SUCCEEDED(res))
|
|
{
|
|
dsBuffer->SetCurrentPosition(0);
|
|
dsBuffer->SetVolume(m_volume);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// Failed.
|
|
PanicAlertT("Sound buffer creation failed: %08x", res);
|
|
dsBuffer = nullptr;
|
|
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?
|
|
|
|
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.
|
|
void DSound::SoundLoop()
|
|
{
|
|
Common::SetCurrentThreadName("Audio thread - dsound");
|
|
|
|
currentPos = 0;
|
|
lastPos = 0;
|
|
dsBuffer->Play(0, 0, DSBPLAY_LOOPING);
|
|
|
|
while (!threadData)
|
|
{
|
|
// No blocking inside the csection
|
|
dsBuffer->GetCurrentPosition((DWORD*)¤tPos, 0);
|
|
int numBytesToRender = FIX128(ModBufferSize(currentPos - lastPos));
|
|
if (numBytesToRender >= 256)
|
|
{
|
|
if (numBytesToRender > sizeof(realtimeBuffer))
|
|
PanicAlert("soundThread: too big render call");
|
|
m_mixer->Mix(realtimeBuffer, numBytesToRender / 4);
|
|
WriteDataToBuffer(lastPos, (char*)realtimeBuffer, numBytesToRender);
|
|
lastPos = ModBufferSize(lastPos + numBytesToRender);
|
|
}
|
|
soundSyncEvent.Wait();
|
|
}
|
|
}
|
|
|
|
bool DSound::Start()
|
|
{
|
|
if (FAILED(DirectSoundCreate8(0, &ds, 0)))
|
|
return false;
|
|
if (hWnd)
|
|
{
|
|
HRESULT hr = ds->SetCooperativeLevel((HWND)hWnd, DSSCL_PRIORITY);
|
|
}
|
|
if (!CreateBuffer())
|
|
return false;
|
|
|
|
DWORD num1;
|
|
short* p1;
|
|
dsBuffer->Lock(0, bufferSize, (void* *)&p1, &num1, 0, 0, DSBLOCK_ENTIREBUFFER);
|
|
memset(p1, 0, num1);
|
|
dsBuffer->Unlock(p1, num1, 0, 0);
|
|
thread = std::thread(std::mem_fn(&DSound::SoundLoop), this);
|
|
return true;
|
|
}
|
|
|
|
void DSound::SetVolume(int volume)
|
|
{
|
|
// This is in "dBA attenuation" from 0 to -10000, logarithmic
|
|
m_volume = (int)floor(log10((float)volume) * 5000.0f) - 10000;
|
|
|
|
if (dsBuffer != nullptr)
|
|
dsBuffer->SetVolume(m_volume);
|
|
}
|
|
|
|
void DSound::Update()
|
|
{
|
|
soundSyncEvent.Set();
|
|
}
|
|
|
|
void DSound::Clear(bool mute)
|
|
{
|
|
m_muted = mute;
|
|
|
|
if (dsBuffer != nullptr)
|
|
{
|
|
if (m_muted)
|
|
{
|
|
dsBuffer->Stop();
|
|
}
|
|
else
|
|
{
|
|
dsBuffer->Play(0, 0, DSBPLAY_LOOPING);
|
|
}
|
|
}
|
|
}
|
|
|
|
void DSound::Stop()
|
|
{
|
|
threadData = 1;
|
|
// kick the thread if it's waiting
|
|
soundSyncEvent.Set();
|
|
|
|
thread.join();
|
|
dsBuffer->Stop();
|
|
dsBuffer->Release();
|
|
ds->Release();
|
|
}
|
|
|