mirror of
https://github.com/dolphin-emu/dolphin.git
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4916bf54b6
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1831 8ced0084-cf51-0410-be5f-012b33b47a6e
281 lines
6.3 KiB
C++
281 lines
6.3 KiB
C++
// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "stdafx.h"
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#include <mmsystem.h>
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#include <dsound.h>
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#include "DSoundStream.h"
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namespace DSound
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{
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#define BUFSIZE 32768
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#define MAXWAIT 70 //ms
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//THE ROCK SOLID SYNCED DSOUND ENGINE :)
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//våran kritiska sektion och vår syncevent-handle
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CRITICAL_SECTION soundCriticalSection;
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HANDLE soundSyncEvent;
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HANDLE hThread;
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StreamCallback callback;
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//lite mojs
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IDirectSound8* ds;
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IDirectSoundBuffer* dsBuffer;
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//tja.. behövs
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int bufferSize; //i bytes
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int totalRenderedBytes;
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int sampleRate;
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//med den här synkar vi stängning..
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//0=vi spelar oväsen, 1=stäng tråden NU! 2=japp,tråden är stängd så fortsätt
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volatile int threadData;
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//ser till så X kan delas med 32
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inline int FIX32(int x)
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{
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return(x & (~127));
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}
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int DSound_GetSampleRate()
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{
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return(sampleRate);
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}
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//Dags att skapa vår directsound buffert
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bool createBuffer()
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{
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PCMWAVEFORMAT pcmwf;
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DSBUFFERDESC dsbdesc;
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//ljudformatet
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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 = sampleRate;
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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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//buffer description
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dsbdesc.dwSize = sizeof(DSBUFFERDESC);
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dsbdesc.dwFlags = DSBCAPS_GETCURRENTPOSITION2 | DSBCAPS_STICKYFOCUS; //VIKTIGT //DSBCAPS_CTRLPAN | DSBCAPS_CTRLVOLUME | DSBCAPS_CTRLFREQUENCY;
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dsbdesc.dwBufferBytes = bufferSize = BUFSIZE; //FIX32(pcmwf.wf.nAvgBytesPerSec); //ändra för att ställa in bufferstorlek
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dsbdesc.lpwfxFormat = (WAVEFORMATEX*)&pcmwf;
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// nu skapar vi bufferjäveln
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if (SUCCEEDED(ds->CreateSoundBuffer(&dsbdesc, &dsBuffer, NULL)))
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{
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dsBuffer->SetCurrentPosition(0);
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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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dsBuffer = NULL;
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return(false);
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}
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}
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bool 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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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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{
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memcpy(ptr2, soundData + numBytes1, numBytes2);
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}
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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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else
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{
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char temp[8];
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sprintf(temp,"%i\n",hr);
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OutputDebugString(temp);
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}*/
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return(false);
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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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int currentPos;
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int lastPos;
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short realtimeBuffer[1024 * 1024];
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DWORD WINAPI soundThread(void*)
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{
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currentPos = 0;
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lastPos = 0;
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//writeDataToBuffer(0,realtimeBuffer,bufferSize);
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// dsBuffer->Lock(0, bufferSize, (void **)&p1, &num1, (void **)&p2, &num2, 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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EnterCriticalSection(&soundCriticalSection);
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dsBuffer->GetCurrentPosition((DWORD*)¤tPos, 0);
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int numBytesToRender = FIX32(ModBufferSize(currentPos - lastPos));
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//renderStuff(numBytesToRender/2);
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//if (numBytesToRender>bufferSize/2) numBytesToRender=0;
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if (numBytesToRender >= 256)
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{
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(*callback)(realtimeBuffer, numBytesToRender >> 2, 16, 44100, 2);
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writeDataToBuffer(lastPos, (char*)realtimeBuffer, numBytesToRender);
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currentPos = ModBufferSize(lastPos + numBytesToRender);
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totalRenderedBytes += numBytesToRender;
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lastPos = currentPos;
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}
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LeaveCriticalSection(&soundCriticalSection);
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WaitForSingleObject(soundSyncEvent, MAXWAIT);
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}
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dsBuffer->Stop();
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threadData = 2;
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return(0); //hurra!
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}
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bool DSound_StartSound(HWND window, int _sampleRate, StreamCallback _callback)
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{
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callback = _callback;
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threadData = 0;
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sampleRate = _sampleRate;
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//no security attributes, automatic resetting, init state nonset, untitled
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soundSyncEvent = CreateEvent(0, false, false, 0);
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//vi initierar den...........
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InitializeCriticalSection(&soundCriticalSection);
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//vi vill ha access till DSOUND så...
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if (FAILED(DirectSoundCreate8(0, &ds, 0)))
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{
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return(false);
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}
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//samarbetsvillig? nää :)
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ds->SetCooperativeLevel(window, DSSCL_NORMAL); //DSSCL_PRIORITY?
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//så.. skapa buffern
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if (!createBuffer())
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{
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return(false);
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}
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//rensa den.. ?
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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, 0);
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memset(p1, 0, num1);
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dsBuffer->Unlock(p1, num1, 0, 0);
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totalRenderedBytes = -bufferSize;
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DWORD h;
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hThread = CreateThread(0, 0, soundThread, 0, 0, &h);
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SetThreadPriority(hThread, THREAD_PRIORITY_ABOVE_NORMAL);
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return(true);
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}
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void DSound_UpdateSound()
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{
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SetEvent(soundSyncEvent);
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}
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void DSound_StopSound()
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{
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EnterCriticalSection(&soundCriticalSection);
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threadData = 1;
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//kick the thread if it's waiting
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SetEvent(soundSyncEvent);
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LeaveCriticalSection(&soundCriticalSection);
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WaitForSingleObject(hThread, INFINITE);
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CloseHandle(hThread);
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dsBuffer->Release();
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ds->Release();
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CloseHandle(soundSyncEvent);
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}
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int DSound_GetCurSample()
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{
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EnterCriticalSection(&soundCriticalSection);
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int playCursor;
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dsBuffer->GetCurrentPosition((DWORD*)&playCursor, 0);
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playCursor = ModBufferSize(playCursor - lastPos) + totalRenderedBytes;
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LeaveCriticalSection(&soundCriticalSection);
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return(playCursor);
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}
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float DSound_GetTimer()
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{
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return((float)DSound_GetCurSample() * (1.0f / (4.0f * 44100.0f)));
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}
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}
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