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	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5635 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			190 lines
		
	
	
	
		
			4.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			190 lines
		
	
	
	
		
			4.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2003 Dolphin Project.
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| #include <windows.h>
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| #include <cmath>
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| #include <dxerr.h>
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| #include "AudioCommon.h"
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| #include "DSoundStream.h"
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| 
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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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| 
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| 	memset(&pcmwf, 0, sizeof(PCMWAVEFORMAT));
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| 	memset(&dsbdesc, 0, sizeof(DSBUFFERDESC));
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| 
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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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| 
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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_STICKYFOCUS | DSBCAPS_CTRLVOLUME;
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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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| 
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| 	HRESULT res = ds->CreateSoundBuffer(&dsbdesc, &dsBuffer, NULL);
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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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| 		PanicAlert("Sound buffer creation failed: %s", DXGetErrorString(res)); 
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| 		dsBuffer = NULL;
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| 		return false;
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| 	}
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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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| 
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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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| 
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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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| 
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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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| 
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| 	return false;
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| }
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| 
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| // The audio thread.
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| THREAD_RETURN soundThread(void* args)
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| {
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| 	(reinterpret_cast<DSound *>(args))->SoundLoop();
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| 	return 0;
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| }
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| 
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| void DSound::SoundLoop()
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| {
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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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| 
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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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| 
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| bool DSound::Start()
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| {
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| 	soundSyncEvent.Init();
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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 (g_dspInitialize.hWnd)
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| 	{
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| 		HRESULT hr = ds->SetCooperativeLevel((HWND)g_dspInitialize.hWnd, DSSCL_PRIORITY);
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| 	}
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| 	if (!CreateBuffer())
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| 		return false;
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| 
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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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| 	thread = new Common::Thread(soundThread, (void *)this);
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| 	return true;
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| }
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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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| 
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| 	if (dsBuffer != NULL)
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| 		dsBuffer->SetVolume(m_volume);
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| }
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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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| 
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| void DSound::Clear(bool mute)
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| {
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| 	m_muted = mute;
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| 
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| 	if (dsBuffer != NULL)
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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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| 
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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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| 
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| 	delete thread;
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| 	thread = NULL;
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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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| 	soundSyncEvent.Shutdown();
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| }
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| 
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