Remove dsound audio backend.

There isn't any reason to use dsound over xaudio.
This commit is contained in:
Shawn Hoffman 2014-08-23 11:18:00 -07:00
parent 8bb3fa561b
commit af2405eefd
8 changed files with 2 additions and 266 deletions

View file

@ -7,7 +7,6 @@
#include "AudioCommon/AOSoundStream.h"
#include "AudioCommon/AudioCommon.h"
#include "AudioCommon/CoreAudioSoundStream.h"
#include "AudioCommon/DSoundStream.h"
#include "AudioCommon/Mixer.h"
#include "AudioCommon/NullSoundStream.h"
#include "AudioCommon/OpenALStream.h"
@ -37,8 +36,6 @@ namespace AudioCommon
soundStream = new OpenALStream(mixer);
else if (backend == BACKEND_NULLSOUND && NullSound::isValid())
soundStream = new NullSound(mixer);
else if (backend == BACKEND_DIRECTSOUND && DSound::isValid())
soundStream = new DSound(mixer, hWnd);
else if (backend == BACKEND_XAUDIO2)
{
if (XAudio2::isValid())
@ -111,8 +108,6 @@ namespace AudioCommon
if (NullSound::isValid())
backends.push_back(BACKEND_NULLSOUND);
if (DSound::isValid())
backends.push_back(BACKEND_DIRECTSOUND);
if (XAudio2_7::isValid() || XAudio2::isValid())
backends.push_back(BACKEND_XAUDIO2);
if (AOSound::isValid())

View file

@ -38,7 +38,6 @@
<ClCompile Include="aldlist.cpp" />
<ClCompile Include="AudioCommon.cpp" />
<ClCompile Include="DPL2Decoder.cpp" />
<ClCompile Include="DSoundStream.cpp" />
<ClCompile Include="Mixer.cpp" />
<ClCompile Include="NullSoundStream.cpp" />
<ClCompile Include="OpenALStream.cpp" />
@ -55,7 +54,6 @@
<ClInclude Include="AudioCommon.h" />
<ClInclude Include="CoreAudioSoundStream.h" />
<ClInclude Include="DPL2Decoder.h" />
<ClInclude Include="DSoundStream.h" />
<ClInclude Include="Mixer.h" />
<ClInclude Include="NullSoundStream.h" />
<ClInclude Include="OpenALStream.h" />

View file

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="SoundStreams">
@ -11,9 +11,6 @@
<ClCompile Include="DPL2Decoder.cpp" />
<ClCompile Include="Mixer.cpp" />
<ClCompile Include="WaveFile.cpp" />
<ClCompile Include="DSoundStream.cpp">
<Filter>SoundStreams</Filter>
</ClCompile>
<ClCompile Include="NullSoundStream.cpp">
<Filter>SoundStreams</Filter>
</ClCompile>
@ -37,9 +34,6 @@
<ClInclude Include="AOSoundStream.h">
<Filter>SoundStreams</Filter>
</ClInclude>
<ClInclude Include="DSoundStream.h">
<Filter>SoundStreams</Filter>
</ClInclude>
<ClInclude Include="NullSoundStream.h">
<Filter>SoundStreams</Filter>
</ClInclude>

View file

@ -32,7 +32,6 @@ if(PULSEAUDIO_FOUND)
endif(PULSEAUDIO_FOUND)
if(WIN32)
set(SRCS ${SRCS} DSoundStream.cpp)
set(SRCS ${SRCS} XAudio2Stream.cpp)
endif(WIN32)

View file

@ -1,170 +0,0 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <cmath>
#include <thread>
#include <Windows.h>
#include "AudioCommon/AudioCommon.h"
#include "AudioCommon/DSoundStream.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*)&currentPos, 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(&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();
}

View file

@ -1,78 +0,0 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include <thread>
#include "AudioCommon/SoundStream.h"
#include "Common/Event.h"
#ifdef _WIN32
#include <Windows.h>
#include <mmsystem.h>
#include <dsound.h>
#define BUFSIZE (1024 * 8 * 4)
#endif
class DSound final : public SoundStream
{
#ifdef _WIN32
std::thread thread;
Common::Event 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; }
virtual void Update();
#else
public:
DSound(CMixer *mixer, void *_hWnd)
: SoundStream(mixer)
{}
#endif
};

View file

@ -17,7 +17,6 @@
#define BACKEND_ALSA "ALSA"
#define BACKEND_AOSOUND "AOSound"
#define BACKEND_COREAUDIO "CoreAudio"
#define BACKEND_DIRECTSOUND "DSound"
#define BACKEND_OPENAL "OpenAL"
#define BACKEND_PULSEAUDIO "Pulse"
#define BACKEND_XAUDIO2 "XAudio2"

View file

@ -1004,8 +1004,7 @@ bool CConfigMain::SupportsVolumeChanges(std::string backend)
//FIXME: this one should ask the backend whether it supports it.
// but getting the backend from string etc. is probably
// too much just to enable/disable a stupid slider...
return (backend == BACKEND_DIRECTSOUND ||
backend == BACKEND_COREAUDIO ||
return (backend == BACKEND_COREAUDIO ||
backend == BACKEND_OPENAL ||
backend == BACKEND_XAUDIO2);
}