dolphin/Source/Plugins/Plugin_DSP_LLE/Src/DSoundStream.cpp

280 lines
6.6 KiB
C++

// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "stdafx.h"
#include <mmsystem.h>
#include <dsound.h>
#include "DSoundStream.h"
namespace DSound
{
#define BUFSIZE 32768
#define MAXWAIT 70 //ms
//THE ROCK SOLID SYNCED DSOUND ENGINE :)
//våran kritiska sektion och vår syncevent-handle
CRITICAL_SECTION soundCriticalSection;
HANDLE soundSyncEvent;
HANDLE hThread;
StreamCallback callback;
//lite mojs
IDirectSound8* ds;
IDirectSoundBuffer* dsBuffer;
//tja.. behövs
int bufferSize; //i bytes
int totalRenderedBytes;
int sampleRate;
//med den här synkar vi stängning..
//0=vi spelar oväsen, 1=stäng tråden NU! 2=japp,tråden är stängd så fortsätt
volatile int threadData;
//ser till så X kan delas med 32
inline int FIX32(int x)
{
return(x & (~127));
}
int DSound_GetSampleRate()
{
return(sampleRate);
}
//Dags att skapa vår directsound buffert
bool createBuffer()
{
PCMWAVEFORMAT pcmwf;
DSBUFFERDESC dsbdesc;
//ljudformatet
memset(&pcmwf, 0, sizeof(PCMWAVEFORMAT));
memset(&dsbdesc, 0, sizeof(DSBUFFERDESC));
pcmwf.wf.wFormatTag = WAVE_FORMAT_PCM;
pcmwf.wf.nChannels = 2;
pcmwf.wf.nSamplesPerSec = sampleRate;
pcmwf.wf.nBlockAlign = 4;
pcmwf.wf.nAvgBytesPerSec = pcmwf.wf.nSamplesPerSec * pcmwf.wf.nBlockAlign;
pcmwf.wBitsPerSample = 16;
//buffer description
dsbdesc.dwSize = sizeof(DSBUFFERDESC);
dsbdesc.dwFlags = DSBCAPS_GETCURRENTPOSITION2 | DSBCAPS_STICKYFOCUS; //VIKTIGT //DSBCAPS_CTRLPAN | DSBCAPS_CTRLVOLUME | DSBCAPS_CTRLFREQUENCY;
dsbdesc.dwBufferBytes = bufferSize = BUFSIZE; //FIX32(pcmwf.wf.nAvgBytesPerSec); //ändra för att ställa in bufferstorlek
dsbdesc.lpwfxFormat = (WAVEFORMATEX*)&pcmwf;
// nu skapar vi bufferjäveln
if (SUCCEEDED(ds->CreateSoundBuffer(&dsbdesc, &dsBuffer, NULL)))
{
dsBuffer->SetCurrentPosition(0);
return(true);
}
else
{
// Failed.
dsBuffer = NULL;
return(false);
}
}
bool writeDataToBuffer(DWORD dwOffset, // Our own write cursor.
char* soundData, // Start of our data.
DWORD dwSoundBytes) // Size of block to copy.
{
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);
} /*
else
{
char temp[8];
sprintf(temp,"%i\n",hr);
OutputDebugString(temp);
}*/
return(false);
}
inline int ModBufferSize(int x)
{
return((x + bufferSize) % bufferSize);
}
int currentPos;
int lastPos;
short realtimeBuffer[1024 * 1024];
DWORD WINAPI soundThread(void*)
{
currentPos = 0;
lastPos = 0;
//writeDataToBuffer(0,realtimeBuffer,bufferSize);
// dsBuffer->Lock(0, bufferSize, (void **)&p1, &num1, (void **)&p2, &num2, 0);
dsBuffer->Play(0, 0, DSBPLAY_LOOPING);
while (!threadData)
{
EnterCriticalSection(&soundCriticalSection);
dsBuffer->GetCurrentPosition((DWORD*)&currentPos, 0);
int numBytesToRender = FIX32(ModBufferSize(currentPos - lastPos));
//renderStuff(numBytesToRender/2);
//if (numBytesToRender>bufferSize/2) numBytesToRender=0;
if (numBytesToRender >= 256)
{
(*callback)(realtimeBuffer, numBytesToRender >> 2, 16, 44100, 2);
writeDataToBuffer(lastPos, (char*)realtimeBuffer, numBytesToRender);
currentPos = ModBufferSize(lastPos + numBytesToRender);
totalRenderedBytes += numBytesToRender;
lastPos = currentPos;
}
LeaveCriticalSection(&soundCriticalSection);
WaitForSingleObject(soundSyncEvent, MAXWAIT);
}
dsBuffer->Stop();
threadData = 2;
return(0); //hurra!
}
bool DSound_StartSound(HWND window, int _sampleRate, StreamCallback _callback)
{
callback = _callback;
threadData = 0;
sampleRate = _sampleRate;
//no security attributes, automatic resetting, init state nonset, untitled
soundSyncEvent = CreateEvent(0, false, false, 0);
//vi initierar den...........
InitializeCriticalSection(&soundCriticalSection);
//vi vill ha access till DSOUND så...
if (FAILED(DirectSoundCreate8(0, &ds, 0)))
{
return(false);
}
//samarbetsvillig? nää :)
ds->SetCooperativeLevel(window, DSSCL_NORMAL); //DSSCL_PRIORITY?
//så.. skapa buffern
if (!createBuffer())
{
return(false);
}
//rensa den.. ?
DWORD num1;
short* p1;
dsBuffer->Lock(0, bufferSize, (void* *)&p1, &num1, 0, 0, 0);
memset(p1, 0, num1);
dsBuffer->Unlock(p1, num1, 0, 0);
totalRenderedBytes = -bufferSize;
DWORD h;
hThread = CreateThread(0, 0, soundThread, 0, 0, &h);
SetThreadPriority(hThread, THREAD_PRIORITY_ABOVE_NORMAL);
return(true);
}
void DSound_UpdateSound()
{
SetEvent(soundSyncEvent);
}
void DSound_StopSound()
{
EnterCriticalSection(&soundCriticalSection);
threadData = 1;
//kick the thread if it's waiting
SetEvent(soundSyncEvent);
LeaveCriticalSection(&soundCriticalSection);
WaitForSingleObject(hThread, INFINITE);
CloseHandle(hThread);
dsBuffer->Release();
ds->Release();
CloseHandle(soundSyncEvent);
}
int DSound_GetCurSample()
{
EnterCriticalSection(&soundCriticalSection);
int playCursor;
dsBuffer->GetCurrentPosition((DWORD*)&playCursor, 0);
playCursor = ModBufferSize(playCursor - lastPos) + totalRenderedBytes;
LeaveCriticalSection(&soundCriticalSection);
return(playCursor);
}
float DSound_GetTimer()
{
return((float)DSound_GetCurSample() * (1.0f / (4.0f * 44100.0f)));
}
}