forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7015 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			187 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			187 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003 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 <cmath>
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#include <functional>
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#include <windows.h>
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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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bool DSound::CreateBuffer()
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{
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	PCMWAVEFORMAT pcmwf;
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	DSBUFFERDESC dsbdesc;
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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 = 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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	// 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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	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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		PanicAlertT("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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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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	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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			memcpy(ptr2, soundData + numBytes1, numBytes2);
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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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	return false;
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}
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// The audio thread.
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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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	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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bool DSound::Start()
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{
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	soundSyncEvent.Init();
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	if (FAILED(DirectSoundCreate8(0, &ds, 0)))
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        return false;
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	if (hWnd)
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	{
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		HRESULT hr = ds->SetCooperativeLevel((HWND)hWnd, DSSCL_PRIORITY);
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	}
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	if (!CreateBuffer())
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		return false;
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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 = std::thread(std::mem_fun(&DSound::SoundLoop), this);
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	return true;
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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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	if (dsBuffer != NULL)
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		dsBuffer->SetVolume(m_volume);
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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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void DSound::Clear(bool mute)
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{
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	m_muted = mute;
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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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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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	thread.join();
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	dsBuffer->Stop();
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	dsBuffer->Release();
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	ds->Release();
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	soundSyncEvent.Shutdown();
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}
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