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authorJasper St. Pierre <jstpierre@mecheye.net>2013-12-31 14:07:57 -0500
committerJasper St. Pierre <jstpierre@mecheye.net>2013-12-31 14:07:57 -0500
commit16824d5fd17b43b156706bf02a8063b389604766 (patch)
treeb0eedc645badbea316ff59c125eaf808b28777ec /Source/Core/AudioCommon/DSoundStream.cpp
parent43e618682e8093602fc83dfa902ee7ae3fd3a4f6 (diff)
parent34692ab826abc8f8faa61bdb2280b742424528f1 (diff)
Merge branch 'fuck-you-src-i-hate-you'
Diffstat (limited to 'Source/Core/AudioCommon/DSoundStream.cpp')
-rw-r--r--Source/Core/AudioCommon/DSoundStream.cpp170
1 files changed, 170 insertions, 0 deletions
diff --git a/Source/Core/AudioCommon/DSoundStream.cpp b/Source/Core/AudioCommon/DSoundStream.cpp
new file mode 100644
index 0000000000..c5d2e3afb8
--- /dev/null
+++ b/Source/Core/AudioCommon/DSoundStream.cpp
@@ -0,0 +1,170 @@
+// Copyright 2013 Dolphin Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#include <cmath>
+#include <functional>
+
+#include <windows.h>
+
+#include "AudioCommon.h"
+#include "DSoundStream.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, NULL);
+ if (SUCCEEDED(res))
+ {
+ dsBuffer->SetCurrentPosition(0);
+ dsBuffer->SetVolume(m_volume);
+ return true;
+ }
+ else
+ {
+ // Failed.
+ PanicAlertT("Sound buffer creation failed: %08x", res);
+ dsBuffer = NULL;
+ 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(std::mem_fun(&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 != NULL)
+ dsBuffer->SetVolume(m_volume);
+}
+
+void DSound::Update()
+{
+ soundSyncEvent.Set();
+}
+
+void DSound::Clear(bool mute)
+{
+ m_muted = mute;
+
+ if (dsBuffer != NULL)
+ {
+ 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();
+}
+