ppsspp/Windows/DSoundStream.cpp

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2012-11-01 15:19:01 +00:00
#include <windows.h>
#include <dsound.h>
#include "dsoundstream.h"
namespace DSound
{
#define BUFSIZE 8192
#define MAXWAIT 20 //ms
CRITICAL_SECTION soundCriticalSection;
HANDLE soundSyncEvent;
HANDLE hThread;
StreamCallback callback;
IDirectSound8 *ds;
IDirectSoundBuffer *dsBuffer;
int bufferSize; // bytes
int totalRenderedBytes;
int sampleRate;
volatile int threadData;
inline int RoundDown128(int x)
{
return x & (~127);
}
int DSound_GetSampleRate()
{
return sampleRate;
}
bool 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 = sampleRate = 44100;
pcmwf.wf.nBlockAlign = 4;
pcmwf.wf.nAvgBytesPerSec = pcmwf.wf.nSamplesPerSec * pcmwf.wf.nBlockAlign;
pcmwf.wBitsPerSample = 16;
dsbdesc.dwSize = sizeof(DSBUFFERDESC);
dsbdesc.dwFlags = DSBCAPS_GETCURRENTPOSITION2 | DSBCAPS_STICKYFOCUS; // //DSBCAPS_CTRLPAN | DSBCAPS_CTRLVOLUME | DSBCAPS_CTRLFREQUENCY;
dsbdesc.dwBufferBytes = bufferSize = BUFSIZE; //FIX32(pcmwf.wf.nAvgBytesPerSec); //change to set buffer size
dsbdesc.lpwfxFormat = (WAVEFORMATEX *)&pcmwf;
if (SUCCEEDED(ds->CreateSoundBuffer(&dsbdesc, &dsBuffer, NULL)))
{
dsBuffer->SetCurrentPosition(0);
return true;
}
else
{
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 = RoundDown128(ModBufferSize(currentPos-lastPos));
//renderStuff(numBytesToRender/2);
//if (numBytesToRender>bufferSize/2) numBytesToRender=0;
if (numBytesToRender>=256)
{
int numBytesRendered = 4 * (*callback)(realtimeBuffer,numBytesToRender>>2,16,44100,2);
writeDataToBuffer(lastPos,(char *)realtimeBuffer,numBytesRendered);
currentPos = ModBufferSize(lastPos + numBytesRendered);
totalRenderedBytes += numBytesRendered;
lastPos = currentPos;
}
LeaveCriticalSection(&soundCriticalSection);
WaitForSingleObject(soundSyncEvent, MAXWAIT);
}
dsBuffer->Stop();
threadData=2;
return 0;
}
bool DSound_StartSound(HWND window, StreamCallback _callback)
{
callback = _callback;
threadData=0;
soundSyncEvent=CreateEvent(0,false,false,0);
InitializeCriticalSection(&soundCriticalSection);
if (FAILED(DirectSoundCreate8(0,&ds,0)))
return false;
ds->SetCooperativeLevel(window,DSSCL_PRIORITY);
if (!createBuffer())
return false;
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()
{
threadData=1;
WaitForSingleObject(hThread,1000);
CloseHandle(hThread);
/*
while (threadData!=2)
;*/
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));
}
}