ppsspp/Windows/DSoundStream.h

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#pragma once
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// This should only be included from WindowsAudio.cpp and DSoundStream.cpp.
#include "WindowsAudio.h"
#include <mmreg.h>
struct IDirectSound8;
struct IDirectSoundBuffer;
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class DSoundAudioBackend : public WindowsAudioBackend {
public:
DSoundAudioBackend();
~DSoundAudioBackend() override;
bool Init(HWND window, StreamCallback callback, int sampleRate) override; // If fails, can safely delete the object
void Update() override;
int GetSampleRate() override { return sampleRate_; }
private:
inline int ModBufferSize(int x) { return (x + bufferSize_) % bufferSize_; }
int RunThread();
static unsigned int WINAPI soundThread(void *param);
bool CreateBuffer();
bool WriteDataToBuffer(DWORD offset, // Our own write cursor.
char* soundData, // Start of our data.
DWORD soundBytes); // Size of block to copy.
CRITICAL_SECTION soundCriticalSection;
HWND window_;
HANDLE soundSyncEvent_ = nullptr;
HANDLE hThread_ = nullptr;
StreamCallback callback_;
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IDirectSound8 *ds_ = nullptr;
IDirectSoundBuffer *dsBuffer_ = nullptr;
int bufferSize_; // bytes
int totalRenderedBytes_;
int sampleRate_;
volatile int threadData_ = 0;
enum {
BUFSIZE = 0x4000,
MAXWAIT = 20, //ms
};
int currentPos_;
int lastPos_;
short realtimeBuffer_[BUFSIZE * 2];
};