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21bd50dcb0
Might as well sleep for a short period instead, same effect really.
50 lines
1.1 KiB
C++
50 lines
1.1 KiB
C++
#pragma once
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// This should only be included from WindowsAudio.cpp and DSoundStream.cpp.
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#include "WindowsAudio.h"
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#include <mmreg.h>
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struct IDirectSound8;
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struct IDirectSoundBuffer;
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class DSoundAudioBackend : public WindowsAudioBackend {
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public:
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~DSoundAudioBackend();
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bool Init(HWND window, StreamCallback callback, int sampleRate) override; // If fails, can safely delete the object
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int GetSampleRate() const override { return sampleRate_; }
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private:
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int RunThread();
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static unsigned int WINAPI soundThread(void *param);
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bool CreateBuffer();
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bool WriteDataToBuffer(DWORD offset, // Our own write cursor.
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char* soundData, // Start of our data.
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DWORD soundBytes); // Size of block to copy.
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CRITICAL_SECTION soundCriticalSection;
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HWND window_ = nullptr;
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HANDLE hThread_ = nullptr;
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StreamCallback callback_;
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IDirectSound8 *ds_ = nullptr;
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IDirectSoundBuffer *dsBuffer_ = nullptr;
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int bufferSize_ = 0; // bytes
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int totalRenderedBytes_ = 0;
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int sampleRate_ = 0;
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volatile int threadData_ = 0;
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enum {
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BUFSIZE = 0x4000,
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MAXWAIT = 20, //ms
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};
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int currentPos_ = 0;
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int lastPos_ = 0;
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short realtimeBuffer_[BUFSIZE * 2];
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};
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