ppsspp/Windows/DSoundStream.cpp

451 lines
13 KiB
C++

#include <dsound.h>
#include "native/thread/threadutil.h"
#include "Common/CommonWindows.h"
#include "Core/Reporting.h"
#include "Core/Util/AudioFormat.h"
#include "Windows/W32Util/Misc.h"
#include "dsoundstream.h"
// WASAPI begin
#include <Objbase.h>
#include <Mmreg.h>
#include <MMDeviceAPI.h>
#include <AudioClient.h>
#include <AudioPolicy.h>
#pragma comment(lib, "ole32.lib")
const CLSID CLSID_MMDeviceEnumerator = __uuidof(MMDeviceEnumerator);
const IID IID_IMMDeviceEnumerator = __uuidof(IMMDeviceEnumerator);
const IID IID_IAudioClient = __uuidof(IAudioClient);
const IID IID_IAudioRenderClient = __uuidof(IAudioRenderClient);
// WASAPI end
#define BUFSIZE 0x4000
#define MAXWAIT 20 //ms
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_ = NULL;
HANDLE hThread_ = NULL;
StreamCallback callback_;
IDirectSound8 *ds_ = NULL;
IDirectSoundBuffer *dsBuffer_ = NULL;
int bufferSize_; // bytes
int totalRenderedBytes_;
int sampleRate_;
volatile int threadData_;
int currentPos_;
int lastPos_;
short realtimeBuffer_[BUFSIZE * 2];
};
// TODO: Get rid of this
static DSoundAudioBackend *g_dsound;
inline int RoundDown128(int x) {
return x & (~127);
}
unsigned int WINAPI DSoundAudioBackend::soundThread(void *param) {
DSoundAudioBackend *dsound = (DSoundAudioBackend *)param;
return dsound->RunThread();
}
bool DSoundAudioBackend::WriteDataToBuffer(DWORD offset, // Our own write cursor.
char* soundData, // Start of our data.
DWORD soundBytes) { // 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(offset, soundBytes, &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)
memcpy(ptr2, soundData+numBytes1, numBytes2);
// Release the data back to DirectSound.
dsBuffer_->Unlock(ptr1, numBytes1, ptr2, numBytes2);
return true;
}
return false;
}
bool DSoundAudioBackend::CreateBuffer() {
PCMWAVEFORMAT pcmwf;
DSBUFFERDESC dsbdesc;
memset(&pcmwf, 0, sizeof(PCMWAVEFORMAT));
memset(&dsbdesc, 0, sizeof(DSBUFFERDESC));
bufferSize_ = BUFSIZE;
pcmwf.wf.wFormatTag = WAVE_FORMAT_PCM;
pcmwf.wf.nChannels = 2;
pcmwf.wf.nSamplesPerSec = sampleRate_;
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_GLOBALFOCUS; // //DSBCAPS_CTRLPAN | DSBCAPS_CTRLVOLUME | DSBCAPS_CTRLFREQUENCY;
dsbdesc.dwBufferBytes = bufferSize_; //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;
}
}
int DSoundAudioBackend::RunThread() {
if (FAILED(DirectSoundCreate8(0, &ds_, 0))) {
ds_ = NULL;
threadData_ = 2;
return 1;
}
ds_->SetCooperativeLevel(window_, DSSCL_PRIORITY);
if (!CreateBuffer()) {
ds_->Release();
ds_ = NULL;
threadData_ = 2;
return 1;
}
soundSyncEvent_ = CreateEvent(0, false, false, 0);
InitializeCriticalSection(&soundCriticalSection);
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_;
setCurrentThreadName("DSound");
currentPos_ = 0;
lastPos_ = 0;
dsBuffer_->Play(0,0,DSBPLAY_LOOPING);
while (!threadData_) {
EnterCriticalSection(&soundCriticalSection);
dsBuffer_->GetCurrentPosition((DWORD *)&currentPos_, 0);
int numBytesToRender = RoundDown128(ModBufferSize(currentPos_ - lastPos_));
if (numBytesToRender >= 256) {
int numBytesRendered = 4 * (*callback_)(realtimeBuffer_, numBytesToRender >> 2, 16, 44100, 2);
//We need to copy the full buffer, regardless of what the mixer claims to have filled
//If we don't do this then the sound will loop if the sound stops and the mixer writes only zeroes
numBytesRendered = numBytesToRender;
WriteDataToBuffer(lastPos_, (char *) realtimeBuffer_, numBytesRendered);
currentPos_ = ModBufferSize(lastPos_ + numBytesRendered);
totalRenderedBytes_ += numBytesRendered;
lastPos_ = currentPos_;
}
LeaveCriticalSection(&soundCriticalSection);
WaitForSingleObject(soundSyncEvent_, MAXWAIT);
}
dsBuffer_->Stop();
dsBuffer_->Release();
ds_->Release();
threadData_ = 2;
return 0;
}
DSoundAudioBackend::DSoundAudioBackend() : threadData_(0), ds_(nullptr) {
}
DSoundAudioBackend::~DSoundAudioBackend() {
if (!ds_)
return;
if (!dsBuffer_)
return;
EnterCriticalSection(&soundCriticalSection);
if (threadData_ == 0) {
threadData_ = 1;
}
if (hThread_ != NULL) {
WaitForSingleObject(hThread_, 1000);
CloseHandle(hThread_);
hThread_ = NULL;
}
if (soundSyncEvent_ != NULL) {
CloseHandle(soundSyncEvent_);
}
soundSyncEvent_ = NULL;
LeaveCriticalSection(&soundCriticalSection);
DeleteCriticalSection(&soundCriticalSection);
}
bool DSoundAudioBackend::Init(HWND window, StreamCallback _callback, int sampleRate) {
window_ = window;
callback_ = _callback;
sampleRate_ = sampleRate;
threadData_ = 0;
hThread_ = (HANDLE)_beginthreadex(0, 0, soundThread, (void *)this, 0, 0);
SetThreadPriority(hThread_, THREAD_PRIORITY_ABOVE_NORMAL);
return true;
}
void DSoundAudioBackend::Update() {
if (soundSyncEvent_ != NULL)
SetEvent(soundSyncEvent_);
}
class WASAPIAudioBackend : public WindowsAudioBackend {
public:
WASAPIAudioBackend();
~WASAPIAudioBackend() 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:
int RunThread();
static unsigned int WINAPI soundThread(void *param);
HANDLE hThread_;
StreamCallback callback_;
int sampleRate_;
volatile int threadData_;
};
// TODO: Make these adjustable. This is from the example in MSDN.
// 200 times/sec = 5ms, pretty good :) Wonder if all computers can handle it though.
#define REFTIMES_PER_SEC (10000000/200)
#define REFTIMES_PER_MILLISEC (REFTIMES_PER_SEC / 1000)
WASAPIAudioBackend::WASAPIAudioBackend() : hThread_(NULL), sampleRate_(0), callback_(nullptr), threadData_(0) {
}
WASAPIAudioBackend::~WASAPIAudioBackend() {
if (threadData_ == 0) {
threadData_ = 1;
}
if (hThread_ != NULL) {
WaitForSingleObject(hThread_, 1000);
CloseHandle(hThread_);
hThread_ = NULL;
}
if (threadData_ == 2) {
// blah.
}
}
unsigned int WINAPI WASAPIAudioBackend::soundThread(void *param) {
WASAPIAudioBackend *backend = (WASAPIAudioBackend *)param;
return backend->RunThread();
}
bool WASAPIAudioBackend::Init(HWND window, StreamCallback callback, int sampleRate) {
threadData_ = 0;
callback_ = callback;
sampleRate_ = sampleRate;
hThread_ = (HANDLE)_beginthreadex(0, 0, soundThread, (void *)this, 0, 0);
SetThreadPriority(hThread_, THREAD_PRIORITY_ABOVE_NORMAL);
return true;
}
int WASAPIAudioBackend::RunThread() {
// Adapted from http://msdn.microsoft.com/en-us/library/windows/desktop/dd316756(v=vs.85).aspx
CoInitializeEx(NULL, COINIT_MULTITHREADED);
setCurrentThreadName("WASAPI_audio");
IMMDeviceEnumerator *pDeviceEnumerator;
IMMDevice *pDevice;
IAudioClient *pAudioInterface;
IAudioRenderClient *pAudioRenderClient;
WAVEFORMATEXTENSIBLE *pDeviceFormat;
DWORD flags = 0;
REFERENCE_TIME hnsBufferDuration, hnsActualDuration;
UINT32 pNumBufferFrames;
UINT32 pNumPaddingFrames, pNumAvFrames;
hnsBufferDuration = REFTIMES_PER_SEC;
HRESULT hresult;
hresult = CoCreateInstance(CLSID_MMDeviceEnumerator,
NULL, /*Object is not created as the part of the aggregate */
CLSCTX_ALL, IID_IMMDeviceEnumerator, (void**)&pDeviceEnumerator);
hresult = pDeviceEnumerator->GetDefaultAudioEndpoint(eRender, eMultimedia, &pDevice);
hresult = pDevice->Activate(IID_IAudioClient, CLSCTX_ALL, NULL, (void**)&pAudioInterface);
hresult = pAudioInterface->GetMixFormat((WAVEFORMATEX**)&pDeviceFormat);
hresult = pAudioInterface->Initialize(AUDCLNT_SHAREMODE_SHARED, 0, hnsBufferDuration, 0, &pDeviceFormat->Format, NULL);
hresult = pAudioInterface->GetService(IID_IAudioRenderClient, (void**)&pAudioRenderClient);
hresult = pAudioInterface->GetBufferSize(&pNumBufferFrames);
sampleRate_ = pDeviceFormat->Format.nSamplesPerSec;
enum {
UNKNOWN_FORMAT = 0,
IEEE_FLOAT = 1,
PCM16 = 2,
} format = UNKNOWN_FORMAT;
// Don't know if PCM16 ever shows up here, the documentation only talks about float... but let's blindly
// try to support it :P
if (pDeviceFormat->Format.wFormatTag == WAVE_FORMAT_EXTENSIBLE) {
if (!memcmp(&pDeviceFormat->SubFormat, &KSDATAFORMAT_SUBTYPE_IEEE_FLOAT, sizeof(pDeviceFormat->SubFormat))) {
format = IEEE_FLOAT;
// printf("float format\n");
} else {
ERROR_LOG_REPORT_ONCE(unexpectedformat, SCEAUDIO, "Got unexpected WASAPI 0xFFFE stream format, expected float!");
if (pDeviceFormat->Format.wBitsPerSample == 16 && pDeviceFormat->Format.nChannels == 2) {
format = PCM16;
}
}
} else {
ERROR_LOG_REPORT_ONCE(unexpectedformat2, SCEAUDIO, "Got unexpected non-extensible WASAPI stream format, expected extensible float!");
if (pDeviceFormat->Format.wBitsPerSample == 16 && pDeviceFormat->Format.nChannels == 2) {
format = PCM16;
}
}
short *shortBuf = nullptr;
BYTE *pData;
hresult = pAudioRenderClient->GetBuffer(pNumBufferFrames, &pData);
int numSamples = pNumBufferFrames * pDeviceFormat->Format.nChannels;
if (format == IEEE_FLOAT) {
memset(pData, 0, sizeof(float) * numSamples);
shortBuf = new short[pNumBufferFrames * pDeviceFormat->Format.nChannels];
} else if (format == PCM16) {
memset(pData, 0, sizeof(short) * numSamples);
}
hresult = pAudioRenderClient->ReleaseBuffer(pNumBufferFrames, flags);
hnsActualDuration = (REFERENCE_TIME)((double)REFTIMES_PER_SEC * pNumBufferFrames / pDeviceFormat->Format.nSamplesPerSec);
hresult = pAudioInterface->Start();
while (flags != AUDCLNT_BUFFERFLAGS_SILENT) {
Sleep((DWORD)(hnsActualDuration / REFTIMES_PER_MILLISEC / 2));
hresult = pAudioInterface->GetCurrentPadding(&pNumPaddingFrames);
if (FAILED(hresult)) {
// What to do?
pNumPaddingFrames = 0;
}
pNumAvFrames = pNumBufferFrames - pNumPaddingFrames;
hresult = pAudioRenderClient->GetBuffer(pNumAvFrames, &pData);
if (FAILED(hresult)) {
// What to do?
} else if (pNumAvFrames) {
switch (format) {
case IEEE_FLOAT:
callback_(shortBuf, pNumAvFrames, 16, sampleRate_, 2);
if (pDeviceFormat->Format.nChannels == 2) {
ConvertS16ToF32((float *)pData, shortBuf, pNumAvFrames * pDeviceFormat->Format.nChannels);
} else {
float *ptr = (float *)pData;
int chans = pDeviceFormat->Format.nChannels;
memset(ptr, 0, pNumAvFrames * chans * sizeof(float));
for (UINT32 i = 0; i < pNumAvFrames; i++) {
ptr[i * chans + 0] = (float)shortBuf[i * 2] * (1.0f / 32768.0f);
ptr[i * chans + 1] = (float)shortBuf[i * 2 + 1] * (1.0f / 32768.0f);
}
}
break;
case PCM16:
callback_((short *)pData, pNumAvFrames, 16, sampleRate_, 2);
break;
}
}
if (threadData_ != 0) {
flags = AUDCLNT_BUFFERFLAGS_SILENT;
}
hresult = pAudioRenderClient->ReleaseBuffer(pNumAvFrames, flags);
if (FAILED(hresult)) {
// Not much to do here either...
}
}
// Wait for last data in buffer to play before stopping.
Sleep((DWORD)(hnsActualDuration / REFTIMES_PER_MILLISEC / 2));
delete[] shortBuf;
hresult = pAudioInterface->Stop();
CoTaskMemFree(pDeviceFormat);
pDeviceEnumerator->Release();
pDevice->Release();
pAudioInterface->Release();
pAudioRenderClient->Release();
threadData_ = 2;
CoUninitialize();
return 0;
}
WindowsAudioBackend *CreateAudioBackend(AudioBackendType type) {
if (IsVistaOrHigher()) {
switch (type) {
case AUDIO_BACKEND_WASAPI:
case AUDIO_BACKEND_AUTO:
return new WASAPIAudioBackend();
case AUDIO_BACKEND_DSOUND:
default:
return new DSoundAudioBackend();
}
} else {
return new DSoundAudioBackend();
}
}