ppsspp/Windows/DSoundStream.h
Henrik Rydgård 21bd50dcb0 Remove polling requirement from DSound audio backend
Might as well sleep for a short period instead, same effect really.
2023-03-24 10:40:10 +01:00

50 lines
1.1 KiB
C++

#pragma once
// This should only be included from WindowsAudio.cpp and DSoundStream.cpp.
#include "WindowsAudio.h"
#include <mmreg.h>
struct IDirectSound8;
struct IDirectSoundBuffer;
class DSoundAudioBackend : public WindowsAudioBackend {
public:
~DSoundAudioBackend();
bool Init(HWND window, StreamCallback callback, int sampleRate) override; // If fails, can safely delete the object
int GetSampleRate() const override { return sampleRate_; }
private:
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_ = nullptr;
HANDLE hThread_ = nullptr;
StreamCallback callback_;
IDirectSound8 *ds_ = nullptr;
IDirectSoundBuffer *dsBuffer_ = nullptr;
int bufferSize_ = 0; // bytes
int totalRenderedBytes_ = 0;
int sampleRate_ = 0;
volatile int threadData_ = 0;
enum {
BUFSIZE = 0x4000,
MAXWAIT = 20, //ms
};
int currentPos_ = 0;
int lastPos_ = 0;
short realtimeBuffer_[BUFSIZE * 2];
};