mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 07:20:49 +00:00
828036f87b
It's a little flaky whether it tries to switch or not, but you can at least use Windows' device selector to switch back and forth. Should maybe also add an option to not follow the default device... Not sure.
194 lines
5.0 KiB
C++
194 lines
5.0 KiB
C++
#include "Common/CommonWindows.h"
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#include <MMReg.h>
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#include <process.h>
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#ifdef __MINGW32__
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#define __null
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#endif
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#include <dsound.h>
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#ifdef __MINGW32__
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#undef __null
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#endif
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#include "Common/Thread/ThreadUtil.h"
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#include "Common/Log.h"
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#include "Common/OSVersion.h"
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#include "Core/ConfigValues.h"
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#include "Core/Reporting.h"
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#include "Core/Util/AudioFormat.h"
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#include "Windows/W32Util/Misc.h"
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#include "DSoundStream.h"
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inline int RoundDown128(int x) {
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return x & (~127);
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}
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unsigned int WINAPI DSoundAudioBackend::soundThread(void *param) {
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DSoundAudioBackend *dsound = (DSoundAudioBackend *)param;
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return dsound->RunThread();
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}
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bool DSoundAudioBackend::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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void *ptr1, *ptr2;
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DWORD numBytes1, numBytes2;
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// Obtain memory address of write block. This will be in two parts if the block wraps around.
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HRESULT hr = dsBuffer_->Lock(offset, soundBytes, &ptr1, &numBytes1, &ptr2, &numBytes2, 0);
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// If the buffer was lost, restore and retry lock.
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/*
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if (DSERR_BUFFERLOST == hr) {
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dsBuffer->Restore();
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hr=dsBuffer->Lock(dwOffset, dwSoundBytes, &ptr1, &numBytes1, &ptr2, &numBytes2, 0);
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} */
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if (SUCCEEDED(hr)) {
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memcpy(ptr1, soundData, numBytes1);
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if (ptr2)
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memcpy(ptr2, soundData+numBytes1, numBytes2);
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// Release the data back to DirectSound.
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dsBuffer_->Unlock(ptr1, numBytes1, ptr2, numBytes2);
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return true;
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}
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return false;
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}
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bool DSoundAudioBackend::CreateBuffer() {
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PCMWAVEFORMAT pcmwf;
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DSBUFFERDESC dsbdesc;
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memset(&pcmwf, 0, sizeof(PCMWAVEFORMAT));
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memset(&dsbdesc, 0, sizeof(DSBUFFERDESC));
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bufferSize_ = BUFSIZE;
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pcmwf.wf.wFormatTag = WAVE_FORMAT_PCM;
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pcmwf.wf.nChannels = 2;
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pcmwf.wf.nSamplesPerSec = sampleRate_;
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pcmwf.wf.nBlockAlign = 4;
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pcmwf.wf.nAvgBytesPerSec = pcmwf.wf.nSamplesPerSec * pcmwf.wf.nBlockAlign;
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pcmwf.wBitsPerSample = 16;
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dsbdesc.dwSize = sizeof(DSBUFFERDESC);
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dsbdesc.dwFlags = DSBCAPS_GETCURRENTPOSITION2 | DSBCAPS_GLOBALFOCUS; // //DSBCAPS_CTRLPAN | DSBCAPS_CTRLVOLUME | DSBCAPS_CTRLFREQUENCY;
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dsbdesc.dwBufferBytes = bufferSize_; //FIX32(pcmwf.wf.nAvgBytesPerSec); //change to set buffer size
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dsbdesc.lpwfxFormat = (WAVEFORMATEX *)&pcmwf;
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if (SUCCEEDED(ds_->CreateSoundBuffer(&dsbdesc, &dsBuffer_, NULL))) {
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dsBuffer_->SetCurrentPosition(0);
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return true;
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} else {
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dsBuffer_ = NULL;
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return false;
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}
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}
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int DSoundAudioBackend::RunThread() {
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if (FAILED(DirectSoundCreate8(0, &ds_, 0))) {
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ds_ = NULL;
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threadData_ = 2;
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return 1;
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}
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ds_->SetCooperativeLevel(window_, DSSCL_PRIORITY);
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if (!CreateBuffer()) {
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ds_->Release();
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ds_ = NULL;
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threadData_ = 2;
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return 1;
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}
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soundSyncEvent_ = CreateEvent(0, false, false, 0);
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InitializeCriticalSection(&soundCriticalSection);
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DWORD num1;
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int16_t *p1;
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dsBuffer_->Lock(0, bufferSize_, (void **)&p1, &num1, 0, 0, 0);
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memset(p1, 0, num1);
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dsBuffer_->Unlock(p1, num1, 0, 0);
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totalRenderedBytes_ = -bufferSize_;
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SetCurrentThreadName("DSound");
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currentPos_ = 0;
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lastPos_ = 0;
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dsBuffer_->Play(0, 0, DSBPLAY_LOOPING);
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while (!threadData_) {
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EnterCriticalSection(&soundCriticalSection);
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dsBuffer_->GetCurrentPosition((DWORD *)¤tPos_, 0);
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int numBytesToRender = RoundDown128(ModBufferSize(currentPos_ - lastPos_));
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if (numBytesToRender >= 256) {
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int numBytesRendered = 4 * (*callback_)(realtimeBuffer_, numBytesToRender >> 2, 16, 44100);
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//We need to copy the full buffer, regardless of what the mixer claims to have filled
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//If we don't do this then the sound will loop if the sound stops and the mixer writes only zeroes
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numBytesRendered = numBytesToRender;
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WriteDataToBuffer(lastPos_, (char *) realtimeBuffer_, numBytesRendered);
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currentPos_ = ModBufferSize(lastPos_ + numBytesRendered);
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totalRenderedBytes_ += numBytesRendered;
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lastPos_ = currentPos_;
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}
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LeaveCriticalSection(&soundCriticalSection);
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WaitForSingleObject(soundSyncEvent_, MAXWAIT);
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}
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dsBuffer_->Stop();
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dsBuffer_->Release();
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ds_->Release();
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threadData_ = 2;
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return 0;
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}
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DSoundAudioBackend::DSoundAudioBackend() {
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}
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DSoundAudioBackend::~DSoundAudioBackend() {
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if (!ds_)
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return;
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if (!dsBuffer_)
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return;
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EnterCriticalSection(&soundCriticalSection);
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if (threadData_ == 0) {
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threadData_ = 1;
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}
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if (hThread_ != NULL) {
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WaitForSingleObject(hThread_, 1000);
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CloseHandle(hThread_);
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hThread_ = NULL;
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}
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if (soundSyncEvent_ != NULL) {
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CloseHandle(soundSyncEvent_);
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}
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soundSyncEvent_ = NULL;
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LeaveCriticalSection(&soundCriticalSection);
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DeleteCriticalSection(&soundCriticalSection);
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}
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bool DSoundAudioBackend::Init(HWND window, StreamCallback _callback, int sampleRate) {
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window_ = window;
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callback_ = _callback;
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sampleRate_ = sampleRate;
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threadData_ = 0;
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hThread_ = (HANDLE)_beginthreadex(0, 0, soundThread, (void *)this, 0, 0);
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SetThreadPriority(hThread_, THREAD_PRIORITY_ABOVE_NORMAL);
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return true;
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}
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void DSoundAudioBackend::Update() {
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if (soundSyncEvent_ != NULL)
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SetEvent(soundSyncEvent_);
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}
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