This commit is contained in:
tmaul 2019-10-20 21:22:23 +01:00
parent 3ef1aa2eb3
commit 0b62d8fc9c
6 changed files with 2707 additions and 40 deletions

View File

@ -3,35 +3,8 @@ image: Visual Studio 2019
shallow_clone: true
clone_depth: 1
init:
- ps: >-
Write-Host "DirectX Software Development Kit..." -ForegroundColor Cyan
Write-Host "Downloading..."
$exePath = "$env:temp\DXSDK_Jun10.exe"
(New-Object Net.WebClient).DownloadFile('https://download.microsoft.com/download/A/E/7/AE743F1F-632B-4809-87A9-AA1BB3458E31/DXSDK_Jun10.exe', $exePath)
Write-Host "Installing..."
$installPath = "C:\DXSDK"
cmd /c start /wait $exePath /P $installPath /U
Add-Path $installPath
Add-SessionPath $installPath
Remove-Item $exePath
Write-Host "Installed" -ForegroundColor Green
install:
- set "PATH=C:\DXSDK;C:\msys64\usr\bin;C:\msys64\mingw32\bin;C:\Windows\System32;C:\Windows;%PATH%"
- set DXSDK_DIR=C:\DXSDK\
- set MSYSTEM=MINGW32
- set PreferredToolArchitecture=x86
- choco install nasm
@ -39,21 +12,21 @@ install:
build_script:
- 7z a fbn-code.7z %APPVEYOR_BUILD_FOLDER%\*
- msbuild "projectfiles\visualstudio-2019\fba_vs2019.sln" /m /property:Configuration=Release /property:Platform=x86 /verbosity:minimal /logger:"C:\Program Files\AppVeyor\BuildAgent\Appveyor.MSBuildLogger.dll"
# - msbuild "projectfiles\visualstudio-2019\fba_vs2019.sln" /m /property:Configuration=Release /property:Platform=x64 /verbosity:minimal /logger:"C:\Program Files\AppVeyor\BuildAgent\Appveyor.MSBuildLogger.dll"
- msbuild "projectfiles\visualstudio-2019\fba_vs2019.sln" /m /property:Configuration=Release /property:Platform=x64 /verbosity:minimal /logger:"C:\Program Files\AppVeyor\BuildAgent\Appveyor.MSBuildLogger.dll"
- bash -lc "exec 0</dev/null && cd $APPVEYOR_BUILD_FOLDER && mingw32-make mingw510 -j5 RELEASEBUILD=1 SKIPDEPEND=1"
- 7z a fbn-win32-gcc.7z %APPVEYOR_BUILD_FOLDER%\*.exe %APPVEYOR_BUILD_FOLDER%\fba.chm %APPVEYOR_BUILD_FOLDER%\*.zip %APPVEYOR_BUILD_FOLDER%\src\license.txt %APPVEYOR_BUILD_FOLDER%\whatsnew.html
- bash -lc "exec 0</dev/null && cd $APPVEYOR_BUILD_FOLDER && rm -rf obj && mingw32-make mingw510 -j5 SKIPDEPEND=1"
- 7z a fbn-win32-debug-gcc.7z %APPVEYOR_BUILD_FOLDER%\fbneod.exe %APPVEYOR_BUILD_FOLDER%\fba.chm %APPVEYOR_BUILD_FOLDER%\*.zip %APPVEYOR_BUILD_FOLDER%\src\license.txt %APPVEYOR_BUILD_FOLDER%\whatsnew.html
# - 7z a fbn-win32-vs.7z %APPVEYOR_BUILD_FOLDER%\projectfiles\visualstudio-2019\Win32\Release\*.exe %APPVEYOR_BUILD_FOLDER%\fba.chm %APPVEYOR_BUILD_FOLDER%\*.zip %APPVEYOR_BUILD_FOLDER%\src\license.txt %APPVEYOR_BUILD_FOLDER%\whatsnew.html %APPVEYOR_BUILD_FOLDER%\projectfiles\visualstudio-2019\generated\gamelist.txt
# - 7z a fbn-x64-vs.7z %APPVEYOR_BUILD_FOLDER%\projectfiles\visualstudio-2019\x64\Release\*.exe %APPVEYOR_BUILD_FOLDER%\fba.chm %APPVEYOR_BUILD_FOLDER%\*.zip %APPVEYOR_BUILD_FOLDER%\src\license.txt %APPVEYOR_BUILD_FOLDER%\whatsnew.html %APPVEYOR_BUILD_FOLDER%\projectfiles\visualstudio-2019\generated\gamelist.txt
- 7z a fbn-win32-vs.7z %APPVEYOR_BUILD_FOLDER%\projectfiles\visualstudio-2019\Win32\Release\*.exe %APPVEYOR_BUILD_FOLDER%\fba.chm %APPVEYOR_BUILD_FOLDER%\*.zip %APPVEYOR_BUILD_FOLDER%\src\license.txt %APPVEYOR_BUILD_FOLDER%\whatsnew.html %APPVEYOR_BUILD_FOLDER%\projectfiles\visualstudio-2019\generated\gamelist.txt
- 7z a fbn-x64-vs.7z %APPVEYOR_BUILD_FOLDER%\projectfiles\visualstudio-2019\x64\Release\*.exe %APPVEYOR_BUILD_FOLDER%\fba.chm %APPVEYOR_BUILD_FOLDER%\*.zip %APPVEYOR_BUILD_FOLDER%\src\license.txt %APPVEYOR_BUILD_FOLDER%\whatsnew.html %APPVEYOR_BUILD_FOLDER%\projectfiles\visualstudio-2019\generated\gamelist.txt
artifacts:
- path: fbn-code.7z
name: source
# - path: fbn-win32-vs.7z
# name: win32-bin-vs
# - path: fbn-x64-vs.7z
# name: x64-bin-vs
- path: fbn-win32-vs.7z
name: win32-bin-vs
- path: fbn-x64-vs.7z
name: x64-bin-vs
- path: fbn-win32-gcc.7z
name: win32-bin-gcc
- path: fbn-win32-debug-gcc.7z
@ -71,5 +44,5 @@ deploy:
auth_token:
secure: cC6FjF22axzOF1Y1+B2DfieS+B3KAHeUTefa7k/iq7MJjqaj/OjQ01EWN+Ga5r6v
repository: finalburnneo/FBNeo-WIP-Storage-Facility
#artifact: win32-bin-vs, x64-bin-vs, source, win32-bin-gcc, win32-bin-debug-gcc
artifact: source, win32-bin-gcc, win32-bin-debug-gcc
artifact: win32-bin-vs, x64-bin-vs, source, win32-bin-gcc, win32-bin-debug-gcc
#artifact: source, win32-bin-gcc, win32-bin-debug-gcc

View File

@ -1660,7 +1660,7 @@ del build_details.exe
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<IncludePath>C:\Program Files %28x86%29\Microsoft DirectX SDK %28June 2010%29\Include;..\..\src\dep\vc\include;$(IncludePath)</IncludePath>
<IncludePath>..\..\src\dep\mingw\include\directx9;..\..\src\dep\vc\include;..\..\src\dep\vc\include\xaudio2;$(IncludePath)</IncludePath>
<IntDir>$(Platform)\$(Configuration)\</IntDir>
<LibraryPath>$(LibraryPath)</LibraryPath>
<CodeAnalysisRuleSet>NativeRecommendedRules.ruleset</CodeAnalysisRuleSet>
@ -1669,20 +1669,20 @@ del build_details.exe
<TargetName>fbneod_vs</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<IncludePath>C:\Program Files %28x86%29\Microsoft DirectX SDK %28June 2010%29\Include;..\..\src\dep\vc\include;$(IncludePath)</IncludePath>
<IncludePath>..\..\src\dep\mingw\include\directx9;..\..\src\dep\vc\include;..\..\src\dep\vc\include\xaudio2;$(IncludePath)</IncludePath>
<CodeAnalysisRuleSet>NativeRecommendedRules.ruleset</CodeAnalysisRuleSet>
<RunCodeAnalysis>true</RunCodeAnalysis>
<TargetName>fbneo64d_vs</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<IntDir>$(Platform)\$(Configuration)\</IntDir>
<IncludePath>C:\Program Files %28x86%29\Microsoft DirectX SDK %28June 2010%29\Include;..\..\src\dep\vc\include;$(IncludePath)</IncludePath>
<IncludePath>..\..\src\dep\mingw\include\directx9;..\..\src\dep\vc\include;..\..\src\dep\vc\include\xaudio2;$(IncludePath)</IncludePath>
<OutDir>$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<RunCodeAnalysis>false</RunCodeAnalysis>
<TargetName>fbneo_vs</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<IncludePath>C:\Program Files %28x86%29\Microsoft DirectX SDK %28June 2010%29\Include;..\..\src\dep\vc\include;$(IncludePath)</IncludePath>
<IncludePath>..\..\src\dep\mingw\include\directx9;..\..\src\dep\vc\include;..\..\src\dep\vc\include\xaudio2;$(IncludePath)</IncludePath>
<CodeAnalysisRuleSet>NativeRecommendedRules.ruleset</CodeAnalysisRuleSet>
<RunCodeAnalysis>false</RunCodeAnalysis>
<TargetName>fbneo64</TargetName>

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,431 @@
/**************************************************************************
*
* Copyright (c) Microsoft Corporation. All rights reserved.
*
* File: xaudio2fx.h
* Content: Declarations for the audio effects included with XAudio2.
*
**************************************************************************/
#ifndef __XAUDIO2FX_INCLUDED__
#define __XAUDIO2FX_INCLUDED__
/**************************************************************************
*
* XAudio2 effect class IDs.
*
**************************************************************************/
#include "comdecl.h" // For DEFINE_CLSID and DEFINE_IID
// XAudio 2.0 (March 2008 SDK)
//DEFINE_CLSID(AudioVolumeMeter, C0C56F46, 29B1, 44E9, 99, 39, A3, 2C, E8, 68, 67, E2);
//DEFINE_CLSID(AudioVolumeMeter_Debug, C0C56F46, 29B1, 44E9, 99, 39, A3, 2C, E8, 68, 67, DB);
//DEFINE_CLSID(AudioReverb, 6F6EA3A9, 2CF5, 41CF, 91, C1, 21, 70, B1, 54, 00, 63);
//DEFINE_CLSID(AudioReverb_Debug, 6F6EA3A9, 2CF5, 41CF, 91, C1, 21, 70, B1, 54, 00, DB);
// XAudio 2.1 (June 2008 SDK)
//DEFINE_CLSID(AudioVolumeMeter, c1e3f122, a2ea, 442c, 85, 4f, 20, d9, 8f, 83, 57, a1);
//DEFINE_CLSID(AudioVolumeMeter_Debug, 6d97a461, b02d, 48ae, b5, 43, 82, bc, 35, fd, fa, e2);
//DEFINE_CLSID(AudioReverb, f4769300, b949, 4df9, b3, 33, 00, d3, 39, 32, e9, a6);
//DEFINE_CLSID(AudioReverb_Debug, aea2cabc, 8c7c, 46aa, ba, 44, 0e, 6d, 75, 88, a1, f2);
// XAudio 2.2 (August 2008 SDK)
//DEFINE_CLSID(AudioVolumeMeter, f5ca7b34, 8055, 42c0, b8, 36, 21, 61, 29, eb, 7e, 30);
//DEFINE_CLSID(AudioVolumeMeter_Debug, f796f5f7, 6059, 4a9f, 98, 2d, 61, ee, c2, ed, 67, ca);
//DEFINE_CLSID(AudioReverb, 629cf0de, 3ecc, 41e7, 99, 26, f7, e4, 3e, eb, ec, 51);
//DEFINE_CLSID(AudioReverb_Debug, 4aae4299, 3260, 46d4, 97, cc, 6c, c7, 60, c8, 53, 29);
// XAudio 2.3 (November 2008 SDK)
//DEFINE_CLSID(AudioVolumeMeter, e180344b, ac83, 4483, 95, 9e, 18, a5, c5, 6a, 5e, 19);
//DEFINE_CLSID(AudioVolumeMeter_Debug, 922a0a56, 7d13, 40ae, a4, 81, 3c, 6c, 60, f1, 14, 01);
//DEFINE_CLSID(AudioReverb, 9cab402c, 1d37, 44b4, 88, 6d, fa, 4f, 36, 17, 0a, 4c);
//DEFINE_CLSID(AudioReverb_Debug, eadda998, 3be6, 4505, 84, be, ea, 06, 36, 5d, b9, 6b);
// XAudio 2.4 (March 2009 SDK)
//DEFINE_CLSID(AudioVolumeMeter, c7338b95, 52b8, 4542, aa, 79, 42, eb, 01, 6c, 8c, 1c);
//DEFINE_CLSID(AudioVolumeMeter_Debug, 524bd872, 5c0b, 4217, bd, b8, 0a, 86, 81, 83, 0b, a5);
//DEFINE_CLSID(AudioReverb, 8bb7778b, 645b, 4475, 9a, 73, 1d, e3, 17, 0b, d3, af);
//DEFINE_CLSID(AudioReverb_Debug, da7738a2, cd0c, 4367, 9a, ac, d7, ea, d7, c6, 4f, 98);
// XAudio 2.5 (March 2009 SDK)
//DEFINE_CLSID(AudioVolumeMeter, 2139e6da, c341, 4774, 9a, c3, b4, e0, 26, 34, 7f, 64);
//DEFINE_CLSID(AudioVolumeMeter_Debug, a5cc4e13, ca00, 416b, a6, ee, 49, fe, e7, b5, 43, d0);
//DEFINE_CLSID(AudioReverb, d06df0d0, 8518, 441e, 82, 2f, 54, 51, d5, c5, 95, b8);
//DEFINE_CLSID(AudioReverb_Debug, 613604ec, 304c, 45ec, a4, ed, 7a, 1c, 61, 2e, 9e, 72);
// XAudio 2.6 (February 2010 SDK)
//DEFINE_CLSID(AudioVolumeMeter, e48c5a3f, 93ef, 43bb, a0, 92, 2c, 7c, eb, 94, 6f, 27);
//DEFINE_CLSID(AudioVolumeMeter_Debug, 9a9eaef7, a9e0, 4088, 9b, 1b, 9c, a0, 3a, 1a, ec, d4);
//DEFINE_CLSID(AudioReverb, cecec95a, d894, 491a, be, e3, 5e, 10, 6f, b5, 9f, 2d);
//DEFINE_CLSID(AudioReverb_Debug, 99a1c72e, 364c, 4c1b, 96, 23, fd, 5c, 8a, bd, 90, c7);
// XAudio 2.7 (June 2010 SDK)
DEFINE_CLSID(AudioVolumeMeter, cac1105f, 619b, 4d04, 83, 1a, 44, e1, cb, f1, 2d, 57);
DEFINE_CLSID(AudioVolumeMeter_Debug, 2d9a0f9c, e67b, 4b24, ab, 44, 92, b3, e7, 70, c0, 20);
DEFINE_CLSID(AudioReverb, 6a93130e, 1d53, 41d1, a9, cf, e7, 58, 80, 0b, b1, 79);
DEFINE_CLSID(AudioReverb_Debug, c4f82dd4, cb4e, 4ce1, 8b, db, ee, 32, d4, 19, 82, 69);
// Ignore the rest of this header if only the GUID definitions were requested
#ifndef GUID_DEFS_ONLY
#ifdef _XBOX
#include <xobjbase.h> // Xbox COM declarations (IUnknown, etc)
#else
#include <objbase.h> // Windows COM declarations
#endif
#include <math.h> // For log10()
// All structures defined in this file should use tight packing
#pragma pack(push, 1)
/**************************************************************************
*
* Effect creation functions. On Windows, these are just inline functions
* that call CoCreateInstance and Initialize; the XAUDIO2FX_DEBUG flag can
* be used to select the debug version of the effects. On Xbox, these map
* to real functions included in xaudio2.lib, and the XAUDIO2FX_DEBUG flag
* is ignored; the application must link with the debug library to use the
* debug functionality.
*
**************************************************************************/
// Use default values for some parameters if building C++ code
#ifdef __cplusplus
#define DEFAULT(x) =x
#else
#define DEFAULT(x)
#endif
#define XAUDIO2FX_DEBUG 1 // To select the debug version of an effect
#ifdef _XBOX
STDAPI CreateAudioVolumeMeter(__deref_out IUnknown** ppApo);
STDAPI CreateAudioReverb(__deref_out IUnknown** ppApo);
__inline HRESULT XAudio2CreateVolumeMeter(__deref_out IUnknown** ppApo, UINT32 /*Flags*/ DEFAULT(0))
{
return CreateAudioVolumeMeter(ppApo);
}
__inline HRESULT XAudio2CreateReverb(__deref_out IUnknown** ppApo, UINT32 /*Flags*/ DEFAULT(0))
{
return CreateAudioReverb(ppApo);
}
#else // Windows
__inline HRESULT XAudio2CreateVolumeMeter(__deref_out IUnknown** ppApo, UINT32 Flags DEFAULT(0))
{
#ifdef __cplusplus
return CoCreateInstance((Flags & XAUDIO2FX_DEBUG) ? __uuidof(AudioVolumeMeter_Debug)
: __uuidof(AudioVolumeMeter),
NULL, CLSCTX_INPROC_SERVER, __uuidof(IUnknown), (void**)ppApo);
#else
return CoCreateInstance((Flags & XAUDIO2FX_DEBUG) ? &CLSID_AudioVolumeMeter_Debug
: &CLSID_AudioVolumeMeter,
NULL, CLSCTX_INPROC_SERVER, &IID_IUnknown, (void**)ppApo);
#endif
}
__inline HRESULT XAudio2CreateReverb(__deref_out IUnknown** ppApo, UINT32 Flags DEFAULT(0))
{
#ifdef __cplusplus
return CoCreateInstance((Flags & XAUDIO2FX_DEBUG) ? __uuidof(AudioReverb_Debug)
: __uuidof(AudioReverb),
NULL, CLSCTX_INPROC_SERVER, __uuidof(IUnknown), (void**)ppApo);
#else
return CoCreateInstance((Flags & XAUDIO2FX_DEBUG) ? &CLSID_AudioReverb_Debug
: &CLSID_AudioReverb,
NULL, CLSCTX_INPROC_SERVER, &IID_IUnknown, (void**)ppApo);
#endif
}
#endif // #ifdef _XBOX
/**************************************************************************
*
* Volume meter parameters.
* The volume meter supports FLOAT32 audio formats and must be used in-place.
*
**************************************************************************/
// XAUDIO2FX_VOLUMEMETER_LEVELS: Receives results from GetEffectParameters().
// The user is responsible for allocating pPeakLevels, pRMSLevels, and
// initializing ChannelCount accordingly.
// The volume meter does not support SetEffectParameters().
typedef struct XAUDIO2FX_VOLUMEMETER_LEVELS
{
float* pPeakLevels; // Peak levels table: receives maximum absolute level for each channel
// over a processing pass; may be NULL if pRMSLevls != NULL,
// otherwise must have at least ChannelCount elements.
float* pRMSLevels; // Root mean square levels table: receives RMS level for each channel
// over a processing pass; may be NULL if pPeakLevels != NULL,
// otherwise must have at least ChannelCount elements.
UINT32 ChannelCount; // Number of channels being processed by the volume meter APO
} XAUDIO2FX_VOLUMEMETER_LEVELS;
/**************************************************************************
*
* Reverb parameters.
* The reverb supports only FLOAT32 audio with the following channel
* configurations:
* Input: Mono Output: Mono
* Input: Mono Output: 5.1
* Input: Stereo Output: Stereo
* Input: Stereo Output: 5.1
* The framerate must be within [20000, 48000] Hz.
*
* When using mono input, delay filters associated with the right channel
* are not executed. In this case, parameters such as PositionRight and
* PositionMatrixRight have no effect. This also means the reverb uses
* less CPU when hosted in a mono submix.
*
**************************************************************************/
#define XAUDIO2FX_REVERB_MIN_FRAMERATE 20000
#define XAUDIO2FX_REVERB_MAX_FRAMERATE 48000
// XAUDIO2FX_REVERB_PARAMETERS: Native parameter set for the reverb effect
typedef struct XAUDIO2FX_REVERB_PARAMETERS
{
// ratio of wet (processed) signal to dry (original) signal
float WetDryMix; // [0, 100] (percentage)
// Delay times
UINT32 ReflectionsDelay; // [0, 300] in ms
BYTE ReverbDelay; // [0, 85] in ms
BYTE RearDelay; // [0, 5] in ms
// Indexed parameters
BYTE PositionLeft; // [0, 30] no units
BYTE PositionRight; // [0, 30] no units, ignored when configured to mono
BYTE PositionMatrixLeft; // [0, 30] no units
BYTE PositionMatrixRight; // [0, 30] no units, ignored when configured to mono
BYTE EarlyDiffusion; // [0, 15] no units
BYTE LateDiffusion; // [0, 15] no units
BYTE LowEQGain; // [0, 12] no units
BYTE LowEQCutoff; // [0, 9] no units
BYTE HighEQGain; // [0, 8] no units
BYTE HighEQCutoff; // [0, 14] no units
// Direct parameters
float RoomFilterFreq; // [20, 20000] in Hz
float RoomFilterMain; // [-100, 0] in dB
float RoomFilterHF; // [-100, 0] in dB
float ReflectionsGain; // [-100, 20] in dB
float ReverbGain; // [-100, 20] in dB
float DecayTime; // [0.1, inf] in seconds
float Density; // [0, 100] (percentage)
float RoomSize; // [1, 100] in feet
} XAUDIO2FX_REVERB_PARAMETERS;
// Maximum, minimum and default values for the parameters above
#define XAUDIO2FX_REVERB_MIN_WET_DRY_MIX 0.0f
#define XAUDIO2FX_REVERB_MIN_REFLECTIONS_DELAY 0
#define XAUDIO2FX_REVERB_MIN_REVERB_DELAY 0
#define XAUDIO2FX_REVERB_MIN_REAR_DELAY 0
#define XAUDIO2FX_REVERB_MIN_POSITION 0
#define XAUDIO2FX_REVERB_MIN_DIFFUSION 0
#define XAUDIO2FX_REVERB_MIN_LOW_EQ_GAIN 0
#define XAUDIO2FX_REVERB_MIN_LOW_EQ_CUTOFF 0
#define XAUDIO2FX_REVERB_MIN_HIGH_EQ_GAIN 0
#define XAUDIO2FX_REVERB_MIN_HIGH_EQ_CUTOFF 0
#define XAUDIO2FX_REVERB_MIN_ROOM_FILTER_FREQ 20.0f
#define XAUDIO2FX_REVERB_MIN_ROOM_FILTER_MAIN -100.0f
#define XAUDIO2FX_REVERB_MIN_ROOM_FILTER_HF -100.0f
#define XAUDIO2FX_REVERB_MIN_REFLECTIONS_GAIN -100.0f
#define XAUDIO2FX_REVERB_MIN_REVERB_GAIN -100.0f
#define XAUDIO2FX_REVERB_MIN_DECAY_TIME 0.1f
#define XAUDIO2FX_REVERB_MIN_DENSITY 0.0f
#define XAUDIO2FX_REVERB_MIN_ROOM_SIZE 0.0f
#define XAUDIO2FX_REVERB_MAX_WET_DRY_MIX 100.0f
#define XAUDIO2FX_REVERB_MAX_REFLECTIONS_DELAY 300
#define XAUDIO2FX_REVERB_MAX_REVERB_DELAY 85
#define XAUDIO2FX_REVERB_MAX_REAR_DELAY 5
#define XAUDIO2FX_REVERB_MAX_POSITION 30
#define XAUDIO2FX_REVERB_MAX_DIFFUSION 15
#define XAUDIO2FX_REVERB_MAX_LOW_EQ_GAIN 12
#define XAUDIO2FX_REVERB_MAX_LOW_EQ_CUTOFF 9
#define XAUDIO2FX_REVERB_MAX_HIGH_EQ_GAIN 8
#define XAUDIO2FX_REVERB_MAX_HIGH_EQ_CUTOFF 14
#define XAUDIO2FX_REVERB_MAX_ROOM_FILTER_FREQ 20000.0f
#define XAUDIO2FX_REVERB_MAX_ROOM_FILTER_MAIN 0.0f
#define XAUDIO2FX_REVERB_MAX_ROOM_FILTER_HF 0.0f
#define XAUDIO2FX_REVERB_MAX_REFLECTIONS_GAIN 20.0f
#define XAUDIO2FX_REVERB_MAX_REVERB_GAIN 20.0f
#define XAUDIO2FX_REVERB_MAX_DENSITY 100.0f
#define XAUDIO2FX_REVERB_MAX_ROOM_SIZE 100.0f
#define XAUDIO2FX_REVERB_DEFAULT_WET_DRY_MIX 100.0f
#define XAUDIO2FX_REVERB_DEFAULT_REFLECTIONS_DELAY 5
#define XAUDIO2FX_REVERB_DEFAULT_REVERB_DELAY 5
#define XAUDIO2FX_REVERB_DEFAULT_REAR_DELAY 5
#define XAUDIO2FX_REVERB_DEFAULT_POSITION 6
#define XAUDIO2FX_REVERB_DEFAULT_POSITION_MATRIX 27
#define XAUDIO2FX_REVERB_DEFAULT_EARLY_DIFFUSION 8
#define XAUDIO2FX_REVERB_DEFAULT_LATE_DIFFUSION 8
#define XAUDIO2FX_REVERB_DEFAULT_LOW_EQ_GAIN 8
#define XAUDIO2FX_REVERB_DEFAULT_LOW_EQ_CUTOFF 4
#define XAUDIO2FX_REVERB_DEFAULT_HIGH_EQ_GAIN 8
#define XAUDIO2FX_REVERB_DEFAULT_HIGH_EQ_CUTOFF 4
#define XAUDIO2FX_REVERB_DEFAULT_ROOM_FILTER_FREQ 5000.0f
#define XAUDIO2FX_REVERB_DEFAULT_ROOM_FILTER_MAIN 0.0f
#define XAUDIO2FX_REVERB_DEFAULT_ROOM_FILTER_HF 0.0f
#define XAUDIO2FX_REVERB_DEFAULT_REFLECTIONS_GAIN 0.0f
#define XAUDIO2FX_REVERB_DEFAULT_REVERB_GAIN 0.0f
#define XAUDIO2FX_REVERB_DEFAULT_DECAY_TIME 1.0f
#define XAUDIO2FX_REVERB_DEFAULT_DENSITY 100.0f
#define XAUDIO2FX_REVERB_DEFAULT_ROOM_SIZE 100.0f
// XAUDIO2FX_REVERB_I3DL2_PARAMETERS: Parameter set compliant with the I3DL2 standard
typedef struct XAUDIO2FX_REVERB_I3DL2_PARAMETERS
{
// ratio of wet (processed) signal to dry (original) signal
float WetDryMix; // [0, 100] (percentage)
// Standard I3DL2 parameters
INT32 Room; // [-10000, 0] in mB (hundredths of decibels)
INT32 RoomHF; // [-10000, 0] in mB (hundredths of decibels)
float RoomRolloffFactor; // [0.0, 10.0]
float DecayTime; // [0.1, 20.0] in seconds
float DecayHFRatio; // [0.1, 2.0]
INT32 Reflections; // [-10000, 1000] in mB (hundredths of decibels)
float ReflectionsDelay; // [0.0, 0.3] in seconds
INT32 Reverb; // [-10000, 2000] in mB (hundredths of decibels)
float ReverbDelay; // [0.0, 0.1] in seconds
float Diffusion; // [0.0, 100.0] (percentage)
float Density; // [0.0, 100.0] (percentage)
float HFReference; // [20.0, 20000.0] in Hz
} XAUDIO2FX_REVERB_I3DL2_PARAMETERS;
// ReverbConvertI3DL2ToNative: Utility function to map from I3DL2 to native parameters
__inline void ReverbConvertI3DL2ToNative
(
__in const XAUDIO2FX_REVERB_I3DL2_PARAMETERS* pI3DL2,
__out XAUDIO2FX_REVERB_PARAMETERS* pNative
)
{
float reflectionsDelay;
float reverbDelay;
// RoomRolloffFactor is ignored
// These parameters have no equivalent in I3DL2
pNative->RearDelay = XAUDIO2FX_REVERB_DEFAULT_REAR_DELAY; // 5
pNative->PositionLeft = XAUDIO2FX_REVERB_DEFAULT_POSITION; // 6
pNative->PositionRight = XAUDIO2FX_REVERB_DEFAULT_POSITION; // 6
pNative->PositionMatrixLeft = XAUDIO2FX_REVERB_DEFAULT_POSITION_MATRIX; // 27
pNative->PositionMatrixRight = XAUDIO2FX_REVERB_DEFAULT_POSITION_MATRIX; // 27
pNative->RoomSize = XAUDIO2FX_REVERB_DEFAULT_ROOM_SIZE; // 100
pNative->LowEQCutoff = 4;
pNative->HighEQCutoff = 6;
// The rest of the I3DL2 parameters map to the native property set
pNative->RoomFilterMain = (float)pI3DL2->Room / 100.0f;
pNative->RoomFilterHF = (float)pI3DL2->RoomHF / 100.0f;
if (pI3DL2->DecayHFRatio >= 1.0f)
{
INT32 index = (INT32)(-4.0 * log10(pI3DL2->DecayHFRatio));
if (index < -8) index = -8;
pNative->LowEQGain = (BYTE)((index < 0) ? index + 8 : 8);
pNative->HighEQGain = 8;
pNative->DecayTime = pI3DL2->DecayTime * pI3DL2->DecayHFRatio;
}
else
{
INT32 index = (INT32)(4.0 * log10(pI3DL2->DecayHFRatio));
if (index < -8) index = -8;
pNative->LowEQGain = 8;
pNative->HighEQGain = (BYTE)((index < 0) ? index + 8 : 8);
pNative->DecayTime = pI3DL2->DecayTime;
}
reflectionsDelay = pI3DL2->ReflectionsDelay * 1000.0f;
if (reflectionsDelay >= XAUDIO2FX_REVERB_MAX_REFLECTIONS_DELAY) // 300
{
reflectionsDelay = (float)(XAUDIO2FX_REVERB_MAX_REFLECTIONS_DELAY - 1);
}
else if (reflectionsDelay <= 1)
{
reflectionsDelay = 1;
}
pNative->ReflectionsDelay = (UINT32)reflectionsDelay;
reverbDelay = pI3DL2->ReverbDelay * 1000.0f;
if (reverbDelay >= XAUDIO2FX_REVERB_MAX_REVERB_DELAY) // 85
{
reverbDelay = (float)(XAUDIO2FX_REVERB_MAX_REVERB_DELAY - 1);
}
pNative->ReverbDelay = (BYTE)reverbDelay;
pNative->ReflectionsGain = pI3DL2->Reflections / 100.0f;
pNative->ReverbGain = pI3DL2->Reverb / 100.0f;
pNative->EarlyDiffusion = (BYTE)(15.0f * pI3DL2->Diffusion / 100.0f);
pNative->LateDiffusion = pNative->EarlyDiffusion;
pNative->Density = pI3DL2->Density;
pNative->RoomFilterFreq = pI3DL2->HFReference;
pNative->WetDryMix = pI3DL2->WetDryMix;
}
/**************************************************************************
*
* Standard I3DL2 reverb presets (100% wet).
*
**************************************************************************/
#define XAUDIO2FX_I3DL2_PRESET_DEFAULT {100,-10000, 0,0.0f, 1.00f,0.50f,-10000,0.020f,-10000,0.040f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_GENERIC {100, -1000, -100,0.0f, 1.49f,0.83f, -2602,0.007f, 200,0.011f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_PADDEDCELL {100, -1000,-6000,0.0f, 0.17f,0.10f, -1204,0.001f, 207,0.002f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_ROOM {100, -1000, -454,0.0f, 0.40f,0.83f, -1646,0.002f, 53,0.003f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_BATHROOM {100, -1000,-1200,0.0f, 1.49f,0.54f, -370,0.007f, 1030,0.011f,100.0f, 60.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_LIVINGROOM {100, -1000,-6000,0.0f, 0.50f,0.10f, -1376,0.003f, -1104,0.004f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_STONEROOM {100, -1000, -300,0.0f, 2.31f,0.64f, -711,0.012f, 83,0.017f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_AUDITORIUM {100, -1000, -476,0.0f, 4.32f,0.59f, -789,0.020f, -289,0.030f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_CONCERTHALL {100, -1000, -500,0.0f, 3.92f,0.70f, -1230,0.020f, -2,0.029f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_CAVE {100, -1000, 0,0.0f, 2.91f,1.30f, -602,0.015f, -302,0.022f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_ARENA {100, -1000, -698,0.0f, 7.24f,0.33f, -1166,0.020f, 16,0.030f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_HANGAR {100, -1000,-1000,0.0f,10.05f,0.23f, -602,0.020f, 198,0.030f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_CARPETEDHALLWAY {100, -1000,-4000,0.0f, 0.30f,0.10f, -1831,0.002f, -1630,0.030f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_HALLWAY {100, -1000, -300,0.0f, 1.49f,0.59f, -1219,0.007f, 441,0.011f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_STONECORRIDOR {100, -1000, -237,0.0f, 2.70f,0.79f, -1214,0.013f, 395,0.020f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_ALLEY {100, -1000, -270,0.0f, 1.49f,0.86f, -1204,0.007f, -4,0.011f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_FOREST {100, -1000,-3300,0.0f, 1.49f,0.54f, -2560,0.162f, -613,0.088f, 79.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_CITY {100, -1000, -800,0.0f, 1.49f,0.67f, -2273,0.007f, -2217,0.011f, 50.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_MOUNTAINS {100, -1000,-2500,0.0f, 1.49f,0.21f, -2780,0.300f, -2014,0.100f, 27.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_QUARRY {100, -1000,-1000,0.0f, 1.49f,0.83f,-10000,0.061f, 500,0.025f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_PLAIN {100, -1000,-2000,0.0f, 1.49f,0.50f, -2466,0.179f, -2514,0.100f, 21.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_PARKINGLOT {100, -1000, 0,0.0f, 1.65f,1.50f, -1363,0.008f, -1153,0.012f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_SEWERPIPE {100, -1000,-1000,0.0f, 2.81f,0.14f, 429,0.014f, 648,0.021f, 80.0f, 60.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_UNDERWATER {100, -1000,-4000,0.0f, 1.49f,0.10f, -449,0.007f, 1700,0.011f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_SMALLROOM {100, -1000, -600,0.0f, 1.10f,0.83f, -400,0.005f, 500,0.010f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_MEDIUMROOM {100, -1000, -600,0.0f, 1.30f,0.83f, -1000,0.010f, -200,0.020f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_LARGEROOM {100, -1000, -600,0.0f, 1.50f,0.83f, -1600,0.020f, -1000,0.040f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_MEDIUMHALL {100, -1000, -600,0.0f, 1.80f,0.70f, -1300,0.015f, -800,0.030f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_LARGEHALL {100, -1000, -600,0.0f, 1.80f,0.70f, -2000,0.030f, -1400,0.060f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_PLATE {100, -1000, -200,0.0f, 1.30f,0.90f, 0,0.002f, 0,0.010f,100.0f, 75.0f,5000.0f}
// Undo the #pragma pack(push, 1) at the top of this file
#pragma pack(pop)
#endif // #ifndef GUID_DEFS_ONLY
#endif // #ifndef __XAUDIO2FX_INCLUDED__

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/***************************************************************************
*
* Copyright (c) Microsoft Corporation. All rights reserved.
*
* File: audiodefs.h
* Content: Basic constants and data types for audio work.
*
* Remarks: This header file defines all of the audio format constants and
* structures required for XAudio2 and XACT work. Providing these
* in a single location avoids certain dependency problems in the
* legacy audio headers (mmreg.h, mmsystem.h, ksmedia.h).
*
* NOTE: Including the legacy headers after this one may cause a
* compilation error, because they define some of the same types
* defined here without preprocessor guards to avoid multiple
* definitions. If a source file needs one of the old headers,
* it must include it before including audiodefs.h.
*
***************************************************************************/
#ifndef __AUDIODEFS_INCLUDED__
#define __AUDIODEFS_INCLUDED__
#include <windef.h> // For WORD, DWORD, etc.
#pragma pack(push, 1) // Pack structures to 1-byte boundaries
/**************************************************************************
*
* WAVEFORMATEX: Base structure for many audio formats. Format-specific
* extensions can be defined for particular formats by using a non-zero
* cbSize value and adding extra fields to the end of this structure.
*
***************************************************************************/
#ifndef _WAVEFORMATEX_
#define _WAVEFORMATEX_
typedef struct tWAVEFORMATEX
{
WORD wFormatTag; // Integer identifier of the format
WORD nChannels; // Number of audio channels
DWORD nSamplesPerSec; // Audio sample rate
DWORD nAvgBytesPerSec; // Bytes per second (possibly approximate)
WORD nBlockAlign; // Size in bytes of a sample block (all channels)
WORD wBitsPerSample; // Size in bits of a single per-channel sample
WORD cbSize; // Bytes of extra data appended to this struct
} WAVEFORMATEX;
#endif
// Defining pointer types outside of the #if block to make sure they are
// defined even if mmreg.h or mmsystem.h is #included before this file
typedef WAVEFORMATEX *PWAVEFORMATEX, *NPWAVEFORMATEX, *LPWAVEFORMATEX;
typedef const WAVEFORMATEX *PCWAVEFORMATEX, *LPCWAVEFORMATEX;
/**************************************************************************
*
* WAVEFORMATEXTENSIBLE: Extended version of WAVEFORMATEX that should be
* used as a basis for all new audio formats. The format tag is replaced
* with a GUID, allowing new formats to be defined without registering a
* format tag with Microsoft. There are also new fields that can be used
* to specify the spatial positions for each channel and the bit packing
* used for wide samples (e.g. 24-bit PCM samples in 32-bit containers).
*
***************************************************************************/
#ifndef _WAVEFORMATEXTENSIBLE_
#define _WAVEFORMATEXTENSIBLE_
typedef struct
{
WAVEFORMATEX Format; // Base WAVEFORMATEX data
union
{
WORD wValidBitsPerSample; // Valid bits in each sample container
WORD wSamplesPerBlock; // Samples per block of audio data; valid
// if wBitsPerSample=0 (but rarely used).
WORD wReserved; // Zero if neither case above applies.
} Samples;
DWORD dwChannelMask; // Positions of the audio channels
GUID SubFormat; // Format identifier GUID
} WAVEFORMATEXTENSIBLE;
#endif
typedef WAVEFORMATEXTENSIBLE *PWAVEFORMATEXTENSIBLE, *LPWAVEFORMATEXTENSIBLE;
typedef const WAVEFORMATEXTENSIBLE *PCWAVEFORMATEXTENSIBLE, *LPCWAVEFORMATEXTENSIBLE;
/**************************************************************************
*
* Define the most common wave format tags used in WAVEFORMATEX formats.
*
***************************************************************************/
#ifndef WAVE_FORMAT_PCM // Pulse Code Modulation
// If WAVE_FORMAT_PCM is not defined, we need to define some legacy types
// for compatibility with the Windows mmreg.h / mmsystem.h header files.
// Old general format structure (information common to all formats)
typedef struct waveformat_tag
{
WORD wFormatTag;
WORD nChannels;
DWORD nSamplesPerSec;
DWORD nAvgBytesPerSec;
WORD nBlockAlign;
} WAVEFORMAT, *PWAVEFORMAT, NEAR *NPWAVEFORMAT, FAR *LPWAVEFORMAT;
// Specific format structure for PCM data
typedef struct pcmwaveformat_tag
{
WAVEFORMAT wf;
WORD wBitsPerSample;
} PCMWAVEFORMAT, *PPCMWAVEFORMAT, NEAR *NPPCMWAVEFORMAT, FAR *LPPCMWAVEFORMAT;
#define WAVE_FORMAT_PCM 0x0001
#endif
#ifndef WAVE_FORMAT_ADPCM // Microsoft Adaptive Differental PCM
// Replicate the Microsoft ADPCM type definitions from mmreg.h.
typedef struct adpcmcoef_tag
{
short iCoef1;
short iCoef2;
} ADPCMCOEFSET;
#pragma warning(push)
#pragma warning(disable:4200) // Disable zero-sized array warnings
typedef struct adpcmwaveformat_tag {
WAVEFORMATEX wfx;
WORD wSamplesPerBlock;
WORD wNumCoef;
ADPCMCOEFSET aCoef[]; // Always 7 coefficient pairs for MS ADPCM
} ADPCMWAVEFORMAT;
#pragma warning(pop)
#define WAVE_FORMAT_ADPCM 0x0002
#endif
// Other frequently used format tags
#ifndef WAVE_FORMAT_UNKNOWN
#define WAVE_FORMAT_UNKNOWN 0x0000 // Unknown or invalid format tag
#endif
#ifndef WAVE_FORMAT_IEEE_FLOAT
#define WAVE_FORMAT_IEEE_FLOAT 0x0003 // 32-bit floating-point
#endif
#ifndef WAVE_FORMAT_MPEGLAYER3
#define WAVE_FORMAT_MPEGLAYER3 0x0055 // ISO/MPEG Layer3
#endif
#ifndef WAVE_FORMAT_DOLBY_AC3_SPDIF
#define WAVE_FORMAT_DOLBY_AC3_SPDIF 0x0092 // Dolby Audio Codec 3 over S/PDIF
#endif
#ifndef WAVE_FORMAT_WMAUDIO2
#define WAVE_FORMAT_WMAUDIO2 0x0161 // Windows Media Audio
#endif
#ifndef WAVE_FORMAT_WMAUDIO3
#define WAVE_FORMAT_WMAUDIO3 0x0162 // Windows Media Audio Pro
#endif
#ifndef WAVE_FORMAT_WMASPDIF
#define WAVE_FORMAT_WMASPDIF 0x0164 // Windows Media Audio over S/PDIF
#endif
#ifndef WAVE_FORMAT_EXTENSIBLE
#define WAVE_FORMAT_EXTENSIBLE 0xFFFE // All WAVEFORMATEXTENSIBLE formats
#endif
/**************************************************************************
*
* Define the most common wave format GUIDs used in WAVEFORMATEXTENSIBLE
* formats. Note that including the Windows ksmedia.h header after this
* one will cause build problems; this cannot be avoided, since ksmedia.h
* defines these macros without preprocessor guards.
*
***************************************************************************/
#ifdef __cplusplus // uuid() and __uuidof() are only available in C++
#ifndef KSDATAFORMAT_SUBTYPE_PCM
struct __declspec(uuid("00000001-0000-0010-8000-00aa00389b71")) KSDATAFORMAT_SUBTYPE_PCM_STRUCT;
#define KSDATAFORMAT_SUBTYPE_PCM __uuidof(KSDATAFORMAT_SUBTYPE_PCM_STRUCT)
#endif
#ifndef KSDATAFORMAT_SUBTYPE_ADPCM
struct __declspec(uuid("00000002-0000-0010-8000-00aa00389b71")) KSDATAFORMAT_SUBTYPE_ADPCM_STRUCT;
#define KSDATAFORMAT_SUBTYPE_ADPCM __uuidof(KSDATAFORMAT_SUBTYPE_ADPCM_STRUCT)
#endif
#ifndef KSDATAFORMAT_SUBTYPE_IEEE_FLOAT
struct __declspec(uuid("00000003-0000-0010-8000-00aa00389b71")) KSDATAFORMAT_SUBTYPE_IEEE_FLOAT_STRUCT;
#define KSDATAFORMAT_SUBTYPE_IEEE_FLOAT __uuidof(KSDATAFORMAT_SUBTYPE_IEEE_FLOAT_STRUCT)
#endif
#endif
/**************************************************************************
*
* Speaker positions used in the WAVEFORMATEXTENSIBLE dwChannelMask field.
*
***************************************************************************/
#ifndef SPEAKER_FRONT_LEFT
#define SPEAKER_FRONT_LEFT 0x00000001
#define SPEAKER_FRONT_RIGHT 0x00000002
#define SPEAKER_FRONT_CENTER 0x00000004
#define SPEAKER_LOW_FREQUENCY 0x00000008
#define SPEAKER_BACK_LEFT 0x00000010
#define SPEAKER_BACK_RIGHT 0x00000020
#define SPEAKER_FRONT_LEFT_OF_CENTER 0x00000040
#define SPEAKER_FRONT_RIGHT_OF_CENTER 0x00000080
#define SPEAKER_BACK_CENTER 0x00000100
#define SPEAKER_SIDE_LEFT 0x00000200
#define SPEAKER_SIDE_RIGHT 0x00000400
#define SPEAKER_TOP_CENTER 0x00000800
#define SPEAKER_TOP_FRONT_LEFT 0x00001000
#define SPEAKER_TOP_FRONT_CENTER 0x00002000
#define SPEAKER_TOP_FRONT_RIGHT 0x00004000
#define SPEAKER_TOP_BACK_LEFT 0x00008000
#define SPEAKER_TOP_BACK_CENTER 0x00010000
#define SPEAKER_TOP_BACK_RIGHT 0x00020000
#define SPEAKER_RESERVED 0x7FFC0000
#define SPEAKER_ALL 0x80000000
#define _SPEAKER_POSITIONS_
#endif
#ifndef SPEAKER_STEREO
#define SPEAKER_MONO (SPEAKER_FRONT_CENTER)
#define SPEAKER_STEREO (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT)
#define SPEAKER_2POINT1 (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_LOW_FREQUENCY)
#define SPEAKER_SURROUND (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_FRONT_CENTER | SPEAKER_BACK_CENTER)
#define SPEAKER_QUAD (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT)
#define SPEAKER_4POINT1 (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_LOW_FREQUENCY | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT)
#define SPEAKER_5POINT1 (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_FRONT_CENTER | SPEAKER_LOW_FREQUENCY | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT)
#define SPEAKER_7POINT1 (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_FRONT_CENTER | SPEAKER_LOW_FREQUENCY | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT | SPEAKER_FRONT_LEFT_OF_CENTER | SPEAKER_FRONT_RIGHT_OF_CENTER)
#define SPEAKER_5POINT1_SURROUND (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_FRONT_CENTER | SPEAKER_LOW_FREQUENCY | SPEAKER_SIDE_LEFT | SPEAKER_SIDE_RIGHT)
#define SPEAKER_7POINT1_SURROUND (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_FRONT_CENTER | SPEAKER_LOW_FREQUENCY | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT | SPEAKER_SIDE_LEFT | SPEAKER_SIDE_RIGHT)
#endif
#pragma pack(pop)
#endif // #ifndef __AUDIODEFS_INCLUDED__

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/***************************************************************************
*
* Copyright (c) Microsoft Corporation. All rights reserved.
*
* File: xma2defs.h
* Content: Constants, data types and functions for XMA2 compressed audio.
*
***************************************************************************/
#ifndef __XMA2DEFS_INCLUDED__
#define __XMA2DEFS_INCLUDED__
#include <sal.h> // Markers for documenting API semantics
#include <winerror.h> // For S_OK, E_FAIL
#include <audiodefs.h> // Basic data types and constants for audio work
/***************************************************************************
* Overview
***************************************************************************/
// A typical XMA2 file contains these RIFF chunks:
//
// 'fmt' or 'XMA2' chunk (or both): A description of the XMA data's structure
// and characteristics (length, channels, sample rate, loops, block size, etc).
//
// 'seek' chunk: A seek table to help navigate the XMA data.
//
// 'data' chunk: The encoded XMA2 data.
//
// The encoded XMA2 data is structured as a set of BLOCKS, which contain PACKETS,
// which contain FRAMES, which contain SUBFRAMES (roughly speaking). The frames
// in a file may also be divided into several subsets, called STREAMS.
//
// FRAME: A variable-sized segment of XMA data that decodes to exactly 512 mono
// or stereo PCM samples. This is the smallest unit of XMA data that can
// be decoded in isolation. Frames are an arbitrary number of bits in
// length, and need not be byte-aligned. See "XMA frame structure" below.
//
// SUBFRAME: A region of bits in an XMA frame that decodes to 128 mono or stereo
// samples. The XMA decoder cannot decode a subframe in isolation; it needs
// a whole frame to work with. However, it can begin emitting the frame's
// decoded samples at any one of the four subframe boundaries. Subframes
// can be addressed for seeking and looping purposes.
//
// PACKET: A 2Kb region containing a 32-bit header and some XMA frames. Frames
// can (and usually do) span packets. A packet's header includes the offset
// in bits of the first frame that begins within that packet. All of the
// frames that begin in a given packet belong to the same "stream" (see the
// Multichannel Audio section below).
//
// STREAM: A set of packets within an XMA file that all contain data for the
// same mono or stereo component of a PCM file with more than two channels.
// The packets comprising a given stream may be interleaved with each other
// more or less arbitrarily; see Multichannel Audio.
//
// BLOCK: An array of XMA packets; or, to break it down differently, a series of
// consecutive XMA frames, padded at the end with reserved data. A block
// must contain at least one 2Kb packet per stream, and it can hold up to
// 4095 packets (8190Kb), but its size is typically in the 32Kb-128Kb range.
// (The size chosen involves a trade-off between memory use and efficiency
// of reading from permanent storage.)
//
// XMA frames do not span blocks, so a block is guaranteed to begin with a
// set of complete frames, one per stream. Also, a block in a multi-stream
// XMA2 file always contains the same number of samples for each stream;
// see Multichannel Audio.
//
// The 'data' chunk in an XMA2 file is an array of XMA2WAVEFORMAT.BlockCount XMA
// blocks, all the same size (as specified in XMA2WAVEFORMAT.BlockSizeInBytes)
// except for the last one, which may be shorter.
// MULTICHANNEL AUDIO: the XMA decoder can only decode raw XMA data into either
// mono or stereo PCM data. In order to encode a 6-channel file (say), the file
// must be deinterleaved into 3 stereo streams that are encoded independently,
// producing 3 encoded XMA data streams. Then the packets in these 3 streams
// are interleaved to produce a single XMA2 file, and some information is added
// to the file so that the original 6-channel audio can be reconstructed at
// decode time. This works using the concept of an XMA stream (see above).
//
// The frames for all the streams in an XMA file are interleaved in an arbitrary
// order. To locate a frame that belongs to a given stream in a given XMA block,
// you must examine the first few packets in the block. Here (and only here) the
// packets are guaranteed to be presented in stream order, so that all frames
// beginning in packet 0 belong to stream 0 (the first stereo pair), etc.
//
// (This means that when decoding multi-stream XMA files, only entire XMA blocks
// should be submitted to the decoder; otherwise it cannot know which frames
// belong to which stream.)
//
// Once you have one frame that belongs to a given stream, you can find the next
// one by looking at the frame's 'NextFrameOffsetBits' value (which is stored in
// its first 15 bits; see XMAFRAME below). The GetXmaFrameBitPosition function
// uses this technique.
// SEEKING IN XMA2 FILES: Here is some pseudocode to find the byte position and
// subframe in an XMA2 file which will contain sample S when decoded.
//
// 1. Traverse the seek table to find the XMA2 block containing sample S. The
// seek table is an array of big-endian DWORDs, one per block in the file.
// The Nth DWORD is the total number of PCM samples that would be obtained
// by decoding the entire XMA file up to the end of block N. Hence, the
// block we want is the first one whose seek table entry is greater than S.
// (See the GetXmaBlockContainingSample helper function.)
//
// 2. Calculate which frame F within the block found above contains sample S.
// Since each frame decodes to 512 samples, this is straightforward. The
// first frame in the block produces samples X to X + 512, where X is the
// seek table entry for the prior block. So F is (S - X) / 512.
//
// 3. Find the bit offset within the block where frame F starts. Since frames
// are variable-sized, this can only be done by traversing all the frames in
// the block until we reach frame F. (See GetXmaFrameBitPosition.)
//
// 4. Frame F has four 128-sample subframes. To find the subframe containing S,
// we can use the formula (S % 512) / 128.
//
// In the case of multi-stream XMA files, sample S is a multichannel sample with
// parts coming from several frames, one per stream. To find all these frames,
// steps 2-4 need to be repeated for each stream N, using the knowledge that the
// first packets in a block are presented in stream order. The frame traversal
// in step 3 must be started at the first frame in the Nth packet of the block,
// which will be the first frame for stream N. (And the packet header will tell
// you the first frame's start position within the packet.)
//
// Step 1 can be performed using the GetXmaBlockContainingSample function below,
// and steps 2-4 by calling GetXmaDecodePositionForSample once for each stream.
/***************************************************************************
* XMA constants
***************************************************************************/
// Size of the PCM samples produced by the XMA decoder
#define XMA_OUTPUT_SAMPLE_BYTES 2u
#define XMA_OUTPUT_SAMPLE_BITS (XMA_OUTPUT_SAMPLE_BYTES * 8u)
// Size of an XMA packet
#define XMA_BYTES_PER_PACKET 2048u
#define XMA_BITS_PER_PACKET (XMA_BYTES_PER_PACKET * 8u)
// Size of an XMA packet header
#define XMA_PACKET_HEADER_BYTES 4u
#define XMA_PACKET_HEADER_BITS (XMA_PACKET_HEADER_BYTES * 8u)
// Sample blocks in a decoded XMA frame
#define XMA_SAMPLES_PER_FRAME 512u
// Sample blocks in a decoded XMA subframe
#define XMA_SAMPLES_PER_SUBFRAME 128u
// Maximum encoded data that can be submitted to the XMA decoder at a time
#define XMA_READBUFFER_MAX_PACKETS 4095u
#define XMA_READBUFFER_MAX_BYTES (XMA_READBUFFER_MAX_PACKETS * XMA_BYTES_PER_PACKET)
// Maximum size allowed for the XMA decoder's output buffers
#define XMA_WRITEBUFFER_MAX_BYTES (31u * 256u)
// Required byte alignment of the XMA decoder's output buffers
#define XMA_WRITEBUFFER_BYTE_ALIGNMENT 256u
// Decode chunk sizes for the XMA_PLAYBACK_INIT.subframesToDecode field
#define XMA_MIN_SUBFRAMES_TO_DECODE 1u
#define XMA_MAX_SUBFRAMES_TO_DECODE 8u
#define XMA_OPTIMAL_SUBFRAMES_TO_DECODE 4u
// LoopCount<255 means finite repetitions; LoopCount=255 means infinite looping
#define XMA_MAX_LOOPCOUNT 254u
#define XMA_INFINITE_LOOP 255u
/***************************************************************************
* XMA format structures
***************************************************************************/
// The currently recommended way to express format information for XMA2 files
// is the XMA2WAVEFORMATEX structure. This structure is fully compliant with
// the WAVEFORMATEX standard and contains all the information needed to parse
// and manage XMA2 files in a compact way.
#define WAVE_FORMAT_XMA2 0x166
typedef struct XMA2WAVEFORMATEX
{
WAVEFORMATEX wfx;
// Meaning of the WAVEFORMATEX fields here:
// wFormatTag; // Audio format type; always WAVE_FORMAT_XMA2
// nChannels; // Channel count of the decoded audio
// nSamplesPerSec; // Sample rate of the decoded audio
// nAvgBytesPerSec; // Used internally by the XMA encoder
// nBlockAlign; // Decoded sample size; channels * wBitsPerSample / 8
// wBitsPerSample; // Bits per decoded mono sample; always 16 for XMA
// cbSize; // Size in bytes of the rest of this structure (34)
WORD NumStreams; // Number of audio streams (1 or 2 channels each)
DWORD ChannelMask; // Spatial positions of the channels in this file,
// stored as SPEAKER_xxx values (see audiodefs.h)
DWORD SamplesEncoded; // Total number of PCM samples the file decodes to
DWORD BytesPerBlock; // XMA block size (but the last one may be shorter)
DWORD PlayBegin; // First valid sample in the decoded audio
DWORD PlayLength; // Length of the valid part of the decoded audio
DWORD LoopBegin; // Beginning of the loop region in decoded sample terms
DWORD LoopLength; // Length of the loop region in decoded sample terms
BYTE LoopCount; // Number of loop repetitions; 255 = infinite
BYTE EncoderVersion; // Version of XMA encoder that generated the file
WORD BlockCount; // XMA blocks in file (and entries in its seek table)
} XMA2WAVEFORMATEX, *PXMA2WAVEFORMATEX;
// The legacy XMA format structures are described here for reference, but they
// should not be used in new content. XMAWAVEFORMAT was the structure used in
// XMA version 1 files. XMA2WAVEFORMAT was used in early XMA2 files; it is not
// placed in the usual 'fmt' RIFF chunk but in its own 'XMA2' chunk.
#ifndef WAVE_FORMAT_XMA
#define WAVE_FORMAT_XMA 0x0165
// Values used in the ChannelMask fields below. Similar to the SPEAKER_xxx
// values defined in audiodefs.h, but modified to fit in a single byte.
#ifndef XMA_SPEAKER_LEFT
#define XMA_SPEAKER_LEFT 0x01
#define XMA_SPEAKER_RIGHT 0x02
#define XMA_SPEAKER_CENTER 0x04
#define XMA_SPEAKER_LFE 0x08
#define XMA_SPEAKER_LEFT_SURROUND 0x10
#define XMA_SPEAKER_RIGHT_SURROUND 0x20
#define XMA_SPEAKER_LEFT_BACK 0x40
#define XMA_SPEAKER_RIGHT_BACK 0x80
#endif
// Used in XMAWAVEFORMAT for per-stream data
typedef struct XMASTREAMFORMAT
{
DWORD PsuedoBytesPerSec; // Used by the XMA encoder (typo preserved for legacy reasons)
DWORD SampleRate; // The stream's decoded sample rate (in XMA2 files,
// this is the same for all streams in the file).
DWORD LoopStart; // Bit offset of the frame containing the loop start
// point, relative to the beginning of the stream.
DWORD LoopEnd; // Bit offset of the frame containing the loop end.
BYTE SubframeData; // Two 4-bit numbers specifying the exact location of
// the loop points within the frames that contain them.
// SubframeEnd: Subframe of the loop end frame where
// the loop ends. Ranges from 0 to 3.
// SubframeSkip: Subframes to skip in the start frame to
// reach the loop. Ranges from 0 to 4.
BYTE Channels; // Number of channels in the stream (1 or 2)
WORD ChannelMask; // Spatial positions of the channels in the stream
} XMASTREAMFORMAT;
// Legacy XMA1 format structure
typedef struct XMAWAVEFORMAT
{
WORD FormatTag; // Audio format type (always WAVE_FORMAT_XMA)
WORD BitsPerSample; // Bit depth (currently required to be 16)
WORD EncodeOptions; // Options for XMA encoder/decoder
WORD LargestSkip; // Largest skip used in interleaving streams
WORD NumStreams; // Number of interleaved audio streams
BYTE LoopCount; // Number of loop repetitions; 255 = infinite
BYTE Version; // XMA encoder version that generated the file.
// Always 3 or higher for XMA2 files.
XMASTREAMFORMAT XmaStreams[1]; // Per-stream format information; the actual
// array length is in the NumStreams field.
} XMAWAVEFORMAT;
// Used in XMA2WAVEFORMAT for per-stream data
typedef struct XMA2STREAMFORMAT
{
BYTE Channels; // Number of channels in the stream (1 or 2)
BYTE RESERVED; // Reserved for future use
WORD ChannelMask; // Spatial positions of the channels in the stream
} XMA2STREAMFORMAT;
// Legacy XMA2 format structure (big-endian byte ordering)
typedef struct XMA2WAVEFORMAT
{
BYTE Version; // XMA encoder version that generated the file.
// Always 3 or higher for XMA2 files.
BYTE NumStreams; // Number of interleaved audio streams
BYTE RESERVED; // Reserved for future use
BYTE LoopCount; // Number of loop repetitions; 255 = infinite
DWORD LoopBegin; // Loop begin point, in samples
DWORD LoopEnd; // Loop end point, in samples
DWORD SampleRate; // The file's decoded sample rate
DWORD EncodeOptions; // Options for the XMA encoder/decoder
DWORD PsuedoBytesPerSec; // Used internally by the XMA encoder
DWORD BlockSizeInBytes; // Size in bytes of this file's XMA blocks (except
// possibly the last one). Always a multiple of
// 2Kb, since XMA blocks are arrays of 2Kb packets.
DWORD SamplesEncoded; // Total number of PCM samples encoded in this file
DWORD SamplesInSource; // Actual number of PCM samples in the source
// material used to generate this file
DWORD BlockCount; // Number of XMA blocks in this file (and hence
// also the number of entries in its seek table)
XMA2STREAMFORMAT Streams[1]; // Per-stream format information; the actual
// array length is in the NumStreams field.
} XMA2WAVEFORMAT;
#endif // #ifndef WAVE_FORMAT_XMA
/***************************************************************************
* XMA packet structure (in big-endian form)
***************************************************************************/
typedef struct XMA2PACKET
{
int FrameCount : 6; // Number of XMA frames that begin in this packet
int FrameOffsetInBits : 15; // Bit of XmaData where the first complete frame begins
int PacketMetaData : 3; // Metadata stored in the packet (always 1 for XMA2)
int PacketSkipCount : 8; // How many packets belonging to other streams must be
// skipped to find the next packet belonging to this one
BYTE XmaData[XMA_BYTES_PER_PACKET - sizeof(DWORD)]; // XMA encoded data
} XMA2PACKET;
// E.g. if the first DWORD of a packet is 0x30107902:
//
// 001100 000001000001111 001 00000010
// | | | |____ Skip 2 packets to find the next one for this stream
// | | |___________ XMA2 signature (always 001)
// | |_____________________ First frame starts 527 bits into packet
// |________________________________ Packet contains 12 frames
// Helper functions to extract the fields above from an XMA packet. (Note that
// the bitfields cannot be read directly on little-endian architectures such as
// the Intel x86, as they are laid out in big-endian form.)
__inline DWORD GetXmaPacketFrameCount(__in_bcount(1) const BYTE* pPacket)
{
return (DWORD)(pPacket[0] >> 2);
}
__inline DWORD GetXmaPacketFirstFrameOffsetInBits(__in_bcount(3) const BYTE* pPacket)
{
return ((DWORD)(pPacket[0] & 0x3) << 13) |
((DWORD)(pPacket[1]) << 5) |
((DWORD)(pPacket[2]) >> 3);
}
__inline DWORD GetXmaPacketMetadata(__in_bcount(3) const BYTE* pPacket)
{
return (DWORD)(pPacket[2] & 0x7);
}
__inline DWORD GetXmaPacketSkipCount(__in_bcount(4) const BYTE* pPacket)
{
return (DWORD)(pPacket[3]);
}
/***************************************************************************
* XMA frame structure
***************************************************************************/
// There is no way to represent the XMA frame as a C struct, since it is a
// variable-sized string of bits that need not be stored at a byte-aligned
// position in memory. This is the layout:
//
// XMAFRAME
// {
// LengthInBits: A 15-bit number representing the length of this frame.
// XmaData: Encoded XMA data; its size in bits is (LengthInBits - 15).
// }
// Size in bits of the frame's initial LengthInBits field
#define XMA_BITS_IN_FRAME_LENGTH_FIELD 15
// Special LengthInBits value that marks an invalid final frame
#define XMA_FINAL_FRAME_MARKER 0x7FFF
/***************************************************************************
* XMA helper functions
***************************************************************************/
// We define a local ASSERT macro to equal the global one if it exists.
// You can define XMA2DEFS_ASSERT in advance to override this default.
#ifndef XMA2DEFS_ASSERT
#ifdef ASSERT
#define XMA2DEFS_ASSERT ASSERT
#else
#define XMA2DEFS_ASSERT(a) /* No-op by default */
#endif
#endif
// GetXmaBlockContainingSample: Use a given seek table to find the XMA block
// containing a given decoded sample. Note that the seek table entries in an
// XMA file are stored in big-endian form and may need to be converted prior
// to calling this function.
__inline HRESULT GetXmaBlockContainingSample
(
DWORD nBlockCount, // Blocks in the file (= seek table entries)
__in_ecount(nBlockCount) const DWORD* pSeekTable, // Pointer to the seek table data
DWORD nDesiredSample, // Decoded sample to locate
__out DWORD* pnBlockContainingSample, // Index of the block containing the sample
__out DWORD* pnSampleOffsetWithinBlock // Position of the sample in this block
)
{
DWORD nPreviousTotalSamples = 0;
DWORD nBlock;
DWORD nTotalSamplesSoFar;
XMA2DEFS_ASSERT(pSeekTable);
XMA2DEFS_ASSERT(pnBlockContainingSample);
XMA2DEFS_ASSERT(pnSampleOffsetWithinBlock);
for (nBlock = 0; nBlock < nBlockCount; ++nBlock)
{
nTotalSamplesSoFar = pSeekTable[nBlock];
if (nTotalSamplesSoFar > nDesiredSample)
{
*pnBlockContainingSample = nBlock;
*pnSampleOffsetWithinBlock = nDesiredSample - nPreviousTotalSamples;
return S_OK;
}
nPreviousTotalSamples = nTotalSamplesSoFar;
}
return E_FAIL;
}
// GetXmaFrameLengthInBits: Reads a given frame's LengthInBits field.
__inline DWORD GetXmaFrameLengthInBits
(
__in_bcount(nBitPosition / 8 + 3)
__in const BYTE* pPacket, // Pointer to XMA packet[s] containing the frame
DWORD nBitPosition // Bit offset of the frame within this packet
)
{
DWORD nRegion;
DWORD nBytePosition = nBitPosition / 8;
DWORD nBitOffset = nBitPosition % 8;
if (nBitOffset < 2) // Only need to read 2 bytes (and might not be safe to read more)
{
nRegion = (DWORD)(pPacket[nBytePosition+0]) << 8 |
(DWORD)(pPacket[nBytePosition+1]);
return (nRegion >> (1 - nBitOffset)) & 0x7FFF; // Last 15 bits
}
else // Need to read 3 bytes
{
nRegion = (DWORD)(pPacket[nBytePosition+0]) << 16 |
(DWORD)(pPacket[nBytePosition+1]) << 8 |
(DWORD)(pPacket[nBytePosition+2]);
return (nRegion >> (9 - nBitOffset)) & 0x7FFF; // Last 15 bits
}
}
// GetXmaFrameBitPosition: Calculates the bit offset of a given frame within
// an XMA block or set of blocks. Returns 0 on failure.
__inline DWORD GetXmaFrameBitPosition
(
__in_bcount(nXmaDataBytes) const BYTE* pXmaData, // Pointer to XMA block[s]
DWORD nXmaDataBytes, // Size of pXmaData in bytes
DWORD nStreamIndex, // Stream within which to seek
DWORD nDesiredFrame // Frame sought
)
{
const BYTE* pCurrentPacket;
DWORD nPacketsExamined = 0;
DWORD nFrameCountSoFar = 0;
DWORD nFramesToSkip;
DWORD nFrameBitOffset;
XMA2DEFS_ASSERT(pXmaData);
XMA2DEFS_ASSERT(nXmaDataBytes % XMA_BYTES_PER_PACKET == 0);
// Get the first XMA packet belonging to the desired stream, relying on the
// fact that the first packets for each stream are in consecutive order at
// the beginning of an XMA block.
pCurrentPacket = pXmaData + nStreamIndex * XMA_BYTES_PER_PACKET;
for (;;)
{
// If we have exceeded the size of the XMA data, return failure
if (pCurrentPacket + XMA_BYTES_PER_PACKET > pXmaData + nXmaDataBytes)
{
return 0;
}
// If the current packet contains the frame we are looking for...
if (nFrameCountSoFar + GetXmaPacketFrameCount(pCurrentPacket) > nDesiredFrame)
{
// See how many frames in this packet we need to skip to get to it
XMA2DEFS_ASSERT(nDesiredFrame >= nFrameCountSoFar);
nFramesToSkip = nDesiredFrame - nFrameCountSoFar;
// Get the bit offset of the first frame in this packet
nFrameBitOffset = XMA_PACKET_HEADER_BITS + GetXmaPacketFirstFrameOffsetInBits(pCurrentPacket);
// Advance nFrameBitOffset to the frame of interest
while (nFramesToSkip--)
{
nFrameBitOffset += GetXmaFrameLengthInBits(pCurrentPacket, nFrameBitOffset);
}
// The bit offset to return is the number of bits from pXmaData to
// pCurrentPacket plus the bit offset of the frame of interest
return (DWORD)(pCurrentPacket - pXmaData) * 8 + nFrameBitOffset;
}
// If we haven't found the right packet yet, advance our counters
++nPacketsExamined;
nFrameCountSoFar += GetXmaPacketFrameCount(pCurrentPacket);
// And skip to the next packet belonging to the same stream
pCurrentPacket += XMA_BYTES_PER_PACKET * (GetXmaPacketSkipCount(pCurrentPacket) + 1);
}
}
// GetLastXmaFrameBitPosition: Calculates the bit offset of the last complete
// frame in an XMA block or set of blocks.
__inline DWORD GetLastXmaFrameBitPosition
(
__in_bcount(nXmaDataBytes) const BYTE* pXmaData, // Pointer to XMA block[s]
DWORD nXmaDataBytes, // Size of pXmaData in bytes
DWORD nStreamIndex // Stream within which to seek
)
{
const BYTE* pLastPacket;
DWORD nBytesToNextPacket;
DWORD nFrameBitOffset;
DWORD nFramesInLastPacket;
XMA2DEFS_ASSERT(pXmaData);
XMA2DEFS_ASSERT(nXmaDataBytes % XMA_BYTES_PER_PACKET == 0);
XMA2DEFS_ASSERT(nXmaDataBytes >= XMA_BYTES_PER_PACKET * (nStreamIndex + 1));
// Get the first XMA packet belonging to the desired stream, relying on the
// fact that the first packets for each stream are in consecutive order at
// the beginning of an XMA block.
pLastPacket = pXmaData + nStreamIndex * XMA_BYTES_PER_PACKET;
// Search for the last packet belonging to the desired stream
for (;;)
{
nBytesToNextPacket = XMA_BYTES_PER_PACKET * (GetXmaPacketSkipCount(pLastPacket) + 1);
XMA2DEFS_ASSERT(nBytesToNextPacket);
if (pLastPacket + nBytesToNextPacket + XMA_BYTES_PER_PACKET > pXmaData + nXmaDataBytes)
{
break; // The next packet would extend beyond the end of pXmaData
}
pLastPacket += nBytesToNextPacket;
}
// The last packet can sometimes have no seekable frames, in which case we
// have to use the previous one
if (GetXmaPacketFrameCount(pLastPacket) == 0)
{
pLastPacket -= nBytesToNextPacket;
}
// Found the last packet. Get the bit offset of its first frame.
nFrameBitOffset = XMA_PACKET_HEADER_BITS + GetXmaPacketFirstFrameOffsetInBits(pLastPacket);
// Traverse frames until we reach the last one
nFramesInLastPacket = GetXmaPacketFrameCount(pLastPacket);
while (--nFramesInLastPacket)
{
nFrameBitOffset += GetXmaFrameLengthInBits(pLastPacket, nFrameBitOffset);
}
// The bit offset to return is the number of bits from pXmaData to
// pLastPacket plus the offset of the last frame in this packet.
return (DWORD)(pLastPacket - pXmaData) * 8 + nFrameBitOffset;
}
// GetXmaDecodePositionForSample: Obtains the information needed to make the
// decoder generate audio starting at a given sample position relative to the
// beginning of the given XMA block: the bit offset of the appropriate frame,
// and the right subframe within that frame. This data can be passed directly
// to the XMAPlaybackSetDecodePosition function.
__inline HRESULT GetXmaDecodePositionForSample
(
__in_bcount(nXmaDataBytes) const BYTE* pXmaData, // Pointer to XMA block[s]
DWORD nXmaDataBytes, // Size of pXmaData in bytes
DWORD nStreamIndex, // Stream within which to seek
DWORD nDesiredSample, // Sample sought
__out DWORD* pnBitOffset, // Returns the bit offset within pXmaData of
// the frame containing the sample sought
__out DWORD* pnSubFrame // Returns the subframe containing the sample
)
{
DWORD nDesiredFrame = nDesiredSample / XMA_SAMPLES_PER_FRAME;
DWORD nSubFrame = (nDesiredSample % XMA_SAMPLES_PER_FRAME) / XMA_SAMPLES_PER_SUBFRAME;
DWORD nBitOffset = GetXmaFrameBitPosition(pXmaData, nXmaDataBytes, nStreamIndex, nDesiredFrame);
XMA2DEFS_ASSERT(pnBitOffset);
XMA2DEFS_ASSERT(pnSubFrame);
if (nBitOffset)
{
*pnBitOffset = nBitOffset;
*pnSubFrame = nSubFrame;
return S_OK;
}
else
{
return E_FAIL;
}
}
// GetXmaSampleRate: Obtains the legal XMA sample rate (24, 32, 44.1 or 48Khz)
// corresponding to a generic sample rate.
__inline DWORD GetXmaSampleRate(DWORD dwGeneralRate)
{
DWORD dwXmaRate = 48000; // Default XMA rate for all rates above 44100Hz
if (dwGeneralRate <= 24000) dwXmaRate = 24000;
else if (dwGeneralRate <= 32000) dwXmaRate = 32000;
else if (dwGeneralRate <= 44100) dwXmaRate = 44100;
return dwXmaRate;
}
// Functions to convert between WAVEFORMATEXTENSIBLE channel masks (combinations
// of the SPEAKER_xxx flags defined in audiodefs.h) and XMA channel masks (which
// are limited to eight possible speaker positions: left, right, center, low
// frequency, side left, side right, back left and back right).
__inline DWORD GetStandardChannelMaskFromXmaMask(BYTE bXmaMask)
{
DWORD dwStandardMask = 0;
if (bXmaMask & XMA_SPEAKER_LEFT) dwStandardMask |= SPEAKER_FRONT_LEFT;
if (bXmaMask & XMA_SPEAKER_RIGHT) dwStandardMask |= SPEAKER_FRONT_RIGHT;
if (bXmaMask & XMA_SPEAKER_CENTER) dwStandardMask |= SPEAKER_FRONT_CENTER;
if (bXmaMask & XMA_SPEAKER_LFE) dwStandardMask |= SPEAKER_LOW_FREQUENCY;
if (bXmaMask & XMA_SPEAKER_LEFT_SURROUND) dwStandardMask |= SPEAKER_SIDE_LEFT;
if (bXmaMask & XMA_SPEAKER_RIGHT_SURROUND) dwStandardMask |= SPEAKER_SIDE_RIGHT;
if (bXmaMask & XMA_SPEAKER_LEFT_BACK) dwStandardMask |= SPEAKER_BACK_LEFT;
if (bXmaMask & XMA_SPEAKER_RIGHT_BACK) dwStandardMask |= SPEAKER_BACK_RIGHT;
return dwStandardMask;
}
__inline BYTE GetXmaChannelMaskFromStandardMask(DWORD dwStandardMask)
{
BYTE bXmaMask = 0;
if (dwStandardMask & SPEAKER_FRONT_LEFT) bXmaMask |= XMA_SPEAKER_LEFT;
if (dwStandardMask & SPEAKER_FRONT_RIGHT) bXmaMask |= XMA_SPEAKER_RIGHT;
if (dwStandardMask & SPEAKER_FRONT_CENTER) bXmaMask |= XMA_SPEAKER_CENTER;
if (dwStandardMask & SPEAKER_LOW_FREQUENCY) bXmaMask |= XMA_SPEAKER_LFE;
if (dwStandardMask & SPEAKER_SIDE_LEFT) bXmaMask |= XMA_SPEAKER_LEFT_SURROUND;
if (dwStandardMask & SPEAKER_SIDE_RIGHT) bXmaMask |= XMA_SPEAKER_RIGHT_SURROUND;
if (dwStandardMask & SPEAKER_BACK_LEFT) bXmaMask |= XMA_SPEAKER_LEFT_BACK;
if (dwStandardMask & SPEAKER_BACK_RIGHT) bXmaMask |= XMA_SPEAKER_RIGHT_BACK;
return bXmaMask;
}
// LocalizeXma2Format: Modifies a XMA2WAVEFORMATEX structure in place to comply
// with the current platform's byte-ordering rules (little- or big-endian).
__inline HRESULT LocalizeXma2Format(__inout XMA2WAVEFORMATEX* pXma2Format)
{
#define XMASWAP2BYTES(n) ((WORD)(((n) >> 8) | (((n) & 0xff) << 8)))
#define XMASWAP4BYTES(n) ((DWORD)((n) >> 24 | (n) << 24 | ((n) & 0xff00) << 8 | ((n) & 0xff0000) >> 8))
if (pXma2Format->wfx.wFormatTag == WAVE_FORMAT_XMA2)
{
return S_OK;
}
else if (XMASWAP2BYTES(pXma2Format->wfx.wFormatTag) == WAVE_FORMAT_XMA2)
{
pXma2Format->wfx.wFormatTag = XMASWAP2BYTES(pXma2Format->wfx.wFormatTag);
pXma2Format->wfx.nChannels = XMASWAP2BYTES(pXma2Format->wfx.nChannels);
pXma2Format->wfx.nSamplesPerSec = XMASWAP4BYTES(pXma2Format->wfx.nSamplesPerSec);
pXma2Format->wfx.nAvgBytesPerSec = XMASWAP4BYTES(pXma2Format->wfx.nAvgBytesPerSec);
pXma2Format->wfx.nBlockAlign = XMASWAP2BYTES(pXma2Format->wfx.nBlockAlign);
pXma2Format->wfx.wBitsPerSample = XMASWAP2BYTES(pXma2Format->wfx.wBitsPerSample);
pXma2Format->wfx.cbSize = XMASWAP2BYTES(pXma2Format->wfx.cbSize);
pXma2Format->NumStreams = XMASWAP2BYTES(pXma2Format->NumStreams);
pXma2Format->ChannelMask = XMASWAP4BYTES(pXma2Format->ChannelMask);
pXma2Format->SamplesEncoded = XMASWAP4BYTES(pXma2Format->SamplesEncoded);
pXma2Format->BytesPerBlock = XMASWAP4BYTES(pXma2Format->BytesPerBlock);
pXma2Format->PlayBegin = XMASWAP4BYTES(pXma2Format->PlayBegin);
pXma2Format->PlayLength = XMASWAP4BYTES(pXma2Format->PlayLength);
pXma2Format->LoopBegin = XMASWAP4BYTES(pXma2Format->LoopBegin);
pXma2Format->LoopLength = XMASWAP4BYTES(pXma2Format->LoopLength);
pXma2Format->BlockCount = XMASWAP2BYTES(pXma2Format->BlockCount);
return S_OK;
}
else
{
return E_FAIL; // Not a recognizable XMA2 format
}
#undef XMASWAP2BYTES
#undef XMASWAP4BYTES
}
#endif // #ifndef __XMA2DEFS_INCLUDED__