#include "Common/CommonWindows.h" #include #include "thread/threadutil.h" #include "Core/Reporting.h" #include "Core/Util/AudioFormat.h" #include "Windows/W32Util/Misc.h" #include "dsoundstream.h" // WASAPI begin #include #include #include #include #include #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 *)¤tPos_, 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); if (FAILED(hresult)) goto bail; hresult = pDeviceEnumerator->GetDefaultAudioEndpoint(eRender, eMultimedia, &pDevice); if (FAILED(hresult)) { pDeviceEnumerator->Release(); goto bail; } hresult = pDevice->Activate(IID_IAudioClient, CLSCTX_ALL, NULL, (void**)&pAudioInterface); if (FAILED(hresult)) { pDevice->Release(); pDeviceEnumerator->Release(); goto bail; } hresult = pAudioInterface->GetMixFormat((WAVEFORMATEX**)&pDeviceFormat); hresult = pAudioInterface->Initialize(AUDCLNT_SHAREMODE_SHARED, 0, hnsBufferDuration, 0, &pDeviceFormat->Format, NULL); hresult = pAudioInterface->GetService(IID_IAudioRenderClient, (void**)&pAudioRenderClient); if (FAILED(hresult)) { pDevice->Release(); pDeviceEnumerator->Release(); pAudioInterface->Release(); goto bail; } hresult = pAudioInterface->GetBufferSize(&pNumBufferFrames); if (FAILED(hresult)) { pDevice->Release(); pDeviceEnumerator->Release(); pAudioInterface->Release(); goto bail; } 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(); bail: 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(); } }