#include "native/thread/threadutil.h" #include "Common/CommonWindows.h" #include #include "dsoundstream.h" namespace DSound { #define BUFSIZE 0x4000 #define MAXWAIT 20 //ms CRITICAL_SECTION soundCriticalSection; HANDLE soundSyncEvent = NULL; HANDLE hThread = NULL; StreamCallback callback; IDirectSound8 *ds = NULL; IDirectSoundBuffer *dsBuffer = NULL; int bufferSize; // bytes int totalRenderedBytes; int sampleRate; volatile int threadData; inline int RoundDown128(int x) { return x & (~127); } int DSound_GetSampleRate() { return sampleRate; } bool createBuffer() { PCMWAVEFORMAT pcmwf; DSBUFFERDESC dsbdesc; memset(&pcmwf, 0, sizeof(PCMWAVEFORMAT)); memset(&dsbdesc, 0, sizeof(DSBUFFERDESC)); pcmwf.wf.wFormatTag = WAVE_FORMAT_PCM; pcmwf.wf.nChannels = 2; pcmwf.wf.nSamplesPerSec = sampleRate = 44100; 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 = BUFSIZE; //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; } } bool writeDataToBuffer(DWORD dwOffset, // Our own write cursor. char* soundData, // Start of our data. DWORD dwSoundBytes) // 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(dwOffset, dwSoundBytes, &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!=0) memcpy(ptr2, soundData+numBytes1, numBytes2); // Release the data back to DirectSound. dsBuffer->Unlock(ptr1, numBytes1, ptr2, numBytes2); return true; }/* else { char temp[8]; sprintf(temp,"%i\n",hr); OutputDebugStringUTF8(temp); }*/ return false; } inline int ModBufferSize(int x) { return (x+bufferSize)%bufferSize; } int currentPos; int lastPos; short realtimeBuffer[BUFSIZE * 2]; unsigned int WINAPI soundThread(void *) { setCurrentThreadName("DSoundThread"); currentPos = 0; lastPos = 0; //writeDataToBuffer(0,realtimeBuffer,bufferSize); // dsBuffer->Lock(0, bufferSize, (void **)&p1, &num1, (void **)&p2, &num2, 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(); threadData = 2; return 0; } bool DSound_StartSound(HWND window, StreamCallback _callback) { callback = _callback; threadData=0; soundSyncEvent=CreateEvent(0,false,false,0); InitializeCriticalSection(&soundCriticalSection); if (FAILED(DirectSoundCreate8(0,&ds,0))) return false; ds->SetCooperativeLevel(window,DSSCL_PRIORITY); if (!createBuffer()) return false; 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; hThread = (HANDLE)_beginthreadex(0, 0, soundThread, 0, 0, 0); SetThreadPriority(hThread, THREAD_PRIORITY_ABOVE_NORMAL); return true; } void DSound_UpdateSound() { if (soundSyncEvent != NULL) SetEvent(soundSyncEvent); } void DSound_StopSound() { if (!dsBuffer) return; EnterCriticalSection(&soundCriticalSection); if (threadData == 0) threadData = 1; if (hThread != NULL) { WaitForSingleObject(hThread, 1000); CloseHandle(hThread); hThread = NULL; } if (threadData == 2) { if (dsBuffer != NULL) dsBuffer->Release(); dsBuffer = NULL; if (ds != NULL) ds->Release(); ds = NULL; } if (soundSyncEvent != NULL) CloseHandle(soundSyncEvent); soundSyncEvent = NULL; LeaveCriticalSection(&soundCriticalSection); } int DSound_GetCurSample() { EnterCriticalSection(&soundCriticalSection); int playCursor; dsBuffer->GetCurrentPosition((DWORD *)&playCursor,0); playCursor = ModBufferSize(playCursor-lastPos)+totalRenderedBytes; LeaveCriticalSection(&soundCriticalSection); return playCursor; } float DSound_GetTimer() { return (float)DSound_GetCurSample()*(1.0f/(4.0f*44100.0f)); } }