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476 lines
13 KiB
C++
476 lines
13 KiB
C++
#include "Common/CommonWindows.h"
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#include <dsound.h>
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#include "thread/threadutil.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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// WASAPI begin
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#include <Objbase.h>
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#include <Mmreg.h>
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#include <MMDeviceAPI.h>
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#include <AudioClient.h>
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#include <AudioPolicy.h>
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#pragma comment(lib, "ole32.lib")
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const CLSID CLSID_MMDeviceEnumerator = __uuidof(MMDeviceEnumerator);
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const IID IID_IMMDeviceEnumerator = __uuidof(IMMDeviceEnumerator);
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const IID IID_IAudioClient = __uuidof(IAudioClient);
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const IID IID_IAudioRenderClient = __uuidof(IAudioRenderClient);
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// WASAPI end
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#define BUFSIZE 0x4000
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#define MAXWAIT 20 //ms
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class DSoundAudioBackend : public WindowsAudioBackend {
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public:
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DSoundAudioBackend();
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~DSoundAudioBackend() override;
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bool Init(HWND window, StreamCallback callback, int sampleRate) override; // If fails, can safely delete the object
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void Update() override;
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int GetSampleRate() override { return sampleRate_; }
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private:
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inline int ModBufferSize(int x) { return (x + bufferSize_) % bufferSize_; }
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int RunThread();
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static unsigned int WINAPI soundThread(void *param);
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bool CreateBuffer();
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bool 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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CRITICAL_SECTION soundCriticalSection;
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HWND window_;
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HANDLE soundSyncEvent_ = NULL;
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HANDLE hThread_ = NULL;
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StreamCallback callback_;
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IDirectSound8 *ds_ = NULL;
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IDirectSoundBuffer *dsBuffer_ = NULL;
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int bufferSize_; // bytes
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int totalRenderedBytes_;
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int sampleRate_;
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volatile int threadData_;
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int currentPos_;
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int lastPos_;
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short realtimeBuffer_[BUFSIZE * 2];
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};
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// TODO: Get rid of this
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static DSoundAudioBackend *g_dsound;
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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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short *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, 2);
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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() : threadData_(0), ds_(nullptr) {
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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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class WASAPIAudioBackend : public WindowsAudioBackend {
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public:
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WASAPIAudioBackend();
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~WASAPIAudioBackend() override;
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bool Init(HWND window, StreamCallback callback, int sampleRate) override; // If fails, can safely delete the object
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void Update() override {}
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int GetSampleRate() override { return sampleRate_; }
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private:
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int RunThread();
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static unsigned int WINAPI soundThread(void *param);
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HANDLE hThread_;
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StreamCallback callback_;
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int sampleRate_;
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volatile int threadData_;
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};
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// TODO: Make these adjustable. This is from the example in MSDN.
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// 200 times/sec = 5ms, pretty good :) Wonder if all computers can handle it though.
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#define REFTIMES_PER_SEC (10000000/200)
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#define REFTIMES_PER_MILLISEC (REFTIMES_PER_SEC / 1000)
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WASAPIAudioBackend::WASAPIAudioBackend() : hThread_(NULL), sampleRate_(0), callback_(nullptr), threadData_(0) {
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}
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WASAPIAudioBackend::~WASAPIAudioBackend() {
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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 (threadData_ == 2) {
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// blah.
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}
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}
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unsigned int WINAPI WASAPIAudioBackend::soundThread(void *param) {
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WASAPIAudioBackend *backend = (WASAPIAudioBackend *)param;
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return backend->RunThread();
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}
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bool WASAPIAudioBackend::Init(HWND window, StreamCallback callback, int sampleRate) {
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threadData_ = 0;
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callback_ = callback;
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sampleRate_ = sampleRate;
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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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int WASAPIAudioBackend::RunThread() {
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// Adapted from http://msdn.microsoft.com/en-us/library/windows/desktop/dd316756(v=vs.85).aspx
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CoInitializeEx(NULL, COINIT_MULTITHREADED);
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setCurrentThreadName("WASAPI_audio");
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IMMDeviceEnumerator *pDeviceEnumerator;
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IMMDevice *pDevice;
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IAudioClient *pAudioInterface;
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IAudioRenderClient *pAudioRenderClient;
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WAVEFORMATEXTENSIBLE *pDeviceFormat;
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DWORD flags = 0;
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REFERENCE_TIME hnsBufferDuration, hnsActualDuration;
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UINT32 pNumBufferFrames;
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UINT32 pNumPaddingFrames, pNumAvFrames;
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hnsBufferDuration = REFTIMES_PER_SEC;
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HRESULT hresult;
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hresult = CoCreateInstance(CLSID_MMDeviceEnumerator,
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NULL, /*Object is not created as the part of the aggregate */
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CLSCTX_ALL, IID_IMMDeviceEnumerator, (void**)&pDeviceEnumerator);
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if (FAILED(hresult)) goto bail;
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hresult = pDeviceEnumerator->GetDefaultAudioEndpoint(eRender, eMultimedia, &pDevice);
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if (FAILED(hresult)) {
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pDeviceEnumerator->Release();
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goto bail;
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}
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hresult = pDevice->Activate(IID_IAudioClient, CLSCTX_ALL, NULL, (void**)&pAudioInterface);
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if (FAILED(hresult)) {
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pDevice->Release();
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pDeviceEnumerator->Release();
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goto bail;
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}
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hresult = pAudioInterface->GetMixFormat((WAVEFORMATEX**)&pDeviceFormat);
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hresult = pAudioInterface->Initialize(AUDCLNT_SHAREMODE_SHARED, 0, hnsBufferDuration, 0, &pDeviceFormat->Format, NULL);
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hresult = pAudioInterface->GetService(IID_IAudioRenderClient, (void**)&pAudioRenderClient);
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if (FAILED(hresult)) {
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pDevice->Release();
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pDeviceEnumerator->Release();
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pAudioInterface->Release();
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goto bail;
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}
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hresult = pAudioInterface->GetBufferSize(&pNumBufferFrames);
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if (FAILED(hresult)) {
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pDevice->Release();
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pDeviceEnumerator->Release();
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pAudioInterface->Release();
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goto bail;
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}
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sampleRate_ = pDeviceFormat->Format.nSamplesPerSec;
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enum {
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UNKNOWN_FORMAT = 0,
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IEEE_FLOAT = 1,
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PCM16 = 2,
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} format = UNKNOWN_FORMAT;
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// Don't know if PCM16 ever shows up here, the documentation only talks about float... but let's blindly
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// try to support it :P
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if (pDeviceFormat->Format.wFormatTag == WAVE_FORMAT_EXTENSIBLE) {
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if (!memcmp(&pDeviceFormat->SubFormat, &KSDATAFORMAT_SUBTYPE_IEEE_FLOAT, sizeof(pDeviceFormat->SubFormat))) {
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format = IEEE_FLOAT;
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// printf("float format\n");
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} else {
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ERROR_LOG_REPORT_ONCE(unexpectedformat, SCEAUDIO, "Got unexpected WASAPI 0xFFFE stream format, expected float!");
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if (pDeviceFormat->Format.wBitsPerSample == 16 && pDeviceFormat->Format.nChannels == 2) {
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format = PCM16;
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}
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}
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} else {
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ERROR_LOG_REPORT_ONCE(unexpectedformat2, SCEAUDIO, "Got unexpected non-extensible WASAPI stream format, expected extensible float!");
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if (pDeviceFormat->Format.wBitsPerSample == 16 && pDeviceFormat->Format.nChannels == 2) {
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format = PCM16;
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}
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}
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short *shortBuf = nullptr;
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BYTE *pData;
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hresult = pAudioRenderClient->GetBuffer(pNumBufferFrames, &pData);
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int numSamples = pNumBufferFrames * pDeviceFormat->Format.nChannels;
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if (format == IEEE_FLOAT) {
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memset(pData, 0, sizeof(float) * numSamples);
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shortBuf = new short[pNumBufferFrames * pDeviceFormat->Format.nChannels];
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} else if (format == PCM16) {
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memset(pData, 0, sizeof(short) * numSamples);
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}
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hresult = pAudioRenderClient->ReleaseBuffer(pNumBufferFrames, flags);
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hnsActualDuration = (REFERENCE_TIME)((double)REFTIMES_PER_SEC * pNumBufferFrames / pDeviceFormat->Format.nSamplesPerSec);
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hresult = pAudioInterface->Start();
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while (flags != AUDCLNT_BUFFERFLAGS_SILENT) {
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Sleep((DWORD)(hnsActualDuration / REFTIMES_PER_MILLISEC / 2));
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hresult = pAudioInterface->GetCurrentPadding(&pNumPaddingFrames);
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if (FAILED(hresult)) {
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// What to do?
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pNumPaddingFrames = 0;
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}
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pNumAvFrames = pNumBufferFrames - pNumPaddingFrames;
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hresult = pAudioRenderClient->GetBuffer(pNumAvFrames, &pData);
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if (FAILED(hresult)) {
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// What to do?
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} else if (pNumAvFrames) {
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switch (format) {
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case IEEE_FLOAT:
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callback_(shortBuf, pNumAvFrames, 16, sampleRate_, 2);
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if (pDeviceFormat->Format.nChannels == 2) {
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ConvertS16ToF32((float *)pData, shortBuf, pNumAvFrames * pDeviceFormat->Format.nChannels);
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} else {
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float *ptr = (float *)pData;
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int chans = pDeviceFormat->Format.nChannels;
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memset(ptr, 0, pNumAvFrames * chans * sizeof(float));
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for (UINT32 i = 0; i < pNumAvFrames; i++) {
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ptr[i * chans + 0] = (float)shortBuf[i * 2] * (1.0f / 32768.0f);
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ptr[i * chans + 1] = (float)shortBuf[i * 2 + 1] * (1.0f / 32768.0f);
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}
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}
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break;
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case PCM16:
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callback_((short *)pData, pNumAvFrames, 16, sampleRate_, 2);
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break;
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}
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}
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if (threadData_ != 0) {
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flags = AUDCLNT_BUFFERFLAGS_SILENT;
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}
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hresult = pAudioRenderClient->ReleaseBuffer(pNumAvFrames, flags);
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if (FAILED(hresult)) {
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// Not much to do here either...
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}
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}
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// Wait for last data in buffer to play before stopping.
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Sleep((DWORD)(hnsActualDuration / REFTIMES_PER_MILLISEC / 2));
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delete[] shortBuf;
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hresult = pAudioInterface->Stop();
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CoTaskMemFree(pDeviceFormat);
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pDeviceEnumerator->Release();
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pDevice->Release();
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pAudioInterface->Release();
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pAudioRenderClient->Release();
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bail:
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threadData_ = 2;
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CoUninitialize();
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return 0;
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}
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WindowsAudioBackend *CreateAudioBackend(AudioBackendType type) {
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if (IsVistaOrHigher()) {
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switch (type) {
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case AUDIO_BACKEND_WASAPI:
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case AUDIO_BACKEND_AUTO:
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return new WASAPIAudioBackend();
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case AUDIO_BACKEND_DSOUND:
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default:
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return new DSoundAudioBackend();
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}
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} else {
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return new DSoundAudioBackend();
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}
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} |