Prepare for interchangable Windows audio backends

This commit is contained in:
Henrik Rydgard
2015-01-11 21:00:56 +01:00
parent 26e4cb4a21
commit c8dfcd5e74
5 changed files with 140 additions and 142 deletions
+9 -3
View File
@@ -142,6 +142,10 @@ static std::vector<PendingMessage> pendingMessages;
static Thin3DContext *thin3d;
static UIContext *uiContext;
#ifdef _WIN32
WindowsAudioBackend *winAudioBackend;
#endif
Thin3DContext *GetThin3D() {
return thin3d;
}
@@ -235,7 +239,7 @@ int NativeMix(short *audio, int num_samples) {
}
#ifdef _WIN32
DSound_UpdateSound();
winAudioBackend->Update();
#endif
return num_samples;
@@ -571,13 +575,15 @@ void NativeInitGraphics() {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
#ifdef _WIN32
DSound_StartSound(MainWindow::GetHWND(), &Win32Mix, 44100);
winAudioBackend = CreateAudioBackend(AUDIO_BACKEND_AUTO);
winAudioBackend->Init(MainWindow::GetHWND(), &Win32Mix, 44100);
#endif
}
void NativeShutdownGraphics() {
#ifdef _WIN32
DSound_StopSound();
delete winAudioBackend;
winAudioBackend = NULL;
#endif
screenManager->deviceLost();
+105 -129
View File
@@ -8,96 +8,89 @@
#define BUFSIZE 0x4000
#define MAXWAIT 20 //ms
class DSoundState {
class DSoundAudioBackend : public WindowsAudioBackend {
public:
DSoundState(HWND window, StreamCallback _callback, int sampleRate);
bool Init(); // If fails, can safely delete the object
DSoundAudioBackend();
~DSoundAudioBackend() override;
inline int ModBufferSize(int x) { return (x + bufferSize) % bufferSize; }
int RunThread();
void UpdateSound();
void StopSound();
int GetSampleRate() { return sampleRate; }
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 dwOffset, // Our own write cursor.
bool WriteDataToBuffer(DWORD offset, // Our own write cursor.
char* soundData, // Start of our data.
DWORD dwSoundBytes); // Size of block to copy.
DWORD soundBytes); // Size of block to copy.
CRITICAL_SECTION soundCriticalSection;
HWND window_;
HANDLE soundSyncEvent = NULL;
HANDLE hThread = NULL;
HANDLE soundSyncEvent_ = NULL;
HANDLE hThread_ = NULL;
StreamCallback callback;
StreamCallback callback_;
IDirectSound8 *ds = NULL;
IDirectSoundBuffer *dsBuffer = NULL;
IDirectSound8 *ds_ = NULL;
IDirectSoundBuffer *dsBuffer_ = NULL;
int bufferSize; // bytes
int totalRenderedBytes;
int sampleRate;
int bufferSize_; // bytes
int totalRenderedBytes_;
int sampleRate_;
volatile int threadData;
volatile int threadData_;
int currentPos;
int lastPos;
short realtimeBuffer[BUFSIZE * 2];
int currentPos_;
int lastPos_;
short realtimeBuffer_[BUFSIZE * 2];
};
// TODO: Get rid of this
static DSoundState *g_dsound;
static DSoundAudioBackend *g_dsound;
inline int RoundDown128(int x) {
return x & (~127);
}
int DSound_GetSampleRate() {
if (g_dsound) {
return g_dsound->GetSampleRate();
} else {
return 0;
}
}
bool DSoundState::CreateBuffer() {
bool DSoundAudioBackend::CreateBuffer() {
PCMWAVEFORMAT pcmwf;
DSBUFFERDESC dsbdesc;
memset(&pcmwf, 0, sizeof(PCMWAVEFORMAT));
memset(&dsbdesc, 0, sizeof(DSBUFFERDESC));
bufferSize = BUFSIZE;
bufferSize_ = BUFSIZE;
pcmwf.wf.wFormatTag = WAVE_FORMAT_PCM;
pcmwf.wf.nChannels = 2;
pcmwf.wf.nSamplesPerSec = sampleRate;
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.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);
if (SUCCEEDED(ds_->CreateSoundBuffer(&dsbdesc, &dsBuffer_, NULL))) {
dsBuffer_->SetCurrentPosition(0);
return true;
} else {
dsBuffer = NULL;
dsBuffer_ = NULL;
return false;
}
}
bool DSoundState::WriteDataToBuffer(DWORD dwOffset, // Our own write cursor.
bool DSoundAudioBackend::WriteDataToBuffer(DWORD offset, // Our own write cursor.
char* soundData, // Start of our data.
DWORD dwSoundBytes) { // Size of block to copy.
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(dwOffset, dwSoundBytes, &ptr1, &numBytes1, &ptr2, &numBytes2, 0);
HRESULT hr = dsBuffer_->Lock(offset, soundBytes, &ptr1, &numBytes1, &ptr2, &numBytes2, 0);
// If the buffer was lost, restore and retry lock.
/*
@@ -111,7 +104,7 @@ bool DSoundState::WriteDataToBuffer(DWORD dwOffset, // Our own write cursor.
memcpy(ptr2, soundData+numBytes1, numBytes2);
// Release the data back to DirectSound.
dsBuffer->Unlock(ptr1, numBytes1, ptr2, numBytes2);
dsBuffer_->Unlock(ptr1, numBytes1, ptr2, numBytes2);
return true;
}/*
else
@@ -123,139 +116,122 @@ bool DSoundState::WriteDataToBuffer(DWORD dwOffset, // Our own write cursor.
return false;
}
unsigned int WINAPI soundThread(void *param) {
DSoundState *state = (DSoundState *)param;
unsigned int WINAPI DSoundAudioBackend::soundThread(void *param) {
DSoundAudioBackend *state = (DSoundAudioBackend *)param;
return state->RunThread();
}
int DSoundState::RunThread() {
int DSoundAudioBackend::RunThread() {
setCurrentThreadName("DSound");
currentPos = 0;
lastPos = 0;
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);
dsBuffer_->Play(0,0,DSBPLAY_LOOPING);
while (!threadData) {
while (!threadData_) {
EnterCriticalSection(&soundCriticalSection);
dsBuffer->GetCurrentPosition((DWORD *)&currentPos, 0);
int numBytesToRender = RoundDown128(ModBufferSize(currentPos - lastPos));
dsBuffer_->GetCurrentPosition((DWORD *)&currentPos_, 0);
int numBytesToRender = RoundDown128(ModBufferSize(currentPos_ - lastPos_));
if (numBytesToRender >= 256) {
int numBytesRendered = 4 * (*callback)(realtimeBuffer, numBytesToRender >> 2, 16, 44100, 2);
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);
WriteDataToBuffer(lastPos_, (char *) realtimeBuffer_, numBytesRendered);
currentPos = ModBufferSize(lastPos + numBytesRendered);
totalRenderedBytes += numBytesRendered;
currentPos_ = ModBufferSize(lastPos_ + numBytesRendered);
totalRenderedBytes_ += numBytesRendered;
lastPos = currentPos;
lastPos_ = currentPos_;
}
LeaveCriticalSection(&soundCriticalSection);
WaitForSingleObject(soundSyncEvent, MAXWAIT);
WaitForSingleObject(soundSyncEvent_, MAXWAIT);
}
dsBuffer->Stop();
dsBuffer_->Stop();
threadData = 2;
threadData_ = 2;
return 0;
}
DSoundState::DSoundState(HWND window, StreamCallback _callback, int sampleRate)
: window_(window), callback(_callback), sampleRate(sampleRate) {
callback = _callback;
threadData=0;
DSoundAudioBackend::DSoundAudioBackend() : threadData_(0), ds_(nullptr) {
}
bool DSoundState::Init() {
soundSyncEvent = CreateEvent(0, false, false, 0);
InitializeCriticalSection(&soundCriticalSection);
DSoundAudioBackend::~DSoundAudioBackend() {
if (!ds_)
return;
if (FAILED(DirectSoundCreate8(0,&ds,0))) {
CloseHandle(soundSyncEvent);
DeleteCriticalSection(&soundCriticalSection);
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, (void *)this, 0, 0);
SetThreadPriority(hThread, THREAD_PRIORITY_ABOVE_NORMAL);
return true;
}
void DSoundState::UpdateSound() {
if (soundSyncEvent != NULL)
SetEvent(soundSyncEvent);
}
void DSoundState::StopSound() {
if (!dsBuffer)
if (!dsBuffer_)
return;
EnterCriticalSection(&soundCriticalSection);
if (threadData == 0) {
threadData = 1;
if (threadData_ == 0) {
threadData_ = 1;
}
if (hThread != NULL) {
WaitForSingleObject(hThread, 1000);
CloseHandle(hThread);
hThread = NULL;
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 (threadData_ == 2) {
if (dsBuffer_ != NULL)
dsBuffer_->Release();
dsBuffer_ = NULL;
if (ds_ != NULL)
ds_->Release();
ds_ = NULL;
}
if (soundSyncEvent != NULL) {
CloseHandle(soundSyncEvent);
if (soundSyncEvent_ != NULL) {
CloseHandle(soundSyncEvent_);
}
soundSyncEvent = NULL;
soundSyncEvent_ = NULL;
LeaveCriticalSection(&soundCriticalSection);
DeleteCriticalSection(&soundCriticalSection);
}
void DSound_UpdateSound() {
if (g_dsound) {
g_dsound->UpdateSound();
}
}
bool DSound_StartSound(HWND window, StreamCallback _callback, int sampleRate) {
g_dsound = new DSoundState(window, _callback, sampleRate);
if (!g_dsound->Init()) {
delete g_dsound;
g_dsound = NULL;
bool DSoundAudioBackend::Init(HWND window, StreamCallback _callback, int sampleRate) {
window_ = window;
callback_ = _callback;
sampleRate_ = sampleRate;
threadData_ = 0;
if (FAILED(DirectSoundCreate8(0, &ds_, 0))) {
ds_ = NULL;
return false;
}
ds_->SetCooperativeLevel(window_, DSSCL_PRIORITY);
if (!CreateBuffer())
return false;
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_;
hThread_ = (HANDLE)_beginthreadex(0, 0, soundThread, (void *)this, 0, 0);
SetThreadPriority(hThread_, THREAD_PRIORITY_ABOVE_NORMAL);
return true;
}
void DSound_StopSound() {
g_dsound->StopSound();
delete g_dsound;
g_dsound = NULL;
void DSoundAudioBackend::Update() {
if (soundSyncEvent_ != NULL)
SetEvent(soundSyncEvent_);
}
WindowsAudioBackend *CreateAudioBackend(AudioBackendType type) {
return new DSoundAudioBackend();
}
+17 -8
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@@ -1,14 +1,23 @@
#ifndef __SOUNDSTREAM_H__
#define __SOUNDSTREAM_H__
#pragma once
#include "Common/CommonWindows.h"
typedef int (*StreamCallback)(short *buffer, int numSamples, int bits, int rate, int channels);
bool DSound_StartSound(HWND window, StreamCallback _callback, int sampleRate);
void DSound_UpdateSound();
void DSound_StopSound();
class WindowsAudioBackend {
public:
WindowsAudioBackend() {}
virtual ~WindowsAudioBackend() {}
virtual bool Init(HWND window, StreamCallback _callback, int sampleRate) = 0;
virtual void Update() {} // Doesn't have to do anything
virtual int GetSampleRate() = 0;
};
int DSound_GetSampleRate();
#endif //__SOUNDSTREAM_H__
enum AudioBackendType {
AUDIO_BACKEND_DSOUND,
// AUDIO_BACKEND_WASAPI, // TODO
AUDIO_BACKEND_AUTO
};
// Factory
WindowsAudioBackend *CreateAudioBackend(AudioBackendType type);
+5 -1
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@@ -126,9 +126,13 @@ void WindowsHost::InitSound()
{
}
// UGLY!
extern WindowsAudioBackend *winAudioBackend;
void WindowsHost::UpdateSound()
{
DSound_UpdateSound();
if (winAudioBackend)
winAudioBackend->Update();
}
void WindowsHost::ShutdownSound()
+4 -1
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@@ -256,10 +256,13 @@ std::string System_GetProperty(SystemProperty prop) {
}
}
// Ugly!
extern WindowsAudioBackend *winAudioBackend;
int System_GetPropertyInt(SystemProperty prop) {
switch (prop) {
case SYSPROP_AUDIO_SAMPLE_RATE:
return DSound_GetSampleRate();
return winAudioBackend ? winAudioBackend->GetSampleRate() : -1;
default:
return -1;
}