#include "native/thread/threadutil.h" #include "Common/CommonWindows.h" #include #include "dsoundstream.h" #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); } 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; } } 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; }/* else { char temp[8]; sprintf(temp,"%i\n",hr); OutputDebugStringUTF8(temp); }*/ return false; } unsigned int WINAPI DSoundAudioBackend::soundThread(void *param) { DSoundAudioBackend *state = (DSoundAudioBackend *)param; return state->RunThread(); } int DSoundAudioBackend::RunThread() { setCurrentThreadName("DSound"); 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; } 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 (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); DeleteCriticalSection(&soundCriticalSection); } 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 DSoundAudioBackend::Update() { if (soundSyncEvent_ != NULL) SetEvent(soundSyncEvent_); } WindowsAudioBackend *CreateAudioBackend(AudioBackendType type) { return new DSoundAudioBackend(); }