Files
ppsspp/Windows/DSoundStream.cpp
T

237 lines
6.2 KiB
C++

#include "native/thread/threadutil.h"
#include "Common/CommonWindows.h"
#include <dsound.h>
#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 *)&currentPos_, 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();
}