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SDL_dx5audio.c
519 lines (455 loc) · 15.5 KB
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/*
SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2009 Sam Lantinga
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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Sam Lantinga
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slouken@libsdl.org
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*/
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#include "SDL_config.h"
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/* Allow access to a raw mixing buffer */
#include "SDL_timer.h"
#include "SDL_audio.h"
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#include "../SDL_audio_c.h"
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#include "SDL_dx5audio.h"
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/* !!! FIXME: move this somewhere that other drivers can use it... */
#if defined(_WIN32_WCE)
#define WINDOWS_OS_NAME "Windows CE/PocketPC"
#elif defined(WIN64)
#define WINDOWS_OS_NAME "Win64"
#else
#define WINDOWS_OS_NAME "Win32"
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#endif
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/* DirectX function pointers for audio */
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static HINSTANCE DSoundDLL = NULL;
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static HRESULT(WINAPI * DSoundCreate) (LPGUID, LPDIRECTSOUND *, LPUNKNOWN) =
NULL;
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static void
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DSOUND_Unload(void)
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{
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if (DSoundDLL != NULL) {
FreeLibrary(DSoundDLL);
}
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DSoundCreate = NULL;
DSoundDLL = NULL;
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}
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static int
DSOUND_Load(void)
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{
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int loaded = 0;
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DSOUND_Unload();
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DSoundDLL = LoadLibrary(TEXT("DSOUND.DLL"));
if (DSoundDLL == NULL) {
SDL_SetError("DirectSound: failed to load DSOUND.DLL");
} else {
/* Now make sure we have DirectX 5 or better... */
/* (DirectSoundCaptureCreate was added in DX5) */
if (!GetProcAddress(DSoundDLL, TEXT("DirectSoundCaptureCreate"))) {
SDL_SetError("DirectSound: System doesn't appear to have DX5.");
} else {
DSoundCreate = (void *) GetProcAddress(DSoundDLL,
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TEXT("DirectSoundCreate"));
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}
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if (!DSoundCreate) {
SDL_SetError("DirectSound: Failed to find DirectSoundCreate");
} else {
loaded = 1;
}
}
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if (!loaded) {
DSOUND_Unload();
}
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return loaded;
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}
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static void
SetDSerror(const char *function, int code)
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{
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static const char *error;
static char errbuf[1024];
errbuf[0] = 0;
switch (code) {
case E_NOINTERFACE:
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error = "Unsupported interface -- Is DirectX 5.0 or later installed?";
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break;
case DSERR_ALLOCATED:
error = "Audio device in use";
break;
case DSERR_BADFORMAT:
error = "Unsupported audio format";
break;
case DSERR_BUFFERLOST:
error = "Mixing buffer was lost";
break;
case DSERR_CONTROLUNAVAIL:
error = "Control requested is not available";
break;
case DSERR_INVALIDCALL:
error = "Invalid call for the current state";
break;
case DSERR_INVALIDPARAM:
error = "Invalid parameter";
break;
case DSERR_NODRIVER:
error = "No audio device found";
break;
case DSERR_OUTOFMEMORY:
error = "Out of memory";
break;
case DSERR_PRIOLEVELNEEDED:
error = "Caller doesn't have priority";
break;
case DSERR_UNSUPPORTED:
error = "Function not supported";
break;
default:
SDL_snprintf(errbuf, SDL_arraysize(errbuf),
"%s: Unknown DirectSound error: 0x%x", function, code);
break;
}
if (!errbuf[0]) {
SDL_snprintf(errbuf, SDL_arraysize(errbuf), "%s: %s", function,
error);
}
SDL_SetError("%s", errbuf);
return;
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}
/* DirectSound needs to be associated with a window */
static HWND mainwin = NULL;
/* */
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void
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DSOUND_SoundFocus(HWND hwnd)
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{
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/* !!! FIXME: probably broken with multi-window support in SDL 1.3 ... */
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mainwin = hwnd;
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}
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static void
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DSOUND_ThreadInit(_THIS)
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{
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SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_HIGHEST);
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}
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static void
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DSOUND_WaitDevice(_THIS)
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{
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DWORD status = 0;
DWORD cursor = 0;
DWORD junk = 0;
HRESULT result = DS_OK;
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/* Semi-busy wait, since we have no way of getting play notification
on a primary mixing buffer located in hardware (DirectX 5.0)
*/
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result = IDirectSoundBuffer_GetCurrentPosition(this->hidden->mixbuf,
&junk, &cursor);
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if (result != DS_OK) {
if (result == DSERR_BUFFERLOST) {
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IDirectSoundBuffer_Restore(this->hidden->mixbuf);
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}
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#ifdef DEBUG_SOUND
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SetDSerror("DirectSound GetCurrentPosition", result);
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#endif
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return;
}
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while ((cursor / this->hidden->mixlen) == this->hidden->lastchunk) {
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/* FIXME: find out how much time is left and sleep that long */
SDL_Delay(1);
/* Try to restore a lost sound buffer */
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IDirectSoundBuffer_GetStatus(this->hidden->mixbuf, &status);
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if ((status & DSBSTATUS_BUFFERLOST)) {
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IDirectSoundBuffer_Restore(this->hidden->mixbuf);
IDirectSoundBuffer_GetStatus(this->hidden->mixbuf, &status);
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if ((status & DSBSTATUS_BUFFERLOST)) {
break;
}
}
if (!(status & DSBSTATUS_PLAYING)) {
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result = IDirectSoundBuffer_Play(this->hidden->mixbuf, 0, 0,
DSBPLAY_LOOPING);
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if (result == DS_OK) {
continue;
}
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#ifdef DEBUG_SOUND
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SetDSerror("DirectSound Play", result);
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#endif
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return;
}
/* Find out where we are playing */
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result = IDirectSoundBuffer_GetCurrentPosition(this->hidden->mixbuf,
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&junk, &cursor);
if (result != DS_OK) {
SetDSerror("DirectSound GetCurrentPosition", result);
return;
}
}
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}
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static void
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DSOUND_PlayDevice(_THIS)
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{
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/* Unlock the buffer, allowing it to play */
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if (this->hidden->locked_buf) {
IDirectSoundBuffer_Unlock(this->hidden->mixbuf,
this->hidden->locked_buf,
this->hidden->mixlen, NULL, 0);
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}
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}
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static Uint8 *
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DSOUND_GetDeviceBuf(_THIS)
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{
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DWORD cursor = 0;
DWORD junk = 0;
HRESULT result = DS_OK;
DWORD rawlen = 0;
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/* Figure out which blocks to fill next */
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this->hidden->locked_buf = NULL;
result = IDirectSoundBuffer_GetCurrentPosition(this->hidden->mixbuf,
&junk, &cursor);
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if (result == DSERR_BUFFERLOST) {
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IDirectSoundBuffer_Restore(this->hidden->mixbuf);
result = IDirectSoundBuffer_GetCurrentPosition(this->hidden->mixbuf,
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&junk, &cursor);
}
if (result != DS_OK) {
SetDSerror("DirectSound GetCurrentPosition", result);
return (NULL);
}
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cursor /= this->hidden->mixlen;
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#ifdef DEBUG_SOUND
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/* Detect audio dropouts */
{
DWORD spot = cursor;
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if (spot < this->hidden->lastchunk) {
spot += this->hidden->num_buffers;
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}
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if (spot > this->hidden->lastchunk + 1) {
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fprintf(stderr, "Audio dropout, missed %d fragments\n",
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(spot - (this->hidden->lastchunk + 1)));
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}
}
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#endif
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this->hidden->lastchunk = cursor;
cursor = (cursor + 1) % this->hidden->num_buffers;
cursor *= this->hidden->mixlen;
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/* Lock the audio buffer */
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result = IDirectSoundBuffer_Lock(this->hidden->mixbuf, cursor,
this->hidden->mixlen,
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(LPVOID *) & this->hidden->locked_buf,
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&rawlen, NULL, &junk, 0);
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if (result == DSERR_BUFFERLOST) {
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IDirectSoundBuffer_Restore(this->hidden->mixbuf);
result = IDirectSoundBuffer_Lock(this->hidden->mixbuf, cursor,
this->hidden->mixlen,
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(LPVOID *) & this->
hidden->locked_buf, &rawlen, NULL,
&junk, 0);
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}
if (result != DS_OK) {
SetDSerror("DirectSound Lock", result);
return (NULL);
}
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return (this->hidden->locked_buf);
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}
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static void
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DSOUND_WaitDone(_THIS)
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{
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Uint8 *stream = DSOUND_GetDeviceBuf(this);
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/* Wait for the playing chunk to finish */
if (stream != NULL) {
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SDL_memset(stream, this->spec.silence, this->hidden->mixlen);
DSOUND_PlayDevice(this);
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}
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DSOUND_WaitDevice(this);
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/* Stop the looping sound buffer */
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IDirectSoundBuffer_Stop(this->hidden->mixbuf);
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}
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static void
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DSOUND_CloseDevice(_THIS)
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{
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if (this->hidden != NULL) {
if (this->hidden->sound != NULL) {
if (this->hidden->mixbuf != NULL) {
/* Clean up the audio buffer */
IDirectSoundBuffer_Release(this->hidden->mixbuf);
this->hidden->mixbuf = NULL;
}
IDirectSound_Release(this->hidden->sound);
this->hidden->sound = NULL;
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}
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SDL_free(this->hidden);
this->hidden = NULL;
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}
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}
/* This function tries to create a secondary audio buffer, and returns the
number of audio chunks available in the created buffer.
*/
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static int
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CreateSecondary(_THIS, HWND focus, WAVEFORMATEX * wavefmt)
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{
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LPDIRECTSOUND sndObj = this->hidden->sound;
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LPDIRECTSOUNDBUFFER *sndbuf = &this->hidden->mixbuf;
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Uint32 chunksize = this->spec.size;
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const int numchunks = 8;
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HRESULT result = DS_OK;
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DSBUFFERDESC format;
LPVOID pvAudioPtr1, pvAudioPtr2;
DWORD dwAudioBytes1, dwAudioBytes2;
/* Try to set primary mixing privileges */
if (focus) {
result = IDirectSound_SetCooperativeLevel(sndObj,
focus, DSSCL_PRIORITY);
} else {
result = IDirectSound_SetCooperativeLevel(sndObj,
GetDesktopWindow(),
DSSCL_NORMAL);
}
if (result != DS_OK) {
SetDSerror("DirectSound SetCooperativeLevel", result);
return (-1);
}
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/* Try to create the secondary buffer */
SDL_memset(&format, 0, sizeof(format));
format.dwSize = sizeof(format);
format.dwFlags = DSBCAPS_GETCURRENTPOSITION2;
if (!focus) {
format.dwFlags |= DSBCAPS_GLOBALFOCUS;
} else {
format.dwFlags |= DSBCAPS_STICKYFOCUS;
}
format.dwBufferBytes = numchunks * chunksize;
if ((format.dwBufferBytes < DSBSIZE_MIN) ||
(format.dwBufferBytes > DSBSIZE_MAX)) {
SDL_SetError("Sound buffer size must be between %d and %d",
DSBSIZE_MIN / numchunks, DSBSIZE_MAX / numchunks);
return (-1);
}
format.dwReserved = 0;
format.lpwfxFormat = wavefmt;
result = IDirectSound_CreateSoundBuffer(sndObj, &format, sndbuf, NULL);
if (result != DS_OK) {
SetDSerror("DirectSound CreateSoundBuffer", result);
return (-1);
}
IDirectSoundBuffer_SetFormat(*sndbuf, wavefmt);
/* Silence the initial audio buffer */
result = IDirectSoundBuffer_Lock(*sndbuf, 0, format.dwBufferBytes,
(LPVOID *) & pvAudioPtr1, &dwAudioBytes1,
(LPVOID *) & pvAudioPtr2, &dwAudioBytes2,
DSBLOCK_ENTIREBUFFER);
if (result == DS_OK) {
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SDL_memset(pvAudioPtr1, this->spec.silence, dwAudioBytes1);
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IDirectSoundBuffer_Unlock(*sndbuf,
(LPVOID) pvAudioPtr1, dwAudioBytes1,
(LPVOID) pvAudioPtr2, dwAudioBytes2);
}
/* We're ready to go */
return (numchunks);
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}
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static int
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DSOUND_OpenDevice(_THIS, const char *devname, int iscapture)
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{
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HRESULT result;
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WAVEFORMATEX waveformat;
int valid_format = 0;
SDL_AudioFormat test_format = SDL_FirstAudioFormat(this->spec.format);
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/* !!! FIXME: handle devname */
/* !!! FIXME: handle iscapture */
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/* Initialize all variables that we clean on shutdown */
this->hidden = (struct SDL_PrivateAudioData *)
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SDL_malloc((sizeof *this->hidden));
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if (this->hidden == NULL) {
SDL_OutOfMemory();
return 0;
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}
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SDL_memset(this->hidden, 0, (sizeof *this->hidden));
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while ((!valid_format) && (test_format)) {
switch (test_format) {
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case AUDIO_U8:
case AUDIO_S16:
case AUDIO_S32:
this->spec.format = test_format;
valid_format = 1;
break;
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}
test_format = SDL_NextAudioFormat();
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}
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if (!valid_format) {
DSOUND_CloseDevice(this);
SDL_SetError("DirectSound: Unsupported audio format");
return 0;
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}
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SDL_memset(&waveformat, 0, sizeof(waveformat));
waveformat.wFormatTag = WAVE_FORMAT_PCM;
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waveformat.wBitsPerSample = SDL_AUDIO_BITSIZE(this->spec.format);
waveformat.nChannels = this->spec.channels;
waveformat.nSamplesPerSec = this->spec.freq;
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waveformat.nBlockAlign =
waveformat.nChannels * (waveformat.wBitsPerSample / 8);
waveformat.nAvgBytesPerSec =
waveformat.nSamplesPerSec * waveformat.nBlockAlign;
/* Update the fragment size as size in bytes */
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SDL_CalculateAudioSpec(&this->spec);
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/* Open the audio device */
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result = DSoundCreate(NULL, &this->hidden->sound, NULL);
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if (result != DS_OK) {
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DSOUND_CloseDevice(this);
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SetDSerror("DirectSoundCreate", result);
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return 0;
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}
/* Create the audio buffer to which we write */
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this->hidden->num_buffers = CreateSecondary(this, mainwin, &waveformat);
if (this->hidden->num_buffers < 0) {
DSOUND_CloseDevice(this);
return 0;
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}
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/* The buffer will auto-start playing in DSOUND_WaitDevice() */
this->hidden->mixlen = this->spec.size;
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return 1; /* good to go. */
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}
static void
DSOUND_Deinitialize(void)
{
DSOUND_Unload();
}
static int
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DSOUND_Init(SDL_AudioDriverImpl * impl)
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{
OSVERSIONINFO ver;
/*
* Unfortunately, the sound drivers on NT have higher latencies than the
* audio buffers used by many SDL applications, so there are gaps in the
* audio - it sounds terrible. Punt for now.
*/
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SDL_memset(&ver, '\0', sizeof(OSVERSIONINFO));
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ver.dwOSVersionInfoSize = sizeof(OSVERSIONINFO);
GetVersionEx(&ver);
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if (ver.dwPlatformId == VER_PLATFORM_WIN32_NT) {
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if (ver.dwMajorVersion <= 4) {
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return 0; /* NT4.0 or earlier. Disable dsound support. */
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}
}
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if (!DSOUND_Load()) {
return 0;
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}
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/* Set the function pointers */
impl->OpenDevice = DSOUND_OpenDevice;
impl->PlayDevice = DSOUND_PlayDevice;
impl->WaitDevice = DSOUND_WaitDevice;
impl->WaitDone = DSOUND_WaitDone;
impl->ThreadInit = DSOUND_ThreadInit;
impl->GetDeviceBuf = DSOUND_GetDeviceBuf;
impl->CloseDevice = DSOUND_CloseDevice;
impl->Deinitialize = DSOUND_Deinitialize;
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impl->OnlyHasDefaultOutputDevice = 1; /* !!! FIXME */
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/* !!! FIXME: not right for device enum? */
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return 1;
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}
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AudioBootStrap DSOUND_bootstrap = {
"dsound", WINDOWS_OS_NAME "DirectSound", DSOUND_Init, 0
};
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/* vi: set ts=4 sw=4 expandtab: */