view src/audio/windx5/SDL_dx5audio.c @ 563:04dcaf3da918

Massive Quartz input enhancements from Darrell Walisser. His email: Enclosed is a patch that addresses the following: --Various minor cleanups. Removed dead/obsolete code, made some style cleanups --Mouse Events Now keep track of what button(s) were pressed so we know when to send the mouse up event. This fixes the case where the mouse is dragged outside of the game window and released (in which case we want to send the mouse up event even though the mouse is outside the game window). --Input Grabbing Here is my take on the grabbing situation, which is the basis for the new implementation. There are 3 grab states, ungrabbed (UG), visible (VG), and invisible (IG). Both VG and IG keep the mouse constrained to the window and produce relative motion events. In VG the cursor is visible (duh), in IG it is not. In VG, absolute motion events also work. There are 6 actions that can affect grabbing: 1. Set Fullscreen/Window (F/W). In fullscreen, a visible grab should do nothing. However, a fullscreen visible grab can be treated just like a windowed visible grab, which is what I have done to help simplify things. 2. Cursor hide/show (H/S). If the cursor is hidden when grabbing, the grab is an invisible grab. If the cursor is visible, the grab should just constrain the mouse to the window. 3. Input grab/ungrab(G/U). If grabbed, the cursor should be confined to the window as should the keyboard input. On Mac OS X, the keyboard input is implicitly grabbed by confining the cursor, except for command-tab which can switch away from the application. Should the window come to the foreground if the application is deactivated and grab input is called? This isn't necessary in this implementation because the grab state will be asserted upon activation. Using my notation, these are all the cases that need to be handled (state + action = new state). UG+U = UG UG+G = VG or IG, if cursor is visible or not UG+H = UG UG+S = UG VG+U = UG VG+G = VG VG+H = IG VG+S = VG IG+U = UG IG+G = IG IG+H = IG IG+S = VG The cases that result in the same state can be ignored in the code, which cuts it down to just 5 cases. Another issue is what happens when the app loses/gains input focus from deactivate/activate or iconify/deiconify. I think that if input focus is ever lost (outside of SDL's control), the grab state should be suspended and the cursor should become visible and active again. When regained, the cursor should reappear in its original location and/or grab state. This way, when reactivating the cursor is still in the same position as before so apps shouldn't get confused when the next motion event comes in. This is what I've done in this patch.
author Ryan C. Gordon <icculus@icculus.org>
date Fri, 27 Dec 2002 20:52:41 +0000
parents a1284fd544aa
children b8d311d90021
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002  Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License as published by the Free Software Foundation; either
    version 2 of the License, or (at your option) any later version.

    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
    Library General Public License for more details.

    You should have received a copy of the GNU Library General Public
    License along with this library; if not, write to the Free
    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

    Sam Lantinga
    slouken@libsdl.org
*/

#ifdef SAVE_RCSID
static char rcsid =
 "@(#) $Id$";
#endif

/* Allow access to a raw mixing buffer */

#include <stdio.h>

#include "SDL_types.h"
#include "SDL_error.h"
#include "SDL_timer.h"
#include "SDL_audio.h"
#include "SDL_audio_c.h"
#include "SDL_dx5audio.h"

/* Define this if you want to use DirectX 6 DirectSoundNotify interface */
//#define USE_POSITION_NOTIFY

/* DirectX function pointers for audio */
HRESULT (WINAPI *DSoundCreate)(LPGUID, LPDIRECTSOUND *, LPUNKNOWN);

/* Audio driver functions */
static int DX5_OpenAudio(_THIS, SDL_AudioSpec *spec);
static void DX5_ThreadInit(_THIS);
static void DX5_WaitAudio_BusyWait(_THIS);
#ifdef USE_POSITION_NOTIFY
static void DX6_WaitAudio_EventWait(_THIS);
#endif
static void DX5_PlayAudio(_THIS);
static Uint8 *DX5_GetAudioBuf(_THIS);
static void DX5_WaitDone(_THIS);
static void DX5_CloseAudio(_THIS);

/* Audio driver bootstrap functions */

static int Audio_Available(void)
{
	HINSTANCE DSoundDLL;
	int dsound_ok;

	/* Version check DSOUND.DLL (Is DirectX okay?) */
	dsound_ok = 0;
	DSoundDLL = LoadLibrary(TEXT("DSOUND.DLL"));
	if ( DSoundDLL != NULL ) {
		/* We just use basic DirectSound, we're okay */
		/* Yay! */
		/* 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.
		 */
		OSVERSIONINFO ver;
		ver.dwOSVersionInfoSize = sizeof (OSVERSIONINFO);
		GetVersionEx(&ver);
		switch (ver.dwPlatformId) {
			case VER_PLATFORM_WIN32_NT:
				if ( ver.dwMajorVersion > 4 ) {
					/* Win2K */
					dsound_ok = 1;
				} else {
					/* WinNT */
					dsound_ok = 0;
				}
				break;
			default:
				/* Win95 or Win98 */
				dsound_ok = 1;
				break;
		}
		/* Now check for DirectX 5 or better - otherwise
		 * we will fail later in DX5_OpenAudio without a chance
		 * to fall back to the DIB driver. */
		if (dsound_ok) {
			/* DirectSoundCaptureCreate was added in DX5 */
			if (!GetProcAddress(DSoundDLL, TEXT("DirectSoundCaptureCreate")))
				dsound_ok = 0;

		}
		/* Clean up.. */
		FreeLibrary(DSoundDLL);
	}
	return(dsound_ok);
}

/* Functions for loading the DirectX functions dynamically */
static HINSTANCE DSoundDLL = NULL;

static void DX5_Unload(void)
{
	if ( DSoundDLL != NULL ) {
		FreeLibrary(DSoundDLL);
		DSoundCreate = NULL;
		DSoundDLL = NULL;
	}
}
static int DX5_Load(void)
{
	int status;

	DX5_Unload();
	DSoundDLL = LoadLibrary(TEXT("DSOUND.DLL"));
	if ( DSoundDLL != NULL ) {
		DSoundCreate = (void *)GetProcAddress(DSoundDLL,
					TEXT("DirectSoundCreate"));
	}
	if ( DSoundDLL && DSoundCreate ) {
		status = 0;
	} else {
		DX5_Unload();
		status = -1;
	}
	return status;
}

static void Audio_DeleteDevice(SDL_AudioDevice *device)
{
	DX5_Unload();
	free(device->hidden);
	free(device);
}

static SDL_AudioDevice *Audio_CreateDevice(int devindex)
{
	SDL_AudioDevice *this;

	/* Load DirectX */
	if ( DX5_Load() < 0 ) {
		return(NULL);
	}

	/* Initialize all variables that we clean on shutdown */
	this = (SDL_AudioDevice *)malloc(sizeof(SDL_AudioDevice));
	if ( this ) {
		memset(this, 0, (sizeof *this));
		this->hidden = (struct SDL_PrivateAudioData *)
				malloc((sizeof *this->hidden));
	}
	if ( (this == NULL) || (this->hidden == NULL) ) {
		SDL_OutOfMemory();
		if ( this ) {
			free(this);
		}
		return(0);
	}
	memset(this->hidden, 0, (sizeof *this->hidden));

	/* Set the function pointers */
	this->OpenAudio = DX5_OpenAudio;
	this->ThreadInit = DX5_ThreadInit;
	this->WaitAudio = DX5_WaitAudio_BusyWait;
	this->PlayAudio = DX5_PlayAudio;
	this->GetAudioBuf = DX5_GetAudioBuf;
	this->WaitDone = DX5_WaitDone;
	this->CloseAudio = DX5_CloseAudio;

	this->free = Audio_DeleteDevice;

	return this;
}

AudioBootStrap DSOUND_bootstrap = {
	"dsound", "Win95/98/2000 DirectSound",
	Audio_Available, Audio_CreateDevice
};

static void SetDSerror(const char *function, int code)
{
	static const char *error;
	static char  errbuf[1024];

	errbuf[0] = 0;
	switch (code) {
		case E_NOINTERFACE:
			error = 
		"Unsupported interface\n-- Is DirectX 5.0 or later installed?";
			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:
			sprintf(errbuf, "%s: Unknown DirectSound error: 0x%x",
								function, code);
			break;
	}
	if ( ! errbuf[0] ) {
		sprintf(errbuf, "%s: %s", function, error);
	}
	SDL_SetError("%s", errbuf);
	return;
}

/* DirectSound needs to be associated with a window */
static HWND mainwin = NULL;
/* */
void DX5_SoundFocus(HWND hwnd)
{
	mainwin = hwnd;
}

static void DX5_ThreadInit(_THIS)
{
	SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_HIGHEST);
}

static void DX5_WaitAudio_BusyWait(_THIS)
{
	DWORD status;
	DWORD cursor, junk;
	HRESULT result;

	/* Semi-busy wait, since we have no way of getting play notification
	   on a primary mixing buffer located in hardware (DirectX 5.0)
	*/
	result = IDirectSoundBuffer_GetCurrentPosition(mixbuf, &cursor, &junk);
	if ( result != DS_OK ) {
		if ( result == DSERR_BUFFERLOST ) {
			IDirectSoundBuffer_Restore(mixbuf);
		}
#ifdef DEBUG_SOUND
		SetDSerror("DirectSound GetCurrentPosition", result);
#endif
		return;
	}
	cursor /= mixlen;

	while ( cursor == playing ) {
		/* FIXME: find out how much time is left and sleep that long */
		SDL_Delay(10);

		/* Try to restore a lost sound buffer */
		IDirectSoundBuffer_GetStatus(mixbuf, &status);
		if ( (status&DSBSTATUS_BUFFERLOST) ) {
			IDirectSoundBuffer_Restore(mixbuf);
			IDirectSoundBuffer_GetStatus(mixbuf, &status);
			if ( (status&DSBSTATUS_BUFFERLOST) ) {
				break;
			}
		}
		if ( ! (status&DSBSTATUS_PLAYING) ) {
			result = IDirectSoundBuffer_Play(mixbuf, 0, 0, DSBPLAY_LOOPING);
			if ( result == DS_OK ) {
				continue;
			}
#ifdef DEBUG_SOUND
			SetDSerror("DirectSound Play", result);
#endif
			return;
		}

		/* Find out where we are playing */
		result = IDirectSoundBuffer_GetCurrentPosition(mixbuf,
								&cursor, &junk);
		if ( result != DS_OK ) {
			SetDSerror("DirectSound GetCurrentPosition", result);
			return;
		}
		cursor /= mixlen;
	}
}

#ifdef USE_POSITION_NOTIFY
static void DX6_WaitAudio_EventWait(_THIS)
{
	DWORD status;
	HRESULT result;

	/* Try to restore a lost sound buffer */
	IDirectSoundBuffer_GetStatus(mixbuf, &status);
	if ( (status&DSBSTATUS_BUFFERLOST) ) {
		IDirectSoundBuffer_Restore(mixbuf);
		IDirectSoundBuffer_GetStatus(mixbuf, &status);
		if ( (status&DSBSTATUS_BUFFERLOST) ) {
			return;
		}
	}
	if ( ! (status&DSBSTATUS_PLAYING) ) {
		result = IDirectSoundBuffer_Play(mixbuf, 0, 0, DSBPLAY_LOOPING);
		if ( result != DS_OK ) {
#ifdef DEBUG_SOUND
			SetDSerror("DirectSound Play", result);
#endif
			return;
		}
	}
	WaitForSingleObject(audio_event, INFINITE);
}
#endif /* USE_POSITION_NOTIFY */

static void DX5_PlayAudio(_THIS)
{
	/* Unlock the buffer, allowing it to play */
	if ( locked_buf ) {
		IDirectSoundBuffer_Unlock(mixbuf, locked_buf, mixlen, NULL, 0);
	}

}

static Uint8 *DX5_GetAudioBuf(_THIS)
{
	DWORD   cursor, junk;
	HRESULT result;
	DWORD   rawlen;

	/* Figure out which blocks to fill next */
	locked_buf = NULL;
	result = IDirectSoundBuffer_GetCurrentPosition(mixbuf, &cursor, &junk);
	if ( result == DSERR_BUFFERLOST ) {
		IDirectSoundBuffer_Restore(mixbuf);
		result = IDirectSoundBuffer_GetCurrentPosition(mixbuf,
								&cursor, &junk);
	}
	if ( result != DS_OK ) {
		SetDSerror("DirectSound GetCurrentPosition", result);
		return(NULL);
	}
	cursor /= mixlen;
	playing = cursor;
	cursor = (cursor+1)%NUM_BUFFERS;
	cursor *= mixlen;

	/* Lock the audio buffer */
	result = IDirectSoundBuffer_Lock(mixbuf, cursor, mixlen,
				(LPVOID *)&locked_buf, &rawlen, NULL, &junk, 0);
	if ( result == DSERR_BUFFERLOST ) {
		IDirectSoundBuffer_Restore(mixbuf);
		result = IDirectSoundBuffer_Lock(mixbuf, cursor, mixlen,
				(LPVOID *)&locked_buf, &rawlen, NULL, &junk, 0);
	}
	if ( result != DS_OK ) {
		SetDSerror("DirectSound Lock", result);
		return(NULL);
	}
	return(locked_buf);
}

static void DX5_WaitDone(_THIS)
{
	Uint8 *stream;

	/* Wait for the playing chunk to finish */
	stream = this->GetAudioBuf(this);
	if ( stream != NULL ) {
		memset(stream, silence, mixlen);
		this->PlayAudio(this);
	}
	this->WaitAudio(this);

	/* Stop the looping sound buffer */
	IDirectSoundBuffer_Stop(mixbuf);
}

static void DX5_CloseAudio(_THIS)
{
	if ( sound != NULL ) {
		if ( mixbuf != NULL ) {
			/* Clean up the audio buffer */
			IDirectSoundBuffer_Release(mixbuf);
			mixbuf = NULL;
		}
		if ( audio_event != NULL ) {
			CloseHandle(audio_event);
			audio_event = NULL;
		}
		IDirectSound_Release(sound);
		sound = NULL;
	}
}

#ifdef USE_PRIMARY_BUFFER
/* This function tries to create a primary audio buffer, and returns the
   number of audio chunks available in the created buffer.
*/
static int CreatePrimary(LPDIRECTSOUND sndObj, HWND focus, 
	LPDIRECTSOUNDBUFFER *sndbuf, WAVEFORMATEX *wavefmt, Uint32 chunksize)
{
	HRESULT result;
	DSBUFFERDESC format;
	DSBCAPS caps;
	int numchunks;

	/* Try to set primary mixing privileges */
	result = IDirectSound_SetCooperativeLevel(sndObj, focus,
							DSSCL_WRITEPRIMARY);
	if ( result != DS_OK ) {
#ifdef DEBUG_SOUND
		SetDSerror("DirectSound SetCooperativeLevel", result);
#endif
		return(-1);
	}

	/* Try to create the primary buffer */
	memset(&format, 0, sizeof(format));
	format.dwSize = sizeof(format);
	format.dwFlags=(DSBCAPS_PRIMARYBUFFER|DSBCAPS_GETCURRENTPOSITION2);
	format.dwFlags |= DSBCAPS_STICKYFOCUS;
#ifdef USE_POSITION_NOTIFY
	format.dwFlags |= DSBCAPS_CTRLPOSITIONNOTIFY;
#endif
	result = IDirectSound_CreateSoundBuffer(sndObj, &format, sndbuf, NULL);
	if ( result != DS_OK ) {
#ifdef DEBUG_SOUND
		SetDSerror("DirectSound CreateSoundBuffer", result);
#endif
		return(-1);
	}

	/* Check the size of the fragment buffer */
	memset(&caps, 0, sizeof(caps));
	caps.dwSize = sizeof(caps);
	result = IDirectSoundBuffer_GetCaps(*sndbuf, &caps);
	if ( result != DS_OK ) {
#ifdef DEBUG_SOUND
		SetDSerror("DirectSound GetCaps", result);
#endif
		IDirectSoundBuffer_Release(*sndbuf);
		return(-1);
	}
	if ( (chunksize > caps.dwBufferBytes) ||
				((caps.dwBufferBytes%chunksize) != 0) ) {
		/* The primary buffer size is not a multiple of 'chunksize'
		   -- this hopefully doesn't happen when 'chunksize' is a 
		      power of 2.
		*/
		IDirectSoundBuffer_Release(*sndbuf);
		SDL_SetError(
"Primary buffer size is: %d, cannot break it into chunks of %d bytes\n",
					caps.dwBufferBytes, chunksize);
		return(-1);
	}
	numchunks = (caps.dwBufferBytes/chunksize);

	/* Set the primary audio format */
	result = IDirectSoundBuffer_SetFormat(*sndbuf, wavefmt);
	if ( result != DS_OK ) {
#ifdef DEBUG_SOUND
		SetDSerror("DirectSound SetFormat", result);
#endif
		IDirectSoundBuffer_Release(*sndbuf);
		return(-1);
	}
	return(numchunks);
}
#endif /* USE_PRIMARY_BUFFER */

/* This function tries to create a secondary audio buffer, and returns the
   number of audio chunks available in the created buffer.
*/
static int CreateSecondary(LPDIRECTSOUND sndObj, HWND focus,
	LPDIRECTSOUNDBUFFER *sndbuf, WAVEFORMATEX *wavefmt, Uint32 chunksize)
{
	const int numchunks = 2;
	HRESULT result;
	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 ) {
#ifdef DEBUG_SOUND
		SetDSerror("DirectSound SetCooperativeLevel", result);
#endif
		return(-1);
	}

	/* Try to create the secondary buffer */
	memset(&format, 0, sizeof(format));
	format.dwSize = sizeof(format);
	format.dwFlags = DSBCAPS_GETCURRENTPOSITION2;
#ifdef USE_POSITION_NOTIFY
	format.dwFlags |= DSBCAPS_CTRLPOSITIONNOTIFY;
#endif
	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 ) {
		if ( wavefmt->wBitsPerSample == 8 ) {
			memset(pvAudioPtr1, 0x80, dwAudioBytes1);
		} else {
			memset(pvAudioPtr1, 0x00, dwAudioBytes1);
		}
		IDirectSoundBuffer_Unlock(*sndbuf,
		                          (LPVOID)pvAudioPtr1, dwAudioBytes1,
		                          (LPVOID)pvAudioPtr2, dwAudioBytes2);
	}

	/* We're ready to go */
	return(numchunks);
}

/* This function tries to set position notify events on the mixing buffer */
#ifdef USE_POSITION_NOTIFY
static int CreateAudioEvent(_THIS)
{
	LPDIRECTSOUNDNOTIFY notify;
	DSBPOSITIONNOTIFY *notify_positions;
	int i, retval;
	HRESULT result;

	/* Default to fail on exit */
	retval = -1;
	notify = NULL;

	/* Query for the interface */
	result = IDirectSoundBuffer_QueryInterface(mixbuf,
			&IID_IDirectSoundNotify, (void *)&notify);
	if ( result != DS_OK ) {
		goto done;
	}

	/* Allocate the notify structures */
	notify_positions = (DSBPOSITIONNOTIFY *)malloc(NUM_BUFFERS*
					sizeof(*notify_positions));
	if ( notify_positions == NULL ) {
		goto done;
	}

	/* Create the notify event */
	audio_event = CreateEvent(NULL, FALSE, FALSE, NULL);
	if ( audio_event == NULL ) {
		goto done;
	}

	/* Set up the notify structures */
	for ( i=0; i<NUM_BUFFERS; ++i ) {
		notify_positions[i].dwOffset = i*mixlen;
		notify_positions[i].hEventNotify = audio_event;
	}
	result = IDirectSoundNotify_SetNotificationPositions(notify,
					NUM_BUFFERS, notify_positions);
	if ( result == DS_OK ) {
		retval = 0;
	}
done:
	if ( notify != NULL ) {
		IDirectSoundNotify_Release(notify);
	}
	return(retval);
}
#endif /* USE_POSITION_NOTIFY */

static int DX5_OpenAudio(_THIS, SDL_AudioSpec *spec)
{
	HRESULT      result;
	WAVEFORMATEX waveformat;

	/* Set basic WAVE format parameters */
	memset(&waveformat, 0, sizeof(waveformat));
	waveformat.wFormatTag = WAVE_FORMAT_PCM;

	/* Determine the audio parameters from the AudioSpec */
	switch ( spec->format & 0xFF ) {
		case 8:
			/* Unsigned 8 bit audio data */
			spec->format = AUDIO_U8;
			silence = 0x80;
			waveformat.wBitsPerSample = 8;
			break;
		case 16:
			/* Signed 16 bit audio data */
			spec->format = AUDIO_S16;
			silence = 0x00;
			waveformat.wBitsPerSample = 16;
			break;
		default:
			SDL_SetError("Unsupported audio format");
			return(-1);
	}
	waveformat.nChannels = spec->channels;
	waveformat.nSamplesPerSec = spec->freq;
	waveformat.nBlockAlign =
		waveformat.nChannels * (waveformat.wBitsPerSample/8);
	waveformat.nAvgBytesPerSec = 
		waveformat.nSamplesPerSec * waveformat.nBlockAlign;

	/* Update the fragment size as size in bytes */
	SDL_CalculateAudioSpec(spec);

	/* Open the audio device */
	result = DSoundCreate(NULL, &sound, NULL);
	if ( result != DS_OK ) {
		SetDSerror("DirectSoundCreate", result);
		return(-1);
	}

	/* Create the audio buffer to which we write */
	NUM_BUFFERS = -1;
#ifdef USE_PRIMARY_BUFFER
	if ( mainwin ) {
		NUM_BUFFERS = CreatePrimary(sound, mainwin, &mixbuf,
						&waveformat, spec->size);
	}
#endif /* USE_PRIMARY_BUFFER */
	if ( NUM_BUFFERS < 0 ) {
		NUM_BUFFERS = CreateSecondary(sound, mainwin, &mixbuf,
						&waveformat, spec->size);
		if ( NUM_BUFFERS < 0 ) {
			return(-1);
		}
#ifdef DEBUG_SOUND
		fprintf(stderr, "Using secondary audio buffer\n");
#endif
	}
#ifdef DEBUG_SOUND
	else
		fprintf(stderr, "Using primary audio buffer\n");
#endif

	/* The buffer will auto-start playing in DX5_WaitAudio() */
	playing = 0;
	mixlen = spec->size;

#ifdef USE_POSITION_NOTIFY
	/* See if we can use DirectX 6 event notification */
	if ( CreateAudioEvent(this) == 0 ) {
		this->WaitAudio = DX6_WaitAudio_EventWait;
	} else {
		this->WaitAudio = DX5_WaitAudio_BusyWait;
	}
#endif
	return(0);
}