Mercurial > sdl-ios-xcode
view src/audio/windx5/SDL_dx5audio.c @ 1736:3b2a92126f4d
Implemented bug #2, 117:
Date: Mon, 21 Mar 2005 12:06:14 +0100
From: Per Inge Mathisen
Subject: Re: [SDL] Outstanding patches?
The patch adds support for setting SDL_GL_SWAP_CONTROL to Windows and
X11. In Windows you can also query this enum to check that it is
working, or see what the default is - such functionality does not
exist in GLX. For more information on the standards implemented:
http://oss.sgi.com/projects/ogl-sample/registry/SGI/swap_control.txt
http://oss.sgi.com/projects/ogl-sample/registry/EXT/wgl_swap_control.txt
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 27 Apr 2006 07:59:16 +0000 |
parents | d910939febfa |
children | 782fd950bd46 9b02a5b97f79 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details. 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 Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" /* Allow access to a raw mixing buffer */ #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(); SDL_free(device->hidden); SDL_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 *)SDL_malloc(sizeof(SDL_AudioDevice)); if ( this ) { SDL_memset(this, 0, (sizeof *this)); this->hidden = (struct SDL_PrivateAudioData *) SDL_malloc((sizeof *this->hidden)); } if ( (this == NULL) || (this->hidden == NULL) ) { SDL_OutOfMemory(); if ( this ) { SDL_free(this); } return(0); } SDL_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: 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; } /* 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 ) { SDL_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 */ SDL_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 */ SDL_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 */ SDL_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 ) { SDL_memset(pvAudioPtr1, 0x80, dwAudioBytes1); } else { SDL_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 *)¬ify); if ( result != DS_OK ) { goto done; } /* Allocate the notify structures */ notify_positions = (DSBPOSITIONNOTIFY *)SDL_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 */ SDL_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); }