view src/audio/windx5/SDL_dx5audio.c @ 1614:6162b8d921ce

Date: Wed, 29 Mar 2006 17:26:55 +0200 CEST From: "Fran���is Revol" Subject: [SDL] BeOS port fix: PrintScreen key crashing It seems the latest SDL crashes when someone hits the PrtScrn key in ZETA (BeOS R6), somewhere it gets a negative value as key code (or a big unsigned maybe ?), and uses it as an index in the keysym table... I'll investigate the cause for the negative value, but it's always better to check for bounds correctly when indexing a table. The attached diff fixes it. Fran���is Revol -- Software Architect yellowTAB GmbH
author Sam Lantinga <slouken@libsdl.org>
date Fri, 31 Mar 2006 06:16:20 +0000
parents d910939febfa
children 782fd950bd46 9b02a5b97f79
line wrap: on
line source

/*
    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 *)&notify);
	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);
}