Mercurial > sdl-ios-xcode
view src/audio/windx5/SDL_dx5audio.c @ 1662:782fd950bd46 SDL-1.3
Revamp of the video system in progress - adding support for multiple displays, multiple windows, and a full video mode selection API.
WARNING: None of the video drivers have been updated for the new API yet! The API is still under design and very fluid.
The code is now run through a consistent indent format:
indent -i4 -nut -nsc -br -ce
The headers are being converted to automatically generate doxygen documentation.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 28 May 2006 13:04:16 +0000 |
parents | d910939febfa |
children | 4da1ee79c9af |
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 *) ¬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); } /* vi: set ts=4 sw=4 expandtab: */