view src/audio/windx5/SDL_dx5audio.c @ 3798:c8b3d3d13ed1 SDL-ryan-multiple-audio-device

Audio bootstraps can now specify that a driver is only to be used if explicitly requested (for things like the "disk" driver that is always available but you would never want to default to using). Trimmed out code that can be handled by stubs in the core. The "dummy" driver is pretty damned small now. :)
author Ryan C. Gordon <icculus@icculus.org>
date Wed, 04 Oct 2006 21:27:53 +0000
parents 4ad1e863d100
children 6b04ca2f1016
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, 0
};

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, &junk, &cursor);
    if (result != DS_OK) {
        if (result == DSERR_BUFFERLOST) {
            IDirectSoundBuffer_Restore(mixbuf);
        }
#ifdef DEBUG_SOUND
        SetDSerror("DirectSound GetCurrentPosition", result);
#endif
        return;
    }

    while ((cursor / mixlen) == lastchunk) {
        /* FIXME: find out how much time is left and sleep that long */
        SDL_Delay(1);

        /* 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,
                                                       &junk, &cursor);
        if (result != DS_OK) {
            SetDSerror("DirectSound GetCurrentPosition", result);
            return;
        }
    }
}

#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, &junk, &cursor);
    if (result == DSERR_BUFFERLOST) {
        IDirectSoundBuffer_Restore(mixbuf);
        result = IDirectSoundBuffer_GetCurrentPosition(mixbuf,
                                                       &junk, &cursor);
    }
    if (result != DS_OK) {
        SetDSerror("DirectSound GetCurrentPosition", result);
        return (NULL);
    }
    cursor /= mixlen;
#ifdef DEBUG_SOUND
    /* Detect audio dropouts */
    {
        DWORD spot = cursor;
        if (spot < lastchunk) {
            spot += NUM_BUFFERS;
        }
        if (spot > lastchunk + 1) {
            fprintf(stderr, "Audio dropout, missed %d fragments\n",
                    (spot - (lastchunk + 1)));
        }
    }
#endif
    lastchunk = 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 = 8;
    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 (SDL_AUDIO_BITSIZE(spec->format)) {
    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;
    case 32:
        /* Signed 32 bit audio data */
        spec->format = AUDIO_S32;
        silence = 0x00;
        waveformat.wBitsPerSample = 32;
        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() */
    lastchunk = 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: */