Mercurial > sdl-ios-xcode
changeset 1701:442248d4e738 SDL-1.3
Merged DirectSound dropout fix from SDL 1.2
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 23 Jun 2006 08:48:24 +0000 |
parents | 21184e1d04c3 |
children | a7ad7081b977 |
files | src/audio/windx5/SDL_dx5audio.c src/audio/windx5/SDL_dx5audio.h |
diffstat | 2 files changed, 28 insertions(+), 17 deletions(-) [+] |
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--- a/src/audio/windx5/SDL_dx5audio.c Fri Jun 23 08:40:46 2006 +0000 +++ b/src/audio/windx5/SDL_dx5audio.c Fri Jun 23 08:48:24 2006 +0000 @@ -263,7 +263,7 @@ /* 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); + result = IDirectSoundBuffer_GetCurrentPosition(mixbuf, &junk, &cursor); if (result != DS_OK) { if (result == DSERR_BUFFERLOST) { IDirectSoundBuffer_Restore(mixbuf); @@ -273,11 +273,10 @@ #endif return; } - cursor /= mixlen; - while (cursor == playing) { + while ((cursor / mixlen) == lastchunk) { /* FIXME: find out how much time is left and sleep that long */ - SDL_Delay(10); + SDL_Delay(1); /* Try to restore a lost sound buffer */ IDirectSoundBuffer_GetStatus(mixbuf, &status); @@ -301,12 +300,11 @@ /* Find out where we are playing */ result = IDirectSoundBuffer_GetCurrentPosition(mixbuf, - &cursor, &junk); + &junk, &cursor); if (result != DS_OK) { SetDSerror("DirectSound GetCurrentPosition", result); return; } - cursor /= mixlen; } } @@ -358,18 +356,31 @@ /* Figure out which blocks to fill next */ locked_buf = NULL; - result = IDirectSoundBuffer_GetCurrentPosition(mixbuf, &cursor, &junk); + result = IDirectSoundBuffer_GetCurrentPosition(mixbuf, &junk, &cursor); if (result == DSERR_BUFFERLOST) { IDirectSoundBuffer_Restore(mixbuf); result = IDirectSoundBuffer_GetCurrentPosition(mixbuf, - &cursor, &junk); + &junk, &cursor); } if (result != DS_OK) { SetDSerror("DirectSound GetCurrentPosition", result); return (NULL); } cursor /= mixlen; - playing = cursor; +#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; @@ -511,7 +522,7 @@ LPDIRECTSOUNDBUFFER * sndbuf, WAVEFORMATEX * wavefmt, Uint32 chunksize) { - const int numchunks = 2; + const int numchunks = 8; HRESULT result; DSBUFFERDESC format; LPVOID pvAudioPtr1, pvAudioPtr2; @@ -563,10 +574,9 @@ /* Silence the initial audio buffer */ result = IDirectSoundBuffer_Lock(*sndbuf, 0, format.dwBufferBytes, - (LPVOID *) & pvAudioPtr1, - &dwAudioBytes1, - (LPVOID *) & pvAudioPtr2, - &dwAudioBytes2, DSBLOCK_ENTIREBUFFER); + (LPVOID *) & pvAudioPtr1, &dwAudioBytes1, + (LPVOID *) & pvAudioPtr2, &dwAudioBytes2, + DSBLOCK_ENTIREBUFFER); if (result == DS_OK) { if (wavefmt->wBitsPerSample == 8) { SDL_memset(pvAudioPtr1, 0x80, dwAudioBytes1); @@ -706,7 +716,7 @@ #endif /* The buffer will auto-start playing in DX5_WaitAudio() */ - playing = 0; + lastchunk = 0; mixlen = spec->size; #ifdef USE_POSITION_NOTIFY
--- a/src/audio/windx5/SDL_dx5audio.h Fri Jun 23 08:40:46 2006 +0000 +++ b/src/audio/windx5/SDL_dx5audio.h Fri Jun 23 08:48:24 2006 +0000 @@ -38,7 +38,7 @@ LPDIRECTSOUNDBUFFER mixbuf; int NUM_BUFFERS; int mixlen, silence; - DWORD playing; + DWORD lastchunk; Uint8 *locked_buf; HANDLE audio_event; }; @@ -49,9 +49,10 @@ #define NUM_BUFFERS (this->hidden->NUM_BUFFERS) #define mixlen (this->hidden->mixlen) #define silence (this->hidden->silence) -#define playing (this->hidden->playing) +#define lastchunk (this->hidden->lastchunk) #define locked_buf (this->hidden->locked_buf) #define audio_event (this->hidden->audio_event) #endif /* _SDL_lowaudio_h */ + /* vi: set ts=4 sw=4 expandtab: */