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itgmania212121/stepmania/src/arch/Sound/RageSoundDriver_DSound_Software.cpp
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#include "../../stdafx.h"
#include "RageSoundDriver_DSound_Software.h"
#include "DSoundHelpers.h"
/* Known problems:
*
* Skips between screen changes in the software mixer. This is because we use
* a smaller buffer. The hardware mixer uses a larger buffer, so the CPU used
* loading the new screen isn't a problem. We can't just stop sounds; we want
* music to keep playing while we're between screens. Throw a few SDL_Sleep(0)s
* in strategic places?
*/
#include "../../RageTimer.h"
#include "../../RageLog.h"
#include "../../RageSound.h"
#include "../../RageUtil.h"
#include "../../tls.h"
#include "SDL.h"
/* samples */
const int channels = 2;
const int samplesize = channels*2; /* 16-bit */
const int samplerate = 44100;
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const int buffersize_frames = 2048*2; /* in frames */
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const int buffersize = buffersize_frames * samplesize; /* in bytes */
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/* We'll fill the buffer in chunks this big. This should evenly divide the
* buffer size. */
const int num_chunks = 8;
const int chunksize_frames = buffersize_frames / num_chunks;
const int chunksize = buffersize / num_chunks;
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int RageSound_DSound_Software::MixerThread_start(void *p)
{
((RageSound_DSound_Software *) p)->MixerThread();
return 0;
}
void RageSound_DSound_Software::MixerThread()
{
InitThreadData("Mixer thread");
VDCHECKPOINT;
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/* SOUNDMAN will be set once RageSoundManager's ctor returns and
* assigns it; we might get here before that happens, though. */
while(!SOUNDMAN && !shutdown) Sleep(10);
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if(!SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_ABOVE_NORMAL))
LOG->Warn("Failed to set sound thread priority: %i", GetLastError()); /* XXX */
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while(!shutdown) {
Sleep(10);
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while(GetPCM())
;
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}
}
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bool RageSound_DSound_Software::GetPCM()
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{
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LockMut(SOUNDMAN->lock);
DWORD cursor, junk, write;
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HRESULT result;
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result = str_ds->GetCurrentPosition(&cursor, &write);
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if ( result == DSERR_BUFFERLOST ) {
str_ds->Restore();
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result = str_ds->GetCurrentPosition(&cursor, &write);
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}
if ( result != DS_OK ) {
LOG->Warn(hr_ssprintf(result, "DirectSound::GetCurrentPosition failed"));
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return false;
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}
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int num_bytes_empty = cursor - write_cursor;
if(num_bytes_empty < 0) num_bytes_empty += buffersize; /* unwrap */
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/* num_bytes_empty is now the actual amount of free buffer space. If it's
* too small, come back later. */
if(num_bytes_empty < chunksize)
return false;
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/* I don't want to deal with DSound's split-circular-buffer locking stuff, so cap
* the writing space at the end of the physical buffer. */
num_bytes_empty = min(num_bytes_empty, buffersize - write_cursor);
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/* Don't fill more than one chunk at a time. This reduces the maximum
* amount of time until we give data; that way, if we're short on time,
* we'll give some data soon instead of lots of data later. */
num_bytes_empty = min(num_bytes_empty, chunksize);
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/* Lock the audio buffer. */
DWORD len;
char *locked_buf = NULL;
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result = str_ds->Lock(write_cursor, num_bytes_empty, (LPVOID *)&locked_buf, &len, NULL, &junk, 0);
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if ( result == DSERR_BUFFERLOST ) {
str_ds->Restore();
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result = str_ds->Lock(write_cursor, num_bytes_empty, (LPVOID *)&locked_buf, &len, NULL, &junk, 0);
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}
if ( result != DS_OK ) {
LOG->Warn(hr_ssprintf(result, "Couldn't lock the DirectSound buffer."));
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return false;
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}
/* Silence the buffer. */
memset(locked_buf, 0, len);
/* Create a 32-bit buffer to mix sounds. */
static Sint32 *mixbuf = NULL;
static Sint16 *buf = NULL;
int bufsize = buffersize_frames * channels;
if(!buf)
{
buf = new Sint16[bufsize];
mixbuf = new Sint32[bufsize];
}
memset(buf, 0, bufsize*sizeof(Uint16));
memset(mixbuf, 0, bufsize*sizeof(Uint32));
for(unsigned i = 0; i < sounds.size(); ++i)
{
if(sounds[i]->stopping)
{
if(sounds[i]->flush_bufs)
sounds[i]->flush_bufs--;
} else {
/* Call the callback. */
unsigned got = sounds[i]->snd->GetPCM((char *) buf, len, last_cursor_pos);
SOUNDMAN->MixAudio(
(Uint8 *) locked_buf, (Uint8 *) buf, got, SDL_MIX_MAXVOLUME/2);
if(got < len)
{
/* This sound is finishing. */
sounds[i]->stopping = true;
sounds[i]->flush_bufs = 2;
}
}
}
str_ds->Unlock(locked_buf, len, NULL, 0);
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write_cursor += num_bytes_empty;
if(write_cursor >= buffersize) write_cursor -= buffersize;
/* Increment last_cursor_pos to point at where the data we're about to
* ask for will actually be played. */
last_cursor_pos += buffersize_frames;
return true;
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}
void RageSound_DSound_Software::StartMixing(RageSound *snd)
{
sound *s = new sound;
s->snd = snd;
SDL_LockAudio();
sounds.push_back(s);
SDL_UnlockAudio();
}
void RageSound_DSound_Software::Update(float delta)
{
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LockMut(SOUNDMAN->lock);
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/* SoundStopped might erase sounds out from under us, so make a copy
* of the sound list. */
vector<sound *> snds = sounds;
for(unsigned i = 0; i < snds.size(); ++i)
{
if(sounds[i]->stopping && !sounds[i]->flush_bufs)
{
/* This sound is done. */
snds[i]->snd->SoundStopped();
}
}
}
void RageSound_DSound_Software::StopMixing(RageSound *snd)
{
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LockMut(SOUNDMAN->lock);
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/* Find the sound. */
unsigned i;
for(i = 0; i < sounds.size(); ++i)
if(sounds[i]->snd == snd) break;
if(i == sounds.size())
{
LOG->Trace("not stopping a sound because it's not playing");
return;
}
delete sounds[i];
sounds.erase(sounds.begin()+i, sounds.begin()+i+1);
if(sounds.empty())
{
/* Nothing is playing. Reset the sample count; this is just to
* prevent eventual overflow. */
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last_cursor_pos = LastPosition = 0;
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}
}
int RageSound_DSound_Software::GetPosition(const RageSound *snd) const
{
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LockMut(SOUNDMAN->lock);
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DWORD cursor, junk;
str_ds->GetCurrentPosition(&cursor, &junk);
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int last_fill = write_cursor;
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int frames_behind = (last_fill - int(cursor)) / samplesize;
if(frames_behind < 0)
frames_behind += buffersize_frames;
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int ret = last_cursor_pos - frames_behind;
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/* Failsafe: never return a value smaller than we've already returned.
* This can happen once in a while in underrun conditions. */
ret = max(LastPosition, ret);
LastPosition = ret;
return ret;
}
RageSound_DSound_Software::RageSound_DSound_Software()
{
shutdown = false;
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last_cursor_pos = write_cursor = 0;
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LastPosition = -1;
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/* XXX make another exception type that doesn't trigger debug stuff
* and use that */
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/* Fire up DSound. */
int hr;
if(FAILED(hr=DirectSoundCreate8(NULL, &ds8, NULL)))
throw RageException(hr_ssprintf(hr, "DirectSoundCreate8"));
/* Try to set primary mixing privileges */
hr = ds8->SetCooperativeLevel(GetDesktopWindow(), DSSCL_PRIORITY);
/* Create a DirectSound stream, but don't force it into hardware. */
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str_ds = CreateBuf(ds8, channels, samplerate, 16, buffersize, false);
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MixerThreadPtr = SDL_CreateThread(MixerThread_start, this);
hr = str_ds->Play(0, 0, DSBPLAY_LOOPING);
}
RageSound_DSound_Software::~RageSound_DSound_Software()
{
/* Signal the mixing thread to quit. */
shutdown = true;
LOG->Trace("Shutting down mixer thread ...");
SDL_WaitThread(MixerThreadPtr, NULL);
LOG->Trace("Mixer thread shut down.");
str_ds->Release();
ds8->Release();
}
float RageSound_DSound_Software::GetPlayLatency() const
{
return (1.0f / samplerate) * buffersize_frames;
}
/*
* Copyright (c) 2002 by the person(s) listed below. All rights reserved.
*
* Glenn Maynard
*/