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@@ -1,413 +0,0 @@
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/* D3D implementation that uses multiple streams.
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*
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* Each sound gets its own stream, which allows for very little startup
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* latency for each sound and lower CPU usage. */
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#include "global.h"
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#include "RageSoundDriver_DSound.h"
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#include "DSoundHelpers.h"
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#include "RageSoundManager.h"
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#include "RageException.h"
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#include "RageUtil.h"
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#include "RageSound.h"
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#include "RageLog.h"
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#include "archutils/Win32/ErrorStrings.h"
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REGISTER_SOUND_DRIVER_CLASS2( DirectSound, DSound );
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const int channels = 2;
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const int bytes_per_frame = 2 * channels; /* 16-bit */
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const int samplerate = 44100;
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/* The total write-ahead. Don't make this *too* high; we fill the entire
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* buffer when we start playing, so it can cause frame skips. This should be
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* high enough that sound cards won't skip. */
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const int buffersize = 1024*8; /* in frames */
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const int num_chunks = 8;
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const int chunksize = buffersize / num_chunks;
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int RageSoundDriver_DSound::MixerThread_start(void *p)
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{
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((RageSoundDriver_DSound *) p)->MixerThread();
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return 0;
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}
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void RageSoundDriver_DSound::MixerThread()
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{
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if( !SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_ABOVE_NORMAL) )
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LOG->Warn(werr_ssprintf(GetLastError(), "Failed to set sound thread priority"));
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while( !shutdown )
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{
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CHECKPOINT;
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/* Sleep for the size of one chunk. */
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const int chunksize_frames = buffersize / num_chunks;
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float sleep_secs = (float(chunksize_frames) / samplerate);
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Sleep(int(1000 * sleep_secs));
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CHECKPOINT;
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LockMut( m_Mutex );
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for( unsigned i = 0; i < stream_pool.size(); ++i )
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{
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/* We're only interested in PLAYING and FLUSHING sounds. */
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while( stream_pool[i]->state == stream::PLAYING ||
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stream_pool[i]->state == stream::FLUSHING )
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{
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/* Don't mix paused sounds. */
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if( stream_pool[i]->bPaused )
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break;
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bool bEOF;
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if( !stream_pool[i]->GetData( false, bEOF ) )
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break;
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if( bEOF )
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{
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/* FLUSHING tells the mixer thread to release the stream once str->flush_bufs
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* buffers have been flushed. */
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stream_pool[i]->state = stream_pool[i]->FLUSHING;
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/* Keep playing until the data we currently have locked has played. */
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stream_pool[i]->flush_pos = stream_pool[i]->pcm->GetOutputPosition();
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}
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}
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}
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/* When sounds are in FLUSHING, and we've finished flushing, stop the sound
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* and move the sound to FINISHED. Once we do this, it's owned by the main
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* thread and we can't touch it anymore. */
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for( unsigned i = 0; i < stream_pool.size(); ++i )
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{
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if( stream_pool[i]->state != stream_pool[i]->FLUSHING )
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continue;
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const int64_t ps = stream_pool[i]->pcm->GetPosition();
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if( ps < stream_pool[i]->flush_pos )
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continue; /* still flushing */
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stream_pool[i]->bPaused = false;
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stream_pool[i]->pcm->Stop();
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stream_pool[i]->state = stream::FINISHED;
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}
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}
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/* I'm not sure why, but if we don't stop streams now, then the thread will take
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* 90ms (our buffer size) longer to close. */
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for(unsigned i = 0; i < stream_pool.size(); ++i)
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if(stream_pool[i]->state != stream_pool[i]->INACTIVE)
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stream_pool[i]->pcm->Stop();
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}
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void RageSoundDriver_DSound::Update()
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{
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/* SoundStopped might erase sounds out from under us, so make a copy
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* of the sound list. */
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vector<stream *> str = stream_pool;
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for(unsigned i = 0; i < str.size(); ++i)
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{
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if( str[i]->state != stream::FINISHED )
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continue;
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/* The sound has stopped and flushed all of its buffers. */
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str[i]->snd->SoundIsFinishedPlaying();
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str[i]->snd = NULL;
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/* Once we do this, the sound is once available for use; we must lock
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* m_InactiveSoundMutex to take it out of INACTIVE again. */
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str[i]->state = str[i]->INACTIVE;
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}
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}
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/* If init is true, we're filling the buffer while it's stopped, so fill the
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* entire buffer. If false, fill only one chunk. If EOF is reached, set bEOF. */
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bool RageSoundDriver_DSound::stream::GetData( bool init, bool &bEOF )
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{
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CHECKPOINT;
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bEOF = false;
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char *locked_buf;
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unsigned len;
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const int64_t play_pos = pcm->GetOutputPosition();
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const int64_t cur_play_pos = pcm->GetPosition();
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if(init) {
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/* We're initializing; fill the entire buffer. The buffer is supposed to
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* be empty, so this should never fail. */
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if(!pcm->get_output_buf(&locked_buf, &len, buffersize))
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ASSERT(0);
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} else {
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/* Just fill one chunk. */
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if(!pcm->get_output_buf(&locked_buf, &len, chunksize))
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return false;
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}
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/* It might be INACTIVE, when we're prebuffering. We just don't want to
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* fill anything in FLUSHING; in that case, we just clear the audio buffer. */
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if(state != FLUSHING)
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{
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pcm->SetVolume( snd->GetAbsoluteVolume() );
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int bytes_read = 0;
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int bytes_left = len;
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/* Does the sound have a start time? */
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if( !start_time.IsZero() )
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{
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/* If the sound is supposed to start at a time past this buffer, insert silence. */
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const int64_t iFramesUntilThisBuffer = play_pos - cur_play_pos;
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const float fSecondsBeforeStart = -start_time.Ago();
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const int64_t iFramesBeforeStart = int64_t(fSecondsBeforeStart * pcm->GetSampleRate());
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const int64_t iSilentFramesInThisBuffer = iFramesBeforeStart-iFramesUntilThisBuffer;
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const int iSilentBytesInThisBuffer = clamp( int(iSilentFramesInThisBuffer * bytes_per_frame), 0, bytes_left );
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memset( locked_buf, 0, iSilentBytesInThisBuffer );
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bytes_read += iSilentBytesInThisBuffer;
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bytes_left -= iSilentBytesInThisBuffer;
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/* If we didn't completely fill the buffer, then we've written all of the silence. */
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if( bytes_left )
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start_time.SetZero();
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}
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int got = snd->GetPCM( locked_buf+bytes_read, len-bytes_read, play_pos + (bytes_read/bytes_per_frame));
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bytes_read += got;
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if( bytes_read < (int) len )
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{
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/* Fill the remainder of the buffer with silence. */
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memset( locked_buf+got, 0, len-bytes_read );
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bEOF = true;
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}
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} else {
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/* Silence the buffer. */
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memset(locked_buf, 0, len);
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}
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pcm->release_output_buf(locked_buf, len);
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return true;
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}
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RageSoundDriver_DSound::stream::~stream()
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{
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delete pcm;
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}
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RageSoundDriver_DSound::RageSoundDriver_DSound():
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m_Mutex("DSoundMutex"),
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m_InactiveSoundMutex("InactiveSoundMutex")
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{
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shutdown = false;
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}
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RString RageSoundDriver_DSound::Init()
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{
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RString sError = ds.Init();
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if( sError != "" )
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return sError;
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/* Don't bother wasting time trying to create buffers if we're
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* emulated. This also gives us better diagnostic information. */
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if( ds.IsEmulated() )
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return "Driver unusable (emulated device)";
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/* Create a bunch of streams and put them into the stream pool. */
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for( int i = 0; i < 32; ++i )
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{
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DSoundBuf *newbuf = new DSoundBuf;
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RString sError = newbuf->Init( ds, DSoundBuf::HW_HARDWARE,
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channels, DSoundBuf::DYNAMIC_SAMPLERATE, 16, buffersize );
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if( sError != "" )
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{
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/* The channel failed to create. We may be out of hardware streams, or we
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* may not have hardware mixing at all. If we didn't get at least 8, fail. */
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delete newbuf;
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if( i >= 8 )
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break; /* OK */
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if( i )
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{
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/* We created at least one hardware buffer. */
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LOG->Trace( "Could only create %i buffers; need at least 8 (failed with %s). Hardware DirectSound driver can't be used.", i, sError.c_str() );
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return "not enough hardware buffers available";
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}
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return "no hardware buffers available";
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}
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stream *s = new stream;
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s->pcm = newbuf;
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stream_pool.push_back(s);
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}
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LOG->Trace( "Got %i hardware buffers", stream_pool.size() );
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MixingThread.SetName("Mixer thread");
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MixingThread.Create( MixerThread_start, this );
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return RString();
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}
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RageSoundDriver_DSound::~RageSoundDriver_DSound()
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{
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/* Signal the mixing thread to quit. */
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if( MixingThread.IsCreated() )
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{
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shutdown = true;
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LOG->Trace("Shutting down mixer thread ...");
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LOG->Flush();
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MixingThread.Wait();
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LOG->Trace("Mixer thread shut down.");
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LOG->Flush();
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}
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for(unsigned i = 0; i < stream_pool.size(); ++i)
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delete stream_pool[i];
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}
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void RageSoundDriver_DSound::StartMixing( RageSoundBase *snd )
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{
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/* Lock INACTIVE sounds[], and reserve a slot. */
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m_InactiveSoundMutex.Lock();
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/* Find an unused buffer. */
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unsigned i;
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for( i = 0; i < stream_pool.size(); ++i )
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if( stream_pool[i]->state == stream::INACTIVE )
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break;
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if( i == stream_pool.size() )
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{
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/* We don't have a free sound buffer. */
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m_InactiveSoundMutex.Unlock();
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return;
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}
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/* Place the sound in SETUP, where nobody else will touch it, until we put it
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* in FLUSHING or PLAYING below. */
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stream_pool[i]->state = stream::SETUP;
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m_InactiveSoundMutex.Unlock();
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/* Give the stream to the playing sound and remove it from the pool. */
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stream_pool[i]->snd = snd;
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stream_pool[i]->pcm->SetSampleRate(snd->GetSampleRate());
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stream_pool[i]->start_time = snd->GetStartTime();
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/* Pre-buffer the stream, and start it immediately. */
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bool bEOF;
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stream_pool[i]->GetData( true, bEOF );
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stream_pool[i]->pcm->Play();
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/* If bEOF is true, we actually finished the whole file in the prebuffering
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* GetData call above, and the sound should go straight to FLUSHING. Otherwise,
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* set PLAYING. */
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if( bEOF )
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{
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stream_pool[i]->state = stream_pool[i]->FLUSHING;
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stream_pool[i]->flush_pos = stream_pool[i]->pcm->GetOutputPosition();
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}
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else
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stream_pool[i]->state = stream_pool[i]->PLAYING;
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// LOG->Trace("new sound assigned to channel %i", i);
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}
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/* Called by a RageSound; asks us to stop mixing them. When this
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* call completes, snd->GetPCM (which runs in a separate thread) will
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* not be running and will not be called unless StartMixing is called
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* again. */
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void RageSoundDriver_DSound::StopMixing( RageSoundBase *snd )
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{
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/* Lock, to make sure the decoder thread isn't running on this sound while we do this. */
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LockMut( m_Mutex );
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ASSERT(snd != NULL);
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unsigned i;
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for(i = 0; i < stream_pool.size(); ++i)
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if(stream_pool[i]->snd == snd) break;
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if(i == stream_pool.size()) {
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LOG->Trace("not stopping a sound because it's not playing");
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return;
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}
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/* We need to make sure the sound stream is actually stopped before we return;
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* don't wait for the buffered frames to finish. This is because exiting a
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* thread before stopping its sounds causes glitches or worse. Other drivers
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* don't need to guarantee this; this is just a peculiarity of DirectSound. */
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stream_pool[i]->pcm->Stop();
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stream_pool[i]->state = stream_pool[i]->INACTIVE;
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}
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|
|
bool RageSoundDriver_DSound::PauseMixing( RageSoundBase *snd, bool bStop )
|
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|
|
{
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|
|
unsigned i;
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|
for( i = 0; i < stream_pool.size(); ++i )
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if( stream_pool[i]->snd == snd )
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break;
|
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|
|
/* A sound can be paused in PLAYING or FLUSHING. (FLUSHING means the sound
|
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|
|
* has been decoded to the end, and we're waiting for that data to finish, so
|
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|
|
* externally it looks and acts like PLAYING.) */
|
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|
|
if( i == stream_pool.size() ||
|
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|
|
|
(stream_pool[i]->state != stream::PLAYING && stream_pool[i]->state != stream::FLUSHING) )
|
|
|
|
|
{
|
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|
|
|
LOG->Trace( "not pausing a sound because it's not playing" );
|
|
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|
|
return false;
|
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|
|
}
|
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|
|
stream_pool[i]->bPaused = bStop;
|
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|
|
return true;
|
|
|
|
|
}
|
|
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|
|
|
|
|
|
|
int64_t RageSoundDriver_DSound::GetPosition( const RageSoundBase *snd ) const
|
|
|
|
|
{
|
|
|
|
|
unsigned i;
|
|
|
|
|
for(i = 0; i < stream_pool.size(); ++i)
|
|
|
|
|
if(stream_pool[i]->snd == snd) break;
|
|
|
|
|
|
|
|
|
|
if(i == stream_pool.size())
|
|
|
|
|
RageException::Throw("GetPosition: Sound %s is not being played", snd->GetLoadedFilePath().c_str());
|
|
|
|
|
|
|
|
|
|
ASSERT(i != stream_pool.size());
|
|
|
|
|
|
|
|
|
|
/* XXX: This isn't quite threadsafe: GetPosition uses two variables, and we might
|
|
|
|
|
* be caught in the middle. We don't want to lock, though ... */
|
|
|
|
|
return stream_pool[i]->pcm->GetPosition();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* (c) 2002-2004 Glenn Maynard
|
|
|
|
|
* All rights reserved.
|
|
|
|
|
*
|
|
|
|
|
* Permission is hereby granted, free of charge, to any person obtaining a
|
|
|
|
|
* copy of this software and associated documentation files (the
|
|
|
|
|
* "Software"), to deal in the Software without restriction, including
|
|
|
|
|
* without limitation the rights to use, copy, modify, merge, publish,
|
|
|
|
|
* distribute, and/or sell copies of the Software, and to permit persons to
|
|
|
|
|
* whom the Software is furnished to do so, provided that the above
|
|
|
|
|
* copyright notice(s) and this permission notice appear in all copies of
|
|
|
|
|
* the Software and that both the above copyright notice(s) and this
|
|
|
|
|
* permission notice appear in supporting documentation.
|
|
|
|
|
*
|
|
|
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
|
|
|
|
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
|
|
|
|
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
|
|
|
|
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
|
|
|
|
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
|
|
|
|
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
|
|
|
|
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
|
|
|
|
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
|
|
|
|
* PERFORMANCE OF THIS SOFTWARE.
|
|
|
|
|
*/
|