#include "../../stdafx.h" #include "RageSoundDriver_DSound_Software.h" #include "DSoundHelpers.h" #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; const int buffersize_frames = 1024*4; /* in frames */ const int buffersize = buffersize_frames * samplesize; /* in bytes */ /* 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; int RageSound_DSound_Software::MixerThread_start(void *p) { ((RageSound_DSound_Software *) p)->MixerThread(); return 0; } void RageSound_DSound_Software::MixerThread() { InitThreadData("Mixer thread"); VDCHECKPOINT; /* 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); if(!SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_ABOVE_NORMAL)) LOG->Warn("Failed to set sound thread priority: %i", GetLastError()); /* XXX */ while(!shutdown) { Sleep(10); while(GetPCM()) ; } } bool RageSound_DSound_Software::GetPCM() { LockMut(SOUNDMAN->lock); char *locked_buf; unsigned len; int play_pos; if(!str_ds->get_output_buf(&locked_buf, &len, &play_pos, chunksize)) return false; /* 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, play_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->release_output_buf(locked_buf, len); return true; } 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) { LockMut(SOUNDMAN->lock); /* SoundStopped might erase sounds out from under us, so make a copy * of the sound list. */ vector 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) { LockMut(SOUNDMAN->lock); /* 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 nothing is playing, reset the sample count; this is just to * prevent eventual overflow. */ if(sounds.empty()) str_ds->Reset(); } int RageSound_DSound_Software::GetPosition(const RageSound *snd) const { LockMut(SOUNDMAN->lock); return str_ds->GetPosition(); } RageSound_DSound_Software::RageSound_DSound_Software() { shutdown = false; /* If we're emulated, we're better off with the WaveOut driver; DS * emulation tends to be desynced. */ if(ds.IsEmulated()) RageException::ThrowNonfatal("Driver unusable (emulated device)"); /* Create a DirectSound stream, but don't force it into hardware. */ str_ds = new DSoundBuf(ds, DSoundBuf::HW_DONT_CARE, channels, samplerate, 16, buffersize); MixerThreadPtr = SDL_CreateThread(MixerThread_start, this); str_ds->Play(); } 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."); delete str_ds; } 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 */