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fteqw/engine/client/snd_xaudio.c

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#include "quakedef.h"
//frankly, xaudio2 gives nothing over directsound, unless we're getting it to do all the mixing instead. which gets really messy and far too involved.
//I suppose it has a use with WINRT... although that doesn't apply to any actual users.
//we're lazy and don't do any special threading, this makes it inferior to the directsound implementation - potentially, the callback feature could allow for slightly lower latencies.
//also no reverb (fixme: XAUDIO2FX_REVERB_PARAMETERS).
//dxsdk = 2.7 = win7+
//w8sdk = 2.8 = win8+
//w10sdk = 2.9 = win10+
#if defined(AVAIL_XAUDIO2) && !defined(SERVERONLY)
#include "winquake.h"
#include <xaudio2.h>
#define SDRVNAME "XAudio2"
typedef struct
{
IXAudio2VoiceCallback cb; //must be first. yay for fake single inheritance.
IXAudio2 *ixa;
IXAudio2MasteringVoice *master;
IXAudio2SourceVoice *source;
//contiguous block of memory, because its easier.
qbyte *bufferstart;
unsigned int subbuffersize; //in samplepairs
unsigned int buffercount;
unsigned int bufferidx;
unsigned int bufferavail;
} xaud_t;
static void *XAUDIO_Lock(soundcardinfo_t *sc, unsigned int *startoffset)
{
qbyte *ret;
xaud_t *xa = sc->handle;
ret = xa->bufferstart;
// *startoffset = 0;
// ret += xa->subbuffersize * xa->bufferidx;
return ret;
}
static void XAUDIO_Unlock(soundcardinfo_t *sc, void *buffer)
{
}
static unsigned int XAUDIO_GetDMAPos(soundcardinfo_t *sc)
{
xaud_t *xa = sc->handle;
unsigned int s = (xa->bufferidx+xa->bufferavail) * xa->subbuffersize * sc->sn.numchannels;
return s;
}
static void XAUDIO_Submit(soundcardinfo_t *sc, int start, int end)
{
xaud_t *xa = sc->handle;
XAUDIO2_BUFFER buf;
//determine total buffer size
int buffersize = sc->sn.samples*sc->sn.samplebits/8;
//determine time offsets in bytes
start *= sc->sn.numchannels*sc->sn.samplebits/8;
end *= sc->sn.numchannels*sc->sn.samplebits/8;
while (start < end)
{
if (!xa->bufferavail)
break; //o.O that's not meant to happen
memset(&buf, 0, sizeof(buf));
buf.AudioBytes = end - start;
if (buf.AudioBytes > xa->subbuffersize * sc->sn.numchannels*sc->sn.samplebits/8)
{
if (buf.AudioBytes < xa->subbuffersize * sc->sn.numchannels*sc->sn.samplebits/8)
{ //dma code should ensure that only multiples of 'samplequeue' are processed.
Con_Printf("XAudio2 underrun\n");
break;
}
buf.AudioBytes = xa->subbuffersize * sc->sn.numchannels*sc->sn.samplebits/8;
}
buf.pAudioData = xa->bufferstart + (start%buffersize);
if ((qbyte*)buf.pAudioData + buf.AudioBytes > xa->bufferstart + buffersize)
{ //this shouldn't ever happen either
Con_Printf("XAudio2 overrun\n");
break;
}
IXAudio2SourceVoice_SubmitSourceBuffer(xa->source, &buf, NULL);
xa->bufferidx += 1;
xa->bufferavail -= 1;
start += buf.AudioBytes;
}
}
static void XAUDIO_Shutdown(soundcardinfo_t *sc)
{
xaud_t *xa = sc->handle;
//releases are allowed to block, supposedly.
IXAudio2SourceVoice_DestroyVoice(xa->source);
IXAudio2MasteringVoice_DestroyVoice(xa->master);
IXAudio2_Release(xa->ixa);
BZ_Free(xa->bufferstart);
Z_Free(xa);
sc->handle = NULL;
}
void WINAPI XAUDIO_CB_OnVoiceProcessingPassStart (IXAudio2VoiceCallback *ths, UINT32 BytesRequired) {}
void WINAPI XAUDIO_CB_OnVoiceProcessingPassEnd (IXAudio2VoiceCallback *ths) {}
void WINAPI XAUDIO_CB_OnStreamEnd (IXAudio2VoiceCallback *ths) {}
void WINAPI XAUDIO_CB_OnBufferStart (IXAudio2VoiceCallback *ths, void* pBufferContext) {}
void WINAPI XAUDIO_CB_OnBufferEnd (IXAudio2VoiceCallback *ths, void* pBufferContext) {xaud_t *xa = (xaud_t*)ths; S_LockMixer(); xa->bufferavail+=1; S_UnlockMixer();}
void WINAPI XAUDIO_CB_OnLoopEnd (IXAudio2VoiceCallback *ths, void* pBufferContext) {}
void WINAPI XAUDIO_CB_OnVoiceError (IXAudio2VoiceCallback *ths, void* pBufferContext, HRESULT Error) {}
static IXAudio2VoiceCallbackVtbl cbvtbl =
{
XAUDIO_CB_OnVoiceProcessingPassStart,
XAUDIO_CB_OnVoiceProcessingPassEnd,
XAUDIO_CB_OnStreamEnd,
XAUDIO_CB_OnBufferStart,
XAUDIO_CB_OnBufferEnd,
XAUDIO_CB_OnLoopEnd,
XAUDIO_CB_OnVoiceError
};
static qboolean QDECL XAUDIO_InitCard(soundcardinfo_t *sc, const char *cardname)
{
#ifdef WINRT
char *dev = NULL;
#else
int dev = 0;
#endif
xaud_t *xa = Z_Malloc(sizeof(*xa));
WAVEFORMATEX wfmt;
xa->cb.lpVtbl = &cbvtbl;
sc->sn.numchannels = 2;
wfmt.wFormatTag = WAVE_FORMAT_PCM;
wfmt.nChannels = sc->sn.numchannels;
wfmt.nSamplesPerSec = sc->sn.speed;
wfmt.wBitsPerSample = sc->sn.samplebits;
wfmt.nBlockAlign = wfmt.nChannels * (wfmt.wBitsPerSample / 8);
wfmt.nAvgBytesPerSec = wfmt.nSamplesPerSec * wfmt.nBlockAlign;
wfmt.cbSize = 0;
sc->inactive_sound = true;
xa->buffercount = xa->bufferavail = 3; //submit this many straight up
xa->subbuffersize = 256; //number of sampleblocks per submission
sc->samplequeue = -1; //-1 means we're streaming, XAUDIO_GetDMAPos returns exactly as much as we want to paint to.
sc->sn.samples = xa->buffercount * xa->subbuffersize * sc->sn.numchannels;
xa->bufferstart = BZ_Malloc(sc->sn.samples * (sc->sn.samplebits/8));
if (xa->bufferstart)
{
if (SUCCEEDED(XAudio2Create(&xa->ixa, 0, XAUDIO2_DEFAULT_PROCESSOR)))
{
#ifdef WINRT
if (SUCCEEDED(IXAudio2_CreateMasteringVoice(xa->ixa, &xa->master, XAUDIO2_DEFAULT_CHANNELS, XAUDIO2_DEFAULT_SAMPLERATE, 0, dev, NULL, AudioCategory_GameEffects)))
#else
if (cardname && *cardname)
{
UINT32 devs = 0;
XAUDIO2_DEVICE_DETAILS details;
char id[MAX_QPATH];
if (FAILED(IXAudio2_GetDeviceCount(xa->ixa, &devs)))
devs = 0;
for (dev = 0; dev < devs; dev++)
{
if (SUCCEEDED(IXAudio2_GetDeviceDetails(xa->ixa, dev, &details)))
{
narrowen(id, sizeof(id), details.DeviceID);
if (!strcmp(id, cardname))
break;
}
}
if (dev == devs)
dev = ~0; //something invalid.
}
/*
//FIXME: correct the details to match the hardware
*/
if (dev != ~0 && SUCCEEDED(IXAudio2_CreateMasteringVoice(xa->ixa, &xa->master, XAUDIO2_DEFAULT_CHANNELS, XAUDIO2_DEFAULT_SAMPLERATE, 0, dev, NULL)))
#endif
{
//egads
XAUDIO2_VOICE_SENDS vs;
XAUDIO2_SEND_DESCRIPTOR sd[1];
vs.SendCount = 1;
vs.pSends = sd;
sd[0].Flags = 0;
sd[0].pOutputVoice = (IXAudio2Voice*)xa->master;
if (SUCCEEDED(IXAudio2_CreateSourceVoice(xa->ixa, &xa->source, &wfmt, 0, XAUDIO2_DEFAULT_FREQ_RATIO, &xa->cb, &vs, NULL)))
{
sc->handle = xa;
sc->GetDMAPos = XAUDIO_GetDMAPos;
sc->Lock = XAUDIO_Lock;
sc->Unlock = XAUDIO_Unlock;
sc->Submit = XAUDIO_Submit;
sc->Shutdown = XAUDIO_Shutdown;
IXAudio2SourceVoice_Start(xa->source, 0, XAUDIO2_COMMIT_NOW);
return true;
}
IXAudio2MasteringVoice_DestroyVoice(xa->master);
}
IXAudio2_Release(xa->ixa);
}
BZ_Free(xa->bufferstart);
}
Z_Free(xa);
return false;
}
qboolean QDECL XAUDIO_Enumerate(void (QDECL *callback) (const char *drivername, const char *devicecode, const char *readablename))
{
IXAudio2 *ixa;
#ifndef WINRT
CoInitializeEx(NULL, COINIT_MULTITHREADED);
//winrt provides no enumeration mechanism.
if (SUCCEEDED(XAudio2Create(&ixa, 0, XAUDIO2_DEFAULT_PROCESSOR)))
{
UINT32 devs = 0, i;
XAUDIO2_DEVICE_DETAILS details;
char id[MAX_QPATH], name[MAX_QPATH];
if (FAILED(IXAudio2_GetDeviceCount(ixa, &devs)))
devs = 0;
strcpy(name, "XA2:");
for (i = 0; i < devs; i++)
{
if (SUCCEEDED(IXAudio2_GetDeviceDetails(ixa, i, &details)))
{
narrowen(id, sizeof(id), details.DeviceID);
narrowen(name+4, sizeof(name)-4, details.DisplayName);
callback(SDRVNAME, id, name);
}
}
IXAudio2_Release(ixa);
return true;
}
#endif
return false;
}
sounddriver_t XAUDIO2_Output =
{
SDRVNAME,
XAUDIO_InitCard,
XAUDIO_Enumerate
};
#endif