doom3-bfg/neo/sound/XAudio2/XA2_SoundVoice.cpp

574 lines
15 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "precompiled.h"
#include "../snd_local.h"
idCVar s_skipHardwareSets( "s_skipHardwareSets", "0", CVAR_BOOL, "Do all calculation, but skip XA2 calls" );
idCVar s_debugHardware( "s_debugHardware", "0", CVAR_BOOL, "Print a message any time a hardware voice changes" );
// The whole system runs at this sample rate
static int SYSTEM_SAMPLE_RATE = 44100;
static float ONE_OVER_SYSTEM_SAMPLE_RATE = 1.0f / SYSTEM_SAMPLE_RATE;
/*
========================
idStreamingVoiceContext
========================
*/
class idStreamingVoiceContext : public IXAudio2VoiceCallback
{
public:
STDMETHOD_( void, OnVoiceProcessingPassStart )( UINT32 BytesRequired ) {}
STDMETHOD_( void, OnVoiceProcessingPassEnd )() {}
STDMETHOD_( void, OnStreamEnd )() {}
STDMETHOD_( void, OnBufferStart )( void* pContext )
{
idSoundSystemLocal::bufferContext_t* bufferContext = ( idSoundSystemLocal::bufferContext_t* ) pContext;
bufferContext->voice->OnBufferStart( bufferContext->sample, bufferContext->bufferNumber );
}
STDMETHOD_( void, OnLoopEnd )( void* ) {}
STDMETHOD_( void, OnVoiceError )( void*, HRESULT hr )
{
idLib::Warning( "OnVoiceError( %d )", hr );
}
STDMETHOD_( void, OnBufferEnd )( void* pContext )
{
idSoundSystemLocal::bufferContext_t* bufferContext = ( idSoundSystemLocal::bufferContext_t* ) pContext;
soundSystemLocal.ReleaseStreamBufferContext( bufferContext );
}
} streamContext;
/*
========================
idSoundVoice_XAudio2::idSoundVoice_XAudio2
========================
*/
idSoundVoice_XAudio2::idSoundVoice_XAudio2()
: pSourceVoice( NULL ),
leadinSample( NULL ),
loopingSample( NULL ),
formatTag( 0 ),
numChannels( 0 ),
sampleRate( 0 ),
paused( true ),
hasVUMeter( false )
{
}
/*
========================
idSoundVoice_XAudio2::~idSoundVoice_XAudio2
========================
*/
idSoundVoice_XAudio2::~idSoundVoice_XAudio2()
{
DestroyInternal();
}
/*
========================
idSoundVoice_XAudio2::CompatibleFormat
========================
*/
bool idSoundVoice_XAudio2::CompatibleFormat( idSoundSample_XAudio2* s )
{
if( pSourceVoice == NULL )
{
// If this voice has never been allocated, then it's compatible with everything
return true;
}
return false;
}
/*
========================
idSoundVoice_XAudio2::Create
========================
*/
void idSoundVoice_XAudio2::Create( const idSoundSample* leadinSample_, const idSoundSample* loopingSample_ )
{
if( IsPlaying() )
{
// This should never hit
Stop();
return;
}
leadinSample = ( idSoundSample_XAudio2* )leadinSample_;
loopingSample = ( idSoundSample_XAudio2* )loopingSample_;
if( pSourceVoice != NULL && CompatibleFormat( leadinSample ) )
{
sampleRate = leadinSample->format.basic.samplesPerSec;
}
else
{
DestroyInternal();
formatTag = leadinSample->format.basic.formatTag;
numChannels = leadinSample->format.basic.numChannels;
sampleRate = leadinSample->format.basic.samplesPerSec;
soundSystemLocal.hardware.pXAudio2->CreateSourceVoice( &pSourceVoice, ( const WAVEFORMATEX* )&leadinSample->format, XAUDIO2_VOICE_USEFILTER, 4.0f, &streamContext );
if( pSourceVoice == NULL )
{
// If this hits, then we are most likely passing an invalid sample format, which should have been caught by the loader (and the sample defaulted)
return;
}
if( s_debugHardware.GetBool() )
{
if( loopingSample == NULL || loopingSample == leadinSample )
{
idLib::Printf( "%dms: %p created for %s\n", Sys_Milliseconds(), pSourceVoice, leadinSample ? leadinSample->GetName() : "<null>" );
}
else
{
idLib::Printf( "%dms: %p created for %s and %s\n", Sys_Milliseconds(), pSourceVoice, leadinSample ? leadinSample->GetName() : "<null>", loopingSample ? loopingSample->GetName() : "<null>" );
}
}
}
sourceVoiceRate = sampleRate;
pSourceVoice->SetSourceSampleRate( sampleRate );
pSourceVoice->SetVolume( 0.0f );
}
/*
========================
idSoundVoice_XAudio2::DestroyInternal
========================
*/
void idSoundVoice_XAudio2::DestroyInternal()
{
if( pSourceVoice != NULL )
{
if( s_debugHardware.GetBool() )
{
idLib::Printf( "%dms: %p destroyed\n", Sys_Milliseconds(), pSourceVoice );
}
pSourceVoice->DestroyVoice();
pSourceVoice = NULL;
hasVUMeter = false;
}
}
/*
========================
idSoundVoice_XAudio2::Start
========================
*/
void idSoundVoice_XAudio2::Start( int offsetMS, int ssFlags )
{
if( s_debugHardware.GetBool() )
{
idLib::Printf( "%dms: %p starting %s @ %dms\n", Sys_Milliseconds(), pSourceVoice, leadinSample ? leadinSample->GetName() : "<null>", offsetMS );
}
if( !leadinSample )
{
return;
}
if( !pSourceVoice )
{
return;
}
if( leadinSample->IsDefault() )
{
idLib::Warning( "Starting defaulted sound sample %s", leadinSample->GetName() );
}
bool flicker = ( ssFlags & SSF_NO_FLICKER ) == 0;
if( flicker != hasVUMeter )
{
hasVUMeter = flicker;
if( flicker )
{
IUnknown* vuMeter = NULL;
if( XAudio2CreateVolumeMeter( &vuMeter, 0 ) == S_OK )
{
XAUDIO2_EFFECT_DESCRIPTOR descriptor;
descriptor.InitialState = true;
descriptor.OutputChannels = leadinSample->NumChannels();
descriptor.pEffect = vuMeter;
XAUDIO2_EFFECT_CHAIN chain;
chain.EffectCount = 1;
chain.pEffectDescriptors = &descriptor;
pSourceVoice->SetEffectChain( &chain );
vuMeter->Release();
}
}
else
{
pSourceVoice->SetEffectChain( NULL );
}
}
assert( offsetMS >= 0 );
int offsetSamples = MsecToSamples( offsetMS, leadinSample->SampleRate() );
if( loopingSample == NULL && offsetSamples >= leadinSample->playLength )
{
return;
}
RestartAt( offsetSamples );
Update();
UnPause();
}
/*
========================
idSoundVoice_XAudio2::RestartAt
========================
*/
int idSoundVoice_XAudio2::RestartAt( int offsetSamples )
{
offsetSamples &= ~127;
idSoundSample_XAudio2* sample = leadinSample;
if( offsetSamples >= leadinSample->playLength )
{
if( loopingSample != NULL )
{
offsetSamples %= loopingSample->playLength;
sample = loopingSample;
}
else
{
return 0;
}
}
int previousNumSamples = 0;
for( int i = 0; i < sample->buffers.Num(); i++ )
{
if( sample->buffers[i].numSamples > sample->playBegin + offsetSamples )
{
return SubmitBuffer( sample, i, sample->playBegin + offsetSamples - previousNumSamples );
}
previousNumSamples = sample->buffers[i].numSamples;
}
return 0;
}
/*
========================
idSoundVoice_XAudio2::SubmitBuffer
========================
*/
int idSoundVoice_XAudio2::SubmitBuffer( idSoundSample_XAudio2* sample, int bufferNumber, int offset )
{
if( sample == NULL || ( bufferNumber < 0 ) || ( bufferNumber >= sample->buffers.Num() ) )
{
return 0;
}
idSoundSystemLocal::bufferContext_t* bufferContext = soundSystemLocal.ObtainStreamBufferContext();
if( bufferContext == NULL )
{
idLib::Warning( "No free buffer contexts!" );
return 0;
}
bufferContext->voice = this;
bufferContext->sample = sample;
bufferContext->bufferNumber = bufferNumber;
XAUDIO2_BUFFER buffer = { 0 };
if( offset > 0 )
{
int previousNumSamples = 0;
if( bufferNumber > 0 )
{
previousNumSamples = sample->buffers[bufferNumber - 1].numSamples;
}
buffer.PlayBegin = offset;
buffer.PlayLength = sample->buffers[bufferNumber].numSamples - previousNumSamples - offset;
}
buffer.AudioBytes = sample->buffers[bufferNumber].bufferSize;
buffer.pAudioData = ( BYTE* )sample->buffers[bufferNumber].buffer;
buffer.pContext = bufferContext;
if( ( loopingSample == NULL ) && ( bufferNumber == sample->buffers.Num() - 1 ) )
{
buffer.Flags = XAUDIO2_END_OF_STREAM;
}
pSourceVoice->SubmitSourceBuffer( &buffer );
return buffer.AudioBytes;
}
/*
========================
idSoundVoice_XAudio2::Update
========================
*/
bool idSoundVoice_XAudio2::Update()
{
if( pSourceVoice == NULL || leadinSample == NULL )
{
return false;
}
XAUDIO2_VOICE_STATE state;
pSourceVoice->GetState( &state );
const int srcChannels = leadinSample->NumChannels();
float pLevelMatrix[ MAX_CHANNELS_PER_VOICE * MAX_CHANNELS_PER_VOICE ] = { 0 };
CalculateSurround( srcChannels, pLevelMatrix, 1.0f );
if( s_skipHardwareSets.GetBool() )
{
return true;
}
pSourceVoice->SetOutputMatrix( soundSystemLocal.hardware.pMasterVoice, srcChannels, dstChannels, pLevelMatrix, OPERATION_SET );
assert( idMath::Fabs( gain ) <= XAUDIO2_MAX_VOLUME_LEVEL );
pSourceVoice->SetVolume( gain, OPERATION_SET );
SetSampleRate( sampleRate, OPERATION_SET );
// we don't do this any longer because we pause and unpause explicitly when the soundworld is paused or unpaused
// UnPause();
return true;
}
/*
========================
idSoundVoice_XAudio2::IsPlaying
========================
*/
bool idSoundVoice_XAudio2::IsPlaying()
{
if( pSourceVoice == NULL )
{
return false;
}
XAUDIO2_VOICE_STATE state;
pSourceVoice->GetState( &state );
return ( state.BuffersQueued != 0 );
}
/*
========================
idSoundVoice_XAudio2::FlushSourceBuffers
========================
*/
void idSoundVoice_XAudio2::FlushSourceBuffers()
{
if( pSourceVoice != NULL )
{
pSourceVoice->FlushSourceBuffers();
}
}
/*
========================
idSoundVoice_XAudio2::Pause
========================
*/
void idSoundVoice_XAudio2::Pause()
{
if( !pSourceVoice || paused )
{
return;
}
if( s_debugHardware.GetBool() )
{
idLib::Printf( "%dms: %p pausing %s\n", Sys_Milliseconds(), pSourceVoice, leadinSample ? leadinSample->GetName() : "<null>" );
}
pSourceVoice->Stop( 0, OPERATION_SET );
paused = true;
}
/*
========================
idSoundVoice_XAudio2::UnPause
========================
*/
void idSoundVoice_XAudio2::UnPause()
{
if( !pSourceVoice || !paused )
{
return;
}
if( s_debugHardware.GetBool() )
{
idLib::Printf( "%dms: %p unpausing %s\n", Sys_Milliseconds(), pSourceVoice, leadinSample ? leadinSample->GetName() : "<null>" );
}
pSourceVoice->Start( 0, OPERATION_SET );
paused = false;
}
/*
========================
idSoundVoice_XAudio2::Stop
========================
*/
void idSoundVoice_XAudio2::Stop()
{
if( !pSourceVoice )
{
return;
}
if( !paused )
{
if( s_debugHardware.GetBool() )
{
idLib::Printf( "%dms: %p stopping %s\n", Sys_Milliseconds(), pSourceVoice, leadinSample ? leadinSample->GetName() : "<null>" );
}
pSourceVoice->Stop( 0, OPERATION_SET );
paused = true;
}
}
/*
========================
idSoundVoice_XAudio2::GetAmplitude
========================
*/
float idSoundVoice_XAudio2::GetAmplitude()
{
if( !hasVUMeter )
{
return 1.0f;
}
float peakLevels[ MAX_CHANNELS_PER_VOICE ];
float rmsLevels[ MAX_CHANNELS_PER_VOICE ];
XAUDIO2FX_VOLUMEMETER_LEVELS levels;
levels.ChannelCount = leadinSample->NumChannels();
levels.pPeakLevels = peakLevels;
levels.pRMSLevels = rmsLevels;
if( levels.ChannelCount > MAX_CHANNELS_PER_VOICE )
{
levels.ChannelCount = MAX_CHANNELS_PER_VOICE;
}
if( pSourceVoice->GetEffectParameters( 0, &levels, sizeof( levels ) ) != S_OK )
{
return 0.0f;
}
if( levels.ChannelCount == 1 )
{
return rmsLevels[0];
}
float rms = 0.0f;
for( uint32 i = 0; i < levels.ChannelCount; i++ )
{
rms += rmsLevels[i];
}
return rms / ( float )levels.ChannelCount;
}
/*
========================
idSoundVoice_XAudio2::ResetSampleRate
========================
*/
void idSoundVoice_XAudio2::SetSampleRate( uint32 newSampleRate, uint32 operationSet )
{
if( pSourceVoice == NULL || leadinSample == NULL )
{
return;
}
sampleRate = newSampleRate;
XAUDIO2_FILTER_PARAMETERS filter;
filter.Type = LowPassFilter;
filter.OneOverQ = 1.0f; // [0.0f, XAUDIO2_MAX_FILTER_ONEOVERQ]
float cutoffFrequency = 1000.0f / Max( 0.01f, occlusion );
if( cutoffFrequency * 6.0f >= ( float )sampleRate )
{
filter.Frequency = XAUDIO2_MAX_FILTER_FREQUENCY;
}
else
{
filter.Frequency = 2.0f * idMath::Sin( idMath::PI * cutoffFrequency / ( float )sampleRate );
}
assert( filter.Frequency >= 0.0f && filter.Frequency <= XAUDIO2_MAX_FILTER_FREQUENCY );
filter.Frequency = idMath::ClampFloat( 0.0f, XAUDIO2_MAX_FILTER_FREQUENCY, filter.Frequency );
pSourceVoice->SetFilterParameters( &filter, operationSet );
float freqRatio = pitch * ( float )sampleRate / ( float )sourceVoiceRate;
assert( freqRatio >= XAUDIO2_MIN_FREQ_RATIO && freqRatio <= XAUDIO2_MAX_FREQ_RATIO );
freqRatio = idMath::ClampFloat( XAUDIO2_MIN_FREQ_RATIO, XAUDIO2_MAX_FREQ_RATIO, freqRatio );
// if the value specified for maxFreqRatio is too high for the specified format, the call to CreateSourceVoice will fail
if( numChannels == 1 )
{
assert( freqRatio * ( float )SYSTEM_SAMPLE_RATE <= XAUDIO2_MAX_RATIO_TIMES_RATE_XMA_MONO );
}
else
{
assert( freqRatio * ( float )SYSTEM_SAMPLE_RATE <= XAUDIO2_MAX_RATIO_TIMES_RATE_XMA_MULTICHANNEL );
}
pSourceVoice->SetFrequencyRatio( freqRatio, operationSet );
}
/*
========================
idSoundVoice_XAudio2::OnBufferStart
========================
*/
void idSoundVoice_XAudio2::OnBufferStart( idSoundSample_XAudio2* sample, int bufferNumber )
{
SetSampleRate( sample->SampleRate(), XAUDIO2_COMMIT_NOW );
idSoundSample_XAudio2* nextSample = sample;
int nextBuffer = bufferNumber + 1;
if( nextBuffer == sample->buffers.Num() )
{
if( sample == leadinSample )
{
if( loopingSample == NULL )
{
return;
}
nextSample = loopingSample;
}
nextBuffer = 0;
}
SubmitBuffer( nextSample, nextBuffer, 0 );
}