jedi-academy/code/win32/win_snd.cpp
2013-04-23 15:21:39 +10:00

414 lines
9.1 KiB
C++

// leave this as first line for PCH reasons...
//
#include "../server/exe_headers.h"
#include <float.h>
#include "../client/snd_local.h"
#include "win_local.h"
HRESULT (WINAPI *pDirectSoundCreate)(GUID FAR *lpGUID, LPDIRECTSOUND FAR *lplpDS, IUnknown FAR *pUnkOuter);
#define iDirectSoundCreate(a,b,c) pDirectSoundCreate(a,b,c)
#define SECONDARY_BUFFER_SIZE 0x10000
extern int s_UseOpenAL;
static qboolean dsound_init;
static int sample16;
static DWORD gSndBufSize;
static DWORD locksize;
static LPDIRECTSOUND pDS;
static LPDIRECTSOUNDBUFFER pDSBuf, pDSPBuf;
static HINSTANCE hInstDS;
static int SNDDMA_InitDS ();
static const char *DSoundError( int error ) {
switch ( error ) {
case DSERR_BUFFERLOST:
return "DSERR_BUFFERLOST";
case DSERR_INVALIDCALL:
return "DSERR_INVALIDCALLS";
case DSERR_INVALIDPARAM:
return "DSERR_INVALIDPARAM";
case DSERR_PRIOLEVELNEEDED:
return "DSERR_PRIOLEVELNEEDED";
case DSERR_ALLOCATED:
return "DSERR_ALLOCATED";
case DSERR_UNINITIALIZED:
return "DSERR_UNINITIALIZED";
case DSERR_UNSUPPORTED:
return "DSERR_UNSUPPORTED ";
}
return "unknown";
}
/*
==================
SNDDMA_Shutdown
==================
*/
void SNDDMA_Shutdown( void ) {
Com_DPrintf( "Shutting down sound system\n" );
if ( pDS ) {
Com_DPrintf( "Destroying DS buffers\n" );
if ( pDS )
{
Com_DPrintf( "...setting NORMAL coop level\n" );
pDS->SetCooperativeLevel( g_wv.hWnd, DSSCL_NORMAL );
}
if ( pDSBuf )
{
Com_DPrintf( "...stopping and releasing sound buffer\n" );
pDSBuf->Stop( );
pDSBuf->Release( );
}
// only release primary buffer if it's not also the mixing buffer we just released
if ( pDSPBuf && ( pDSBuf != pDSPBuf ) )
{
Com_DPrintf( "...releasing primary buffer\n" );
pDSPBuf->Release( );
}
pDSBuf = NULL;
pDSPBuf = NULL;
dma.buffer = NULL;
Com_DPrintf( "...releasing DS object\n" );
pDS->Release( );
}
if ( hInstDS ) {
Com_DPrintf( "...freeing DSOUND.DLL\n" );
FreeLibrary( hInstDS );
hInstDS = NULL;
}
pDS = NULL;
pDSBuf = NULL;
pDSPBuf = NULL;
dsound_init = qfalse;
memset ((void *)&dma, 0, sizeof (dma));
}
/*
==================
SNDDMA_Init
Initialize direct sound
Returns false if failed
==================
*/
qboolean SNDDMA_Init(void) {
memset ((void *)&dma, 0, sizeof (dma));
dsound_init = qfalse;
if ( !SNDDMA_InitDS () ) {
return qfalse;
}
dsound_init = qtrue;
Com_DPrintf("Completed successfully\n" );
return qtrue;
}
static int SNDDMA_InitDS ()
{
HRESULT hresult;
qboolean pauseTried;
DSBUFFERDESC dsbuf;
DSBCAPS dsbcaps;
WAVEFORMATEX format;
Com_Printf( "Initializing DirectSound\n");
if ( !hInstDS ) {
Com_DPrintf( "...loading dsound.dll: " );
hInstDS = LoadLibrary("dsound.dll");
if ( hInstDS == NULL ) {
Com_Printf ("failed\n");
return 0;
}
Com_DPrintf ("ok\n");
pDirectSoundCreate = (long (__stdcall *)(struct _GUID *,struct IDirectSound ** ,struct IUnknown *))
GetProcAddress(hInstDS,"DirectSoundCreate");
if ( !pDirectSoundCreate ) {
Com_Printf ("*** couldn't get DS proc addr ***\n");
return 0;
}
}
Com_DPrintf( "...creating DS object: " );
pauseTried = qfalse;
while ( ( hresult = iDirectSoundCreate( NULL, &pDS, NULL ) ) != DS_OK ) {
if ( hresult != DSERR_ALLOCATED ) {
Com_Printf( "failed\n" );
return 0;
}
if ( pauseTried ) {
Com_Printf ("failed, hardware already in use\n" );
return 0;
}
// first try just waiting five seconds and trying again
// this will handle the case of a sysyem beep playing when the
// game starts
Com_DPrintf ("retrying...\n");
Sleep( 3000 );
pauseTried = qtrue;
}
Com_DPrintf( "ok\n" );
Com_DPrintf("...setting DSSCL_PRIORITY coop level: " );
if ( DS_OK != pDS->SetCooperativeLevel( g_wv.hWnd, DSSCL_PRIORITY ) ) {
Com_Printf ("failed\n");
SNDDMA_Shutdown ();
return qfalse;
}
Com_DPrintf("ok\n" );
// create the secondary buffer we'll actually work with
dma.channels = 2;
dma.samplebits = 16;
if (s_khz->integer == 44)
dma.speed = 44100;
else if (s_khz->integer == 22)
dma.speed = 22050;
else
dma.speed = 11025;
memset (&format, 0, sizeof(format));
format.wFormatTag = WAVE_FORMAT_PCM;
format.nChannels = dma.channels;
format.wBitsPerSample = dma.samplebits;
format.nSamplesPerSec = dma.speed;
format.nBlockAlign = format.nChannels * format.wBitsPerSample / 8;
format.cbSize = 0;
format.nAvgBytesPerSec = format.nSamplesPerSec*format.nBlockAlign;
memset (&dsbuf, 0, sizeof(dsbuf));
dsbuf.dwSize = sizeof(DSBUFFERDESC);
#define idDSBCAPS_GETCURRENTPOSITION2 0x00010000
dsbuf.dwFlags = DSBCAPS_CTRLFREQUENCY | DSBCAPS_LOCHARDWARE | idDSBCAPS_GETCURRENTPOSITION2;
dsbuf.dwBufferBytes = SECONDARY_BUFFER_SIZE;
dsbuf.lpwfxFormat = &format;
Com_DPrintf( "...creating secondary buffer: " );
hresult = pDS->CreateSoundBuffer(&dsbuf, &pDSBuf, NULL);
if (hresult != DS_OK)
{
if ( hresult == DSERR_CONTROLUNAVAIL )
{
Com_Printf( " - Ancient version of DirectX - this will slow FPS\n" );
dsbuf.dwFlags &= ~idDSBCAPS_GETCURRENTPOSITION2; // lose this DX8 cursor-position feature, and try again
hresult = pDS->CreateSoundBuffer(&dsbuf, &pDSBuf, NULL);
}
if (hresult != DS_OK)
{
// we can't even specify sounds should be in hardware?...
//
// ( this seems to happen on integrated sound devices (eg SoundMax), regardless of DX version )
//
dsbuf.dwFlags = DSBCAPS_CTRLFREQUENCY; // note that DX docs say that this can still use hardware if it wants to, since neither DSBCAPS_LOCHARDWARE nor DSBCAPS_LOCSOFTWARE were specified
hresult = pDS->CreateSoundBuffer(&dsbuf, &pDSBuf, NULL);
if (hresult != DS_OK) {
Com_Printf( "failed to create secondary buffer - %s\n", DSoundError( hresult ) );
SNDDMA_Shutdown ();
return qfalse;
}
}
}
Com_Printf( "locked hardware. ok\n" );
// Make sure mixer is active
if ( DS_OK != pDSBuf->Play(0, 0, DSBPLAY_LOOPING) ) {
Com_Printf ("*** Looped sound play failed ***\n");
SNDDMA_Shutdown ();
return qfalse;
}
memset(&dsbcaps, 0, sizeof(dsbcaps));
dsbcaps.dwSize = sizeof(dsbcaps);
// get the returned buffer size
if ( DS_OK != pDSBuf->GetCaps (&dsbcaps) ) {
Com_Printf ("*** GetCaps failed ***\n");
SNDDMA_Shutdown ();
return qfalse;
}
gSndBufSize = dsbcaps.dwBufferBytes;
dma.channels = format.nChannels;
dma.samplebits = format.wBitsPerSample;
dma.speed = format.nSamplesPerSec;
dma.samples = gSndBufSize/(dma.samplebits/8);
dma.submission_chunk = 1;
dma.buffer = NULL; // must be locked first
sample16 = (dma.samplebits/8) - 1;
SNDDMA_BeginPainting ();
if (dma.buffer)
memset(dma.buffer, 0, dma.samples * dma.samplebits/8);
SNDDMA_Submit ();
return 1;
}
/*
==============
SNDDMA_GetDMAPos
return the current sample position (in mono samples read)
inside the recirculating dma buffer, so the mixing code will know
how many sample are required to fill it up.
===============
*/
int SNDDMA_GetDMAPos( void ) {
MMTIME mmtime;
int s;
DWORD dwWrite;
if ( !dsound_init ) {
return 0;
}
mmtime.wType = TIME_SAMPLES;
pDSBuf->GetCurrentPosition(&mmtime.u.sample, &dwWrite);
s = mmtime.u.sample;
s >>= sample16;
s &= (dma.samples-1);
return s;
}
/*
==============
SNDDMA_BeginPainting
Makes sure dma.buffer is valid
===============
*/
void SNDDMA_BeginPainting( void ) {
int reps;
DWORD dwSize2;
DWORD *pbuf, *pbuf2;
HRESULT hresult;
DWORD dwStatus;
if ( !pDSBuf ) {
return;
}
// if the buffer was lost or stopped, restore it and/or restart it
if ( pDSBuf->GetStatus (&dwStatus) != DS_OK ) {
Com_Printf ("Couldn't get sound buffer status\n");
}
if (dwStatus & DSBSTATUS_BUFFERLOST)
pDSBuf->Restore ();
if (!(dwStatus & DSBSTATUS_PLAYING))
pDSBuf->Play(0, 0, DSBPLAY_LOOPING);
// lock the dsound buffer
reps = 0;
dma.buffer = NULL;
while ((hresult = pDSBuf->Lock(0, gSndBufSize, (void **)&pbuf, &locksize,
(void **)&pbuf2, &dwSize2, 0)) != DS_OK)
{
if (hresult != DSERR_BUFFERLOST)
{
Com_Printf( "SNDDMA_BeginPainting: Lock failed with error '%s'\n", DSoundError( hresult ) );
S_Shutdown ();
return;
}
else
{
pDSBuf->Restore( );
}
if (++reps > 2)
return;
}
dma.buffer = (unsigned char *)pbuf;
}
/*
==============
SNDDMA_Submit
Send sound to device if buffer isn't really the dma buffer
Also unlocks the dsound buffer
===============
*/
void SNDDMA_Submit( void ) {
// unlock the dsound buffer
if ( pDSBuf ) {
pDSBuf->Unlock(dma.buffer, locksize, NULL, 0);
}
}
/*
=================
SNDDMA_Activate
When we change windows we need to do this
=================
*/
void SNDDMA_Activate( qboolean bAppActive )
{
if (s_UseOpenAL)
{
S_AL_MuteAllSounds(!bAppActive);
}
if ( !pDS ) {
return;
}
if ( DS_OK != pDS->SetCooperativeLevel( g_wv.hWnd, DSSCL_PRIORITY ) ) {
Com_Printf ("sound SetCooperativeLevel failed\n");
SNDDMA_Shutdown ();
}
}
// I know this is a bit horrible, but I need to pass our LPDIRECTSOUND ptr to Bink for video playback,
// and I don't want other modules to have to know about LPDIRECTSOUND handles, hence the int casting
//
// (I'd prefer to use DWORD, but not all modules understand those)
//
unsigned int SNDDMA_GetDSHandle(void)
{
return (unsigned int) pDS;
}