#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. //dxsdk = 2.7 = win7+ //w8sdk = 2.8 = win8+ //w10sdk = 2.9 = win10+ #if defined(AVAIL_XAUDIO2) && !defined(SERVERONLY) #include "winquake.h" #include #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