mirror of
https://github.com/nzp-team/fteqw.git
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5ded3710b4
try to use microsoft's poor-man's eax stuff with directsound. snd_eax is disabled by default still thankfully. some hlmdl fixes git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5029 fc73d0e0-1445-4013-8a0c-d673dee63da5
262 lines
7.8 KiB
C
262 lines
7.8 KiB
C
#include "quakedef.h"
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//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.
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//I suppose it has a use with WINRT... although that doesn't apply to any actual users.
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//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.
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//also no reverb (fixme: XAUDIO2FX_REVERB_PARAMETERS).
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//dxsdk = 2.7 = win7+
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//w8sdk = 2.8 = win8+
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//w10sdk = 2.9 = win10+
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#if defined(AVAIL_XAUDIO2) && !defined(SERVERONLY)
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#include "winquake.h"
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#include <xaudio2.h>
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#define SDRVNAME "XAudio2"
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typedef struct
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{
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IXAudio2VoiceCallback cb; //must be first. yay for fake single inheritance.
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IXAudio2 *ixa;
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IXAudio2MasteringVoice *master;
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IXAudio2SourceVoice *source;
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//contiguous block of memory, because its easier.
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qbyte *bufferstart;
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unsigned int subbuffersize; //in samplepairs
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unsigned int buffercount;
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unsigned int bufferidx;
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unsigned int bufferavail;
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} xaud_t;
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static void *XAUDIO_Lock(soundcardinfo_t *sc, unsigned int *startoffset)
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{
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qbyte *ret;
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xaud_t *xa = sc->handle;
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ret = xa->bufferstart;
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// *startoffset = 0;
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// ret += xa->subbuffersize * xa->bufferidx;
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return ret;
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}
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static void XAUDIO_Unlock(soundcardinfo_t *sc, void *buffer)
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{
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}
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static unsigned int XAUDIO_GetDMAPos(soundcardinfo_t *sc)
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{
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xaud_t *xa = sc->handle;
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unsigned int s = (xa->bufferidx+xa->bufferavail) * xa->subbuffersize * sc->sn.numchannels;
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return s;
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}
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static void XAUDIO_Submit(soundcardinfo_t *sc, int start, int end)
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{
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xaud_t *xa = sc->handle;
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XAUDIO2_BUFFER buf;
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//determine total buffer size
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int buffersize = sc->sn.samples*sc->sn.samplebits/8;
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//determine time offsets in bytes
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start *= sc->sn.numchannels*sc->sn.samplebits/8;
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end *= sc->sn.numchannels*sc->sn.samplebits/8;
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while (start < end)
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{
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if (!xa->bufferavail)
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break; //o.O that's not meant to happen
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memset(&buf, 0, sizeof(buf));
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buf.AudioBytes = end - start;
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if (buf.AudioBytes > xa->subbuffersize * sc->sn.numchannels*sc->sn.samplebits/8)
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{
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if (buf.AudioBytes < xa->subbuffersize * sc->sn.numchannels*sc->sn.samplebits/8)
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{ //dma code should ensure that only multiples of 'samplequeue' are processed.
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Con_Printf("XAudio2 underrun\n");
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break;
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}
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buf.AudioBytes = xa->subbuffersize * sc->sn.numchannels*sc->sn.samplebits/8;
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}
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buf.pAudioData = xa->bufferstart + (start%buffersize);
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if ((qbyte*)buf.pAudioData + buf.AudioBytes > xa->bufferstart + buffersize)
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{ //this shouldn't ever happen either
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Con_Printf("XAudio2 overrun\n");
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break;
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}
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IXAudio2SourceVoice_SubmitSourceBuffer(xa->source, &buf, NULL);
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xa->bufferidx += 1;
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xa->bufferavail -= 1;
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start += buf.AudioBytes;
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}
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}
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static void XAUDIO_Shutdown(soundcardinfo_t *sc)
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{
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xaud_t *xa = sc->handle;
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//releases are allowed to block, supposedly.
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IXAudio2SourceVoice_DestroyVoice(xa->source);
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IXAudio2MasteringVoice_DestroyVoice(xa->master);
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IXAudio2_Release(xa->ixa);
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BZ_Free(xa->bufferstart);
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Z_Free(xa);
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sc->handle = NULL;
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}
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void WINAPI XAUDIO_CB_OnVoiceProcessingPassStart (IXAudio2VoiceCallback *ths, UINT32 BytesRequired) {}
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void WINAPI XAUDIO_CB_OnVoiceProcessingPassEnd (IXAudio2VoiceCallback *ths) {}
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void WINAPI XAUDIO_CB_OnStreamEnd (IXAudio2VoiceCallback *ths) {}
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void WINAPI XAUDIO_CB_OnBufferStart (IXAudio2VoiceCallback *ths, void* pBufferContext) {}
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void WINAPI XAUDIO_CB_OnBufferEnd (IXAudio2VoiceCallback *ths, void* pBufferContext) {xaud_t *xa = (xaud_t*)ths; S_LockMixer(); xa->bufferavail+=1; S_UnlockMixer();}
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void WINAPI XAUDIO_CB_OnLoopEnd (IXAudio2VoiceCallback *ths, void* pBufferContext) {}
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void WINAPI XAUDIO_CB_OnVoiceError (IXAudio2VoiceCallback *ths, void* pBufferContext, HRESULT Error) {}
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static IXAudio2VoiceCallbackVtbl cbvtbl =
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{
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XAUDIO_CB_OnVoiceProcessingPassStart,
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XAUDIO_CB_OnVoiceProcessingPassEnd,
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XAUDIO_CB_OnStreamEnd,
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XAUDIO_CB_OnBufferStart,
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XAUDIO_CB_OnBufferEnd,
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XAUDIO_CB_OnLoopEnd,
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XAUDIO_CB_OnVoiceError
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};
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static qboolean QDECL XAUDIO_InitCard(soundcardinfo_t *sc, const char *cardname)
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{
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#ifdef WINRT
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char *dev = NULL;
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#else
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int dev = 0;
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#endif
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xaud_t *xa = Z_Malloc(sizeof(*xa));
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WAVEFORMATEX wfmt;
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xa->cb.lpVtbl = &cbvtbl;
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sc->sn.numchannels = 2;
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wfmt.wFormatTag = WAVE_FORMAT_PCM;
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wfmt.nChannels = sc->sn.numchannels;
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wfmt.nSamplesPerSec = sc->sn.speed;
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wfmt.wBitsPerSample = sc->sn.samplebits;
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wfmt.nBlockAlign = wfmt.nChannels * (wfmt.wBitsPerSample / 8);
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wfmt.nAvgBytesPerSec = wfmt.nSamplesPerSec * wfmt.nBlockAlign;
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wfmt.cbSize = 0;
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sc->inactive_sound = true;
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xa->buffercount = xa->bufferavail = 3; //submit this many straight up
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xa->subbuffersize = 256; //number of sampleblocks per submission
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sc->samplequeue = -1; //-1 means we're streaming, XAUDIO_GetDMAPos returns exactly as much as we want to paint to.
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sc->sn.samples = xa->buffercount * xa->subbuffersize * sc->sn.numchannels;
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xa->bufferstart = BZ_Malloc(sc->sn.samples * (sc->sn.samplebits/8));
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if (xa->bufferstart)
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{
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if (SUCCEEDED(XAudio2Create(&xa->ixa, 0, XAUDIO2_DEFAULT_PROCESSOR)))
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{
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#ifdef WINRT
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if (SUCCEEDED(IXAudio2_CreateMasteringVoice(xa->ixa, &xa->master, XAUDIO2_DEFAULT_CHANNELS, XAUDIO2_DEFAULT_SAMPLERATE, 0, dev, NULL, AudioCategory_GameEffects)))
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#else
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if (cardname && *cardname)
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{
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UINT32 devs = 0;
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XAUDIO2_DEVICE_DETAILS details;
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char id[MAX_QPATH];
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if (FAILED(IXAudio2_GetDeviceCount(xa->ixa, &devs)))
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devs = 0;
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for (dev = 0; dev < devs; dev++)
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{
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if (SUCCEEDED(IXAudio2_GetDeviceDetails(xa->ixa, dev, &details)))
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{
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narrowen(id, sizeof(id), details.DeviceID);
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if (!strcmp(id, cardname))
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break;
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}
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}
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if (dev == devs)
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dev = ~0; //something invalid.
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}
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/*
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//FIXME: correct the details to match the hardware
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*/
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if (dev != ~0 && SUCCEEDED(IXAudio2_CreateMasteringVoice(xa->ixa, &xa->master, XAUDIO2_DEFAULT_CHANNELS, XAUDIO2_DEFAULT_SAMPLERATE, 0, dev, NULL)))
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#endif
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{
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//egads
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XAUDIO2_VOICE_SENDS vs;
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XAUDIO2_SEND_DESCRIPTOR sd[1];
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vs.SendCount = 1;
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vs.pSends = sd;
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sd[0].Flags = 0;
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sd[0].pOutputVoice = (IXAudio2Voice*)xa->master;
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if (SUCCEEDED(IXAudio2_CreateSourceVoice(xa->ixa, &xa->source, &wfmt, 0, XAUDIO2_DEFAULT_FREQ_RATIO, &xa->cb, &vs, NULL)))
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{
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sc->handle = xa;
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sc->GetDMAPos = XAUDIO_GetDMAPos;
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sc->Lock = XAUDIO_Lock;
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sc->Unlock = XAUDIO_Unlock;
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sc->Submit = XAUDIO_Submit;
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sc->Shutdown = XAUDIO_Shutdown;
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IXAudio2SourceVoice_Start(xa->source, 0, XAUDIO2_COMMIT_NOW);
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return true;
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}
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IXAudio2MasteringVoice_DestroyVoice(xa->master);
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}
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IXAudio2_Release(xa->ixa);
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}
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BZ_Free(xa->bufferstart);
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}
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Z_Free(xa);
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return false;
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}
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qboolean QDECL XAUDIO_Enumerate(void (QDECL *callback) (const char *drivername, const char *devicecode, const char *readablename))
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{
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IXAudio2 *ixa;
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#ifndef WINRT
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CoInitializeEx(NULL, COINIT_MULTITHREADED);
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//winrt provides no enumeration mechanism.
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if (SUCCEEDED(XAudio2Create(&ixa, 0, XAUDIO2_DEFAULT_PROCESSOR)))
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{
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UINT32 devs = 0, i;
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XAUDIO2_DEVICE_DETAILS details;
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char id[MAX_QPATH], name[MAX_QPATH];
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if (FAILED(IXAudio2_GetDeviceCount(ixa, &devs)))
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devs = 0;
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strcpy(name, "XA2:");
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for (i = 0; i < devs; i++)
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{
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if (SUCCEEDED(IXAudio2_GetDeviceDetails(ixa, i, &details)))
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{
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narrowen(id, sizeof(id), details.DeviceID);
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narrowen(name+4, sizeof(name)-4, details.DisplayName);
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callback(SDRVNAME, id, name);
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}
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}
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IXAudio2_Release(ixa);
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return true;
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}
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#endif
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return false;
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}
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sounddriver_t XAUDIO2_Output =
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{
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SDRVNAME,
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XAUDIO_InitCard,
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XAUDIO_Enumerate
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};
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#endif
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