mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 22:01:50 +00:00
27a59a0cbc
vulkan, wasapi, quake injector features added. irc, avplug, cef plugins/drivers reworked/updated/added openal reverb, doppler effects added. 'dir' console command now attempts to view clicked files. lots of warning fixes, should now only be deprecation warnings for most targets (depending on compiler version anyway...). SendEntity finally reworked to use flags properly. effectinfo improved, other smc-targetted fixes. mapcluster stuff now has support for linux. .basebone+.baseframe now exist in ssqc. qcc: -Fqccx supports qccx syntax, including qccx hacks. don't expect these to work in fteqw nor dp though. qcc: rewrote function call handling to use refs rather than defs. this makes struct passing more efficient and makes the __out keyword usable with fields etc. qccgui: can cope a little better with non-unicode files. can now represent most quake chars. qcc: suppressed warnings from *extensions.qc git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5000 fc73d0e0-1445-4013-8a0c-d673dee63da5
260 lines
7.8 KiB
C
260 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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//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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