// leave this as first line for PCH reasons... // #include "../server/exe_headers.h" #include #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: " ); if (DS_OK != pDS->CreateSoundBuffer(&dsbuf, &pDSBuf, NULL)) { Com_Printf( " - using ancient version of DirectX -- this will slow FPS\n" ); dsbuf.dwFlags = DSBCAPS_CTRLFREQUENCY; 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; }