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https://github.com/UberGames/lilium-voyager.git
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05e8ab9538
* Updated TODO * Moved ChangeLog to root * Updated ChangeLog * s/Foobar/Quake III Arena Source Code/ * Biggest patch EVAR. I wonder how many mail boxes this will fill...
388 lines
9.3 KiB
C
388 lines
9.3 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include <float.h>
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#include "../client/snd_local.h"
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#include "win_local.h"
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HRESULT (WINAPI *pDirectSoundCreate)(GUID FAR *lpGUID, LPDIRECTSOUND FAR *lplpDS, IUnknown FAR *pUnkOuter);
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#define iDirectSoundCreate(a,b,c) pDirectSoundCreate(a,b,c)
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#define SECONDARY_BUFFER_SIZE 0x10000
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static qboolean dsound_init;
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static int sample16;
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static DWORD gSndBufSize;
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static DWORD locksize;
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static LPDIRECTSOUND pDS;
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static LPDIRECTSOUNDBUFFER pDSBuf, pDSPBuf;
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static HINSTANCE hInstDS;
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static const char *DSoundError( int error ) {
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switch ( error ) {
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case DSERR_BUFFERLOST:
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return "DSERR_BUFFERLOST";
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case DSERR_INVALIDCALL:
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return "DSERR_INVALIDCALLS";
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case DSERR_INVALIDPARAM:
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return "DSERR_INVALIDPARAM";
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case DSERR_PRIOLEVELNEEDED:
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return "DSERR_PRIOLEVELNEEDED";
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}
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return "unknown";
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}
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/*
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==================
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SNDDMA_Shutdown
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==================
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*/
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void SNDDMA_Shutdown( void ) {
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Com_DPrintf( "Shutting down sound system\n" );
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if ( pDS ) {
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Com_DPrintf( "Destroying DS buffers\n" );
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if ( pDS )
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{
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Com_DPrintf( "...setting NORMAL coop level\n" );
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pDS->lpVtbl->SetCooperativeLevel( pDS, g_wv.hWnd, DSSCL_PRIORITY );
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}
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if ( pDSBuf )
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{
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Com_DPrintf( "...stopping and releasing sound buffer\n" );
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pDSBuf->lpVtbl->Stop( pDSBuf );
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pDSBuf->lpVtbl->Release( pDSBuf );
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}
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// only release primary buffer if it's not also the mixing buffer we just released
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if ( pDSPBuf && ( pDSBuf != pDSPBuf ) )
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{
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Com_DPrintf( "...releasing primary buffer\n" );
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pDSPBuf->lpVtbl->Release( pDSPBuf );
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}
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pDSBuf = NULL;
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pDSPBuf = NULL;
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dma.buffer = NULL;
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Com_DPrintf( "...releasing DS object\n" );
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pDS->lpVtbl->Release( pDS );
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}
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if ( hInstDS ) {
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Com_DPrintf( "...freeing DSOUND.DLL\n" );
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FreeLibrary( hInstDS );
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hInstDS = NULL;
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}
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pDS = NULL;
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pDSBuf = NULL;
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pDSPBuf = NULL;
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dsound_init = qfalse;
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memset ((void *)&dma, 0, sizeof (dma));
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CoUninitialize( );
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}
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/*
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==================
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SNDDMA_Init
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Initialize direct sound
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Returns false if failed
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==================
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*/
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qboolean SNDDMA_Init(void) {
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memset ((void *)&dma, 0, sizeof (dma));
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dsound_init = 0;
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CoInitialize(NULL);
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if ( !SNDDMA_InitDS () ) {
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return qfalse;
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}
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dsound_init = qtrue;
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Com_DPrintf("Completed successfully\n" );
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return qtrue;
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}
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#undef DEFINE_GUID
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#define DEFINE_GUID(name, l, w1, w2, b1, b2, b3, b4, b5, b6, b7, b8) \
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const GUID name \
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= { l, w1, w2, { b1, b2, b3, b4, b5, b6, b7, b8 } }
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// DirectSound Component GUID {47D4D946-62E8-11CF-93BC-444553540000}
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DEFINE_GUID(CLSID_DirectSound, 0x47d4d946, 0x62e8, 0x11cf, 0x93, 0xbc, 0x44, 0x45, 0x53, 0x54, 0x0, 0x0);
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// DirectSound 8.0 Component GUID {3901CC3F-84B5-4FA4-BA35-AA8172B8A09B}
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DEFINE_GUID(CLSID_DirectSound8, 0x3901cc3f, 0x84b5, 0x4fa4, 0xba, 0x35, 0xaa, 0x81, 0x72, 0xb8, 0xa0, 0x9b);
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DEFINE_GUID(IID_IDirectSound8, 0xC50A7E93, 0xF395, 0x4834, 0x9E, 0xF6, 0x7F, 0xA9, 0x9D, 0xE5, 0x09, 0x66);
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DEFINE_GUID(IID_IDirectSound, 0x279AFA83, 0x4981, 0x11CE, 0xA5, 0x21, 0x00, 0x20, 0xAF, 0x0B, 0xE5, 0x60);
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int SNDDMA_InitDS ()
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{
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HRESULT hresult;
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DSBUFFERDESC dsbuf;
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DSBCAPS dsbcaps;
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WAVEFORMATEX format;
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int use8;
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Com_Printf( "Initializing DirectSound\n");
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use8 = 1;
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// Create IDirectSound using the primary sound device
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if( FAILED( hresult = CoCreateInstance(&CLSID_DirectSound8, NULL, CLSCTX_INPROC_SERVER, &IID_IDirectSound8, (void **)&pDS))) {
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use8 = 0;
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if( FAILED( hresult = CoCreateInstance(&CLSID_DirectSound, NULL, CLSCTX_INPROC_SERVER, &IID_IDirectSound, (void **)&pDS))) {
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Com_Printf ("failed\n");
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SNDDMA_Shutdown ();
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return qfalse;
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}
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}
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hresult = pDS->lpVtbl->Initialize( pDS, NULL);
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Com_DPrintf( "ok\n" );
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Com_DPrintf("...setting DSSCL_PRIORITY coop level: " );
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if ( DS_OK != pDS->lpVtbl->SetCooperativeLevel( pDS, g_wv.hWnd, DSSCL_PRIORITY ) ) {
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Com_Printf ("failed\n");
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SNDDMA_Shutdown ();
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return qfalse;
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}
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Com_DPrintf("ok\n" );
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// create the secondary buffer we'll actually work with
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dma.channels = 2;
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dma.samplebits = 16;
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// if (s_khz->integer == 44)
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// dma.speed = 44100;
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// else if (s_khz->integer == 22)
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// dma.speed = 22050;
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// else
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// dma.speed = 11025;
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dma.speed = 22050;
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memset (&format, 0, sizeof(format));
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format.wFormatTag = WAVE_FORMAT_PCM;
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format.nChannels = dma.channels;
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format.wBitsPerSample = dma.samplebits;
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format.nSamplesPerSec = dma.speed;
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format.nBlockAlign = format.nChannels * format.wBitsPerSample / 8;
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format.cbSize = 0;
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format.nAvgBytesPerSec = format.nSamplesPerSec*format.nBlockAlign;
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memset (&dsbuf, 0, sizeof(dsbuf));
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dsbuf.dwSize = sizeof(DSBUFFERDESC);
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// Micah: take advantage of 2D hardware.if available.
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dsbuf.dwFlags = DSBCAPS_LOCHARDWARE;
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if (use8) {
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dsbuf.dwFlags |= DSBCAPS_GETCURRENTPOSITION2;
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}
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dsbuf.dwBufferBytes = SECONDARY_BUFFER_SIZE;
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dsbuf.lpwfxFormat = &format;
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memset(&dsbcaps, 0, sizeof(dsbcaps));
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dsbcaps.dwSize = sizeof(dsbcaps);
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Com_DPrintf( "...creating secondary buffer: " );
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if (DS_OK == pDS->lpVtbl->CreateSoundBuffer(pDS, &dsbuf, &pDSBuf, NULL)) {
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Com_Printf( "locked hardware. ok\n" );
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}
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else {
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// Couldn't get hardware, fallback to software.
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dsbuf.dwFlags = DSBCAPS_LOCSOFTWARE;
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if (use8) {
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dsbuf.dwFlags |= DSBCAPS_GETCURRENTPOSITION2;
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}
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if (DS_OK != pDS->lpVtbl->CreateSoundBuffer(pDS, &dsbuf, &pDSBuf, NULL)) {
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Com_Printf( "failed\n" );
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SNDDMA_Shutdown ();
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return qfalse;
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}
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Com_DPrintf( "forced to software. ok\n" );
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}
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// Make sure mixer is active
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if ( DS_OK != pDSBuf->lpVtbl->Play(pDSBuf, 0, 0, DSBPLAY_LOOPING) ) {
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Com_Printf ("*** Looped sound play failed ***\n");
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SNDDMA_Shutdown ();
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return qfalse;
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}
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// get the returned buffer size
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if ( DS_OK != pDSBuf->lpVtbl->GetCaps (pDSBuf, &dsbcaps) ) {
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Com_Printf ("*** GetCaps failed ***\n");
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SNDDMA_Shutdown ();
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return qfalse;
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}
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gSndBufSize = dsbcaps.dwBufferBytes;
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dma.channels = format.nChannels;
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dma.samplebits = format.wBitsPerSample;
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dma.speed = format.nSamplesPerSec;
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dma.samples = gSndBufSize/(dma.samplebits/8);
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dma.submission_chunk = 1;
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dma.buffer = NULL; // must be locked first
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sample16 = (dma.samplebits/8) - 1;
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SNDDMA_BeginPainting ();
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if (dma.buffer)
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memset(dma.buffer, 0, dma.samples * dma.samplebits/8);
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SNDDMA_Submit ();
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return 1;
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}
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/*
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==============
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SNDDMA_GetDMAPos
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return the current sample position (in mono samples read)
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inside the recirculating dma buffer, so the mixing code will know
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how many sample are required to fill it up.
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===============
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*/
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int SNDDMA_GetDMAPos( void ) {
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MMTIME mmtime;
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int s;
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DWORD dwWrite;
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if ( !dsound_init ) {
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return 0;
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}
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mmtime.wType = TIME_SAMPLES;
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pDSBuf->lpVtbl->GetCurrentPosition(pDSBuf, &mmtime.u.sample, &dwWrite);
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s = mmtime.u.sample;
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s >>= sample16;
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s &= (dma.samples-1);
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return s;
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}
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/*
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==============
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SNDDMA_BeginPainting
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Makes sure dma.buffer is valid
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===============
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*/
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void SNDDMA_BeginPainting( void ) {
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int reps;
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DWORD dwSize2;
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DWORD *pbuf, *pbuf2;
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HRESULT hresult;
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DWORD dwStatus;
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if ( !pDSBuf ) {
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return;
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}
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// if the buffer was lost or stopped, restore it and/or restart it
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if ( pDSBuf->lpVtbl->GetStatus (pDSBuf, &dwStatus) != DS_OK ) {
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Com_Printf ("Couldn't get sound buffer status\n");
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}
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if (dwStatus & DSBSTATUS_BUFFERLOST)
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pDSBuf->lpVtbl->Restore (pDSBuf);
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if (!(dwStatus & DSBSTATUS_PLAYING))
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pDSBuf->lpVtbl->Play(pDSBuf, 0, 0, DSBPLAY_LOOPING);
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// lock the dsound buffer
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reps = 0;
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dma.buffer = NULL;
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while ((hresult = pDSBuf->lpVtbl->Lock(pDSBuf, 0, gSndBufSize, (LPVOID)&pbuf, &locksize,
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(LPVOID)&pbuf2, &dwSize2, 0)) != DS_OK)
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{
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if (hresult != DSERR_BUFFERLOST)
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{
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Com_Printf( "SNDDMA_BeginPainting: Lock failed with error '%s'\n", DSoundError( hresult ) );
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S_Shutdown ();
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return;
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}
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else
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{
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pDSBuf->lpVtbl->Restore( pDSBuf );
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}
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if (++reps > 2)
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return;
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}
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dma.buffer = (unsigned char *)pbuf;
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}
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/*
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==============
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SNDDMA_Submit
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Send sound to device if buffer isn't really the dma buffer
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Also unlocks the dsound buffer
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===============
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*/
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void SNDDMA_Submit( void ) {
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// unlock the dsound buffer
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if ( pDSBuf ) {
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pDSBuf->lpVtbl->Unlock(pDSBuf, dma.buffer, locksize, NULL, 0);
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}
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}
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/*
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=================
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SNDDMA_Activate
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When we change windows we need to do this
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=================
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*/
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void SNDDMA_Activate( void ) {
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if ( !pDS ) {
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return;
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}
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if ( DS_OK != pDS->lpVtbl->SetCooperativeLevel( pDS, g_wv.hWnd, DSSCL_PRIORITY ) ) {
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Com_Printf ("sound SetCooperativeLevel failed\n");
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SNDDMA_Shutdown ();
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}
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}
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