dsound: Some cosmetic changes.
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@ -17,14 +17,10 @@
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* You should have received a copy of the GNU Lesser General Public
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* License along with this library; 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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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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*
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/*
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* Most thread locking is complete. There may be a few race
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* Most thread locking is complete. There may be a few race
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* conditions still lurking.
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* conditions still lurking.
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*
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*
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* Tested with a Soundblaster clone, a Gravis UltraSound Classic,
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* and a Turtle Beach Tropez+.
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*
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* TODO:
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* TODO:
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* Implement SetCooperativeLevel properly (need to address focus issues)
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* Implement SetCooperativeLevel properly (need to address focus issues)
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* Implement DirectSound3DBuffers (stubs in place)
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* Implement DirectSound3DBuffers (stubs in place)
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@ -32,8 +28,8 @@
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* Add critical section locking inside Release and AddRef methods
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* Add critical section locking inside Release and AddRef methods
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* Handle static buffers - put those in hardware, non-static not in hardware
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* Handle static buffers - put those in hardware, non-static not in hardware
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* Hardware DuplicateSoundBuffer
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* Hardware DuplicateSoundBuffer
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* Proper volume calculation, and setting volume in HEL primary buffer
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* Proper volume calculation for 3d buffers
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* Optimize WINMM and negotiate fragment size, decrease DS_HEL_MARGIN
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* Remove DS_HEL_FRAGS and use mixer fragment length for it
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*/
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*/
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#include <stdarg.h>
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#include <stdarg.h>
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@ -57,11 +53,7 @@
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WINE_DEFAULT_DEBUG_CHANNEL(dsound);
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WINE_DEFAULT_DEBUG_CHANNEL(dsound);
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/* these are eligible for tuning... they must be high on slow machines... */
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#define DS_SND_QUEUE_MAX 10 /* max number of fragments to prebuffer, each fragment is approximately 10 ms long */
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/* some stuff may get more responsive with lower values though... */
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#define DS_EMULDRIVER 0 /* some games (Quake 2, UT) refuse to accept
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emulated dsound devices. set to 0 ! */
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#define DS_SND_QUEUE_MAX 10 /* max number of fragments to prebuffer */
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DirectSoundDevice* DSOUND_renderer[MAXWAVEDRIVERS];
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DirectSoundDevice* DSOUND_renderer[MAXWAVEDRIVERS];
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GUID DSOUND_renderer_guids[MAXWAVEDRIVERS];
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GUID DSOUND_renderer_guids[MAXWAVEDRIVERS];
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@ -94,7 +86,7 @@ HRESULT mmErr(UINT err)
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}
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}
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}
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}
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int ds_emuldriver = DS_EMULDRIVER;
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int ds_emuldriver = 0;
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int ds_snd_queue_max = DS_SND_QUEUE_MAX;
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int ds_snd_queue_max = DS_SND_QUEUE_MAX;
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int ds_hw_accel = DS_HW_ACCEL_FULL;
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int ds_hw_accel = DS_HW_ACCEL_FULL;
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int ds_default_playback = 0;
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int ds_default_playback = 0;
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@ -181,8 +173,8 @@ void setup_dsound_options(void)
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if (appkey) RegCloseKey( appkey );
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if (appkey) RegCloseKey( appkey );
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if (hkey) RegCloseKey( hkey );
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if (hkey) RegCloseKey( hkey );
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if (ds_emuldriver != DS_EMULDRIVER )
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if (ds_emuldriver)
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WARN("ds_emuldriver = %d (default=%d)\n",ds_emuldriver, DS_EMULDRIVER);
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WARN("ds_emuldriver = %d (default=0)\n",ds_emuldriver);
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if (ds_snd_queue_max != DS_SND_QUEUE_MAX)
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if (ds_snd_queue_max != DS_SND_QUEUE_MAX)
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WARN("ds_snd_queue_max = %d (default=%d)\n",ds_snd_queue_max ,DS_SND_QUEUE_MAX);
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WARN("ds_snd_queue_max = %d (default=%d)\n",ds_snd_queue_max ,DS_SND_QUEUE_MAX);
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if (ds_hw_accel != DS_HW_ACCEL_FULL)
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if (ds_hw_accel != DS_HW_ACCEL_FULL)
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