More intelligent DirectSound prebuffering. By tracking the
last-written position of streaming buffers, it attempts to avoid prebuffering past this position unless necessary; this may avoid a number of sound problems in various situations. Merged HEL and HAL mixing code, which should reduce the HEL mode's CPU usage slightly.
This commit is contained in:
parent
2563b1b732
commit
0c7c94b956
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@ -53,11 +53,9 @@ DEFAULT_DEBUG_CHANNEL(dsound);
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#define DS_EMULDRIVER 1 /* some games (Quake 2, UT) refuse to accept
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emulated dsound devices. set to 0 ! */
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#define DS_HEL_FRAGS 48 /* HEL only: number of waveOut fragments in primary buffer */
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#define DS_HEL_QUEUE 28 /* HEL only: number of waveOut fragments to prebuffer */
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/* (Starcraft videos won't work with higher than 32 x10ms) */
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#define DS_HEL_MARGIN 4 /* HEL only: number of waveOut fragments ahead to mix in new buffers */
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#define DS_HAL_QUEUE 28 /* HAL only: max number of fragments to prebuffer */
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#define DS_SND_QUEUE 28 /* max number of fragments to prebuffer */
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/* Linux does not support better timing than 10ms */
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#define DS_TIME_RES 10 /* Resolution of multimedia timer */
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@ -113,10 +111,9 @@ struct IDirectSoundBufferImpl
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LPBYTE buffer;
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IDirectSound3DBufferImpl* ds3db;
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DWORD playflags,state,leadin;
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DWORD playpos,mixpos,startpos,writelead,buflen;
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DWORD playpos,startpos,writelead,buflen;
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DWORD nAvgBytesPerSec;
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DWORD freq;
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ULONG freqAdjust;
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DSVOLUMEPAN volpan;
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IDirectSoundBufferImpl* parent; /* for duplicates */
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IDirectSoundImpl* dsound;
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@ -124,6 +121,11 @@ struct IDirectSoundBufferImpl
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LPDSBPOSITIONNOTIFY notifies;
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int nrofnotifies;
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CRITICAL_SECTION lock;
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/* used for frequency conversion (PerfectPitch) */
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ULONG freqAdjust, freqAcc;
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/* used for intelligent (well, sort of) prebuffering */
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DWORD probably_valid_to;
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DWORD primary_mixpos, buf_mixpos;
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};
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#define STATE_STOPPED 0
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@ -1194,10 +1196,14 @@ static HRESULT WINAPI IDirectSoundBufferImpl_Play(
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TRACE("(%p,%08lx,%08lx,%08lx)\n",
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This,reserved1,reserved2,flags
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);
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/* **** */
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EnterCriticalSection(&(This->lock));
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This->playflags = flags;
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if (This->state == STATE_STOPPED) {
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This->leadin = TRUE;
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This->startpos = This->mixpos;
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This->startpos = This->buf_mixpos;
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This->state = STATE_STARTING;
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} else if (This->state == STATE_STOPPING)
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This->state = STATE_PLAYING;
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@ -1205,6 +1211,10 @@ static HRESULT WINAPI IDirectSoundBufferImpl_Play(
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IDsDriverBuffer_Play(This->hwbuf, 0, 0, This->playflags);
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This->state = STATE_PLAYING;
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}
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LeaveCriticalSection(&(This->lock));
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/* **** */
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return DS_OK;
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}
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@ -1292,6 +1302,53 @@ static DWORD WINAPI IDirectSoundBufferImpl_Release(LPDIRECTSOUNDBUFFER iface) {
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return 0;
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}
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static DWORD DSOUND_CalcPlayPosition(IDirectSoundBufferImpl *This,
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DWORD state, DWORD pplay, DWORD pmix, DWORD bmix)
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{
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DWORD bplay;
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TRACE("primary playpos=%ld, mixpos=%ld\n", pplay, pmix);
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TRACE("this mixpos=%ld\n", bmix);
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/* the actual primary play position (pplay) is always behind last mixed (pmix),
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* unless the computer is too slow or something */
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/* we need to know how far away we are from there */
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if (pmix == pplay) {
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if ((state == STATE_PLAYING) || (state == STATE_STOPPING)) {
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/* wow, the software mixer is really doing well,
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* seems the entire primary buffer is filled! */
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pmix += primarybuf->buflen;
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}
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/* else: the primary buffer is not playing, so probably empty */
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}
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if (pmix < pplay) pmix += primarybuf->buflen; /* wraparound */
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pmix -= pplay;
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/* detect buffer underrun */
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if ((pmix > ((DS_SND_QUEUE + 1) * primarybuf->dsound->fraglen + primarybuf->writelead))) {
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TRACE("detected an underrun: primary queue was %ld\n",pmix);
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pmix = 0;
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}
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/* divide the offset by its sample size */
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pmix /= primarybuf->wfx.nBlockAlign;
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TRACE("primary back-samples=%ld\n",pmix);
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/* adjust for our frequency */
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pmix = (pmix * This->freqAdjust) >> DSOUND_FREQSHIFT;
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/* multiply by our own sample size */
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pmix *= This->wfx.nBlockAlign;
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TRACE("this back-offset=%ld\n", pmix);
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/* subtract from our last mixed position */
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bplay = bmix;
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while (bplay < pmix) bplay += This->buflen; /* wraparound */
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bplay -= pmix;
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if (This->leadin && ((bplay < This->startpos) || (bplay > bmix))) {
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/* seems we haven't started playing yet */
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TRACE("this still in lead-in phase\n");
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bplay = This->startpos;
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}
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/* return the result */
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return bplay;
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}
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static HRESULT WINAPI IDirectSoundBufferImpl_GetCurrentPosition(
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LPDIRECTSOUNDBUFFER iface,LPDWORD playpos,LPDWORD writepos
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) {
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@ -1305,16 +1362,13 @@ static HRESULT WINAPI IDirectSoundBufferImpl_GetCurrentPosition(
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}
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else if (This->dsbd.dwFlags & DSBCAPS_PRIMARYBUFFER) {
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if (playpos && (This->dsbd.dwFlags & DSBCAPS_GETCURRENTPOSITION2)) {
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if (playpos) {
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MMTIME mtime;
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mtime.wType = TIME_BYTES;
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waveOutGetPosition(This->dsound->hwo, &mtime, sizeof(mtime));
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mtime.u.cb = mtime.u.cb % This->buflen;
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*playpos = mtime.u.cb;
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}
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/* don't know how exactly non-GETCURRENTPOSITION2 behaves,
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* but I think this works for Starcraft */
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else if (playpos) *playpos = This->playpos;
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if (writepos) {
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/* the writepos should only be used by apps with WRITEPRIMARY priority,
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* in which case our software mixer is disabled anyway */
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@ -1325,77 +1379,40 @@ static HRESULT WINAPI IDirectSoundBufferImpl_GetCurrentPosition(
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} else {
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if (playpos && (This->state != STATE_PLAYING)) {
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/* we haven't been merged into the primary buffer (yet) */
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*playpos = This->mixpos;
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*playpos = This->buf_mixpos;
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}
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else if (playpos) {
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DWORD pplay, lplay, splay, tplay, pstate;
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DWORD pplay, lplay, splay, pstate;
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/* let's get this exact; first, recursively call GetPosition on the primary */
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EnterCriticalSection(&(primarybuf->lock));
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if ((This->dsbd.dwFlags & DSBCAPS_GETCURRENTPOSITION2) || primarybuf->hwbuf) {
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if ((This->dsbd.dwFlags & DSBCAPS_GETCURRENTPOSITION2) || primarybuf->hwbuf || !DS_EMULDRIVER) {
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IDirectSoundBufferImpl_GetCurrentPosition((LPDIRECTSOUNDBUFFER)primarybuf, &pplay, NULL);
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/* detect HEL mode underrun */
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pstate = primarybuf->state;
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if (!(primarybuf->hwbuf || primarybuf->dsound->pwqueue)) {
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TRACE("detected an underrun\n");
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/* pplay = ? */
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if (pstate == STATE_PLAYING)
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pstate = STATE_STARTING;
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else if (pstate == STATE_STOPPING)
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pstate = STATE_STOPPED;
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}
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/* get data for ourselves while we still have the lock */
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pstate &= This->state;
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lplay = This->primary_mixpos;
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splay = This->buf_mixpos;
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/* calculate play position using this */
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*playpos = DSOUND_CalcPlayPosition(This, pstate, pplay, lplay, splay);
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} else {
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/* (unless the app isn't using GETCURRENTPOSITION2) */
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/* don't know exactly how this should be handled either */
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pplay = primarybuf->playpos;
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/* don't know exactly how this should be handled...
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* the docs says that play cursor is reported as directly
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* behind write cursor, hmm... */
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*playpos = This->playpos;
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}
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/* get last mixed primary play position */
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lplay = primarybuf->mixpos;
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pstate = primarybuf->state;
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/* detect HEL mode underrun */
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if (!(primarybuf->hwbuf || primarybuf->dsound->pwqueue)) {
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TRACE("detected an underrun\n");
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pplay = lplay;
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if (pstate == STATE_PLAYING)
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pstate = STATE_STARTING;
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else if (pstate == STATE_STOPPING)
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pstate = STATE_STOPPED;
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}
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/* get our own last mixed position while we still have the lock */
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splay = This->mixpos;
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LeaveCriticalSection(&(primarybuf->lock));
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TRACE("primary playpos=%ld, mixpos=%ld\n", pplay, lplay);
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TRACE("this mixpos=%ld\n", splay);
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/* the actual primary play position (pplay) is always behind last mixed (lplay),
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* unless the computer is too slow or something */
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/* we need to know how far away we are from there */
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if (lplay == pplay) {
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if ((pstate == STATE_PLAYING) || (pstate == STATE_STOPPING)) {
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/* wow, the software mixer is really doing well,
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* seems the entire primary buffer is filled! */
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lplay += primarybuf->buflen;
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}
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/* else: the primary buffer is not playing, so probably empty */
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}
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if (lplay < pplay) lplay += primarybuf->buflen; /* wraparound */
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lplay -= pplay;
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/* detect HAL mode underrun */
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if (primarybuf->hwbuf &&
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(lplay > ((DS_HAL_QUEUE + 1) * primarybuf->dsound->fraglen + primarybuf->writelead))) {
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TRACE("detected an underrun: primary queue was %ld\n",lplay);
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lplay = 0;
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}
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/* divide the offset by its sample size */
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lplay /= primarybuf->wfx.nChannels * (primarybuf->wfx.wBitsPerSample / 8);
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TRACE("primary back-samples=%ld\n",lplay);
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/* adjust for our frequency */
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lplay = (lplay * This->freqAdjust) >> DSOUND_FREQSHIFT;
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/* multiply by our own sample size */
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lplay *= This->wfx.nChannels * (This->wfx.wBitsPerSample / 8);
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TRACE("this back-offset=%ld\n", lplay);
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/* subtract from our last mixed position */
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tplay = splay;
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while (tplay < lplay) tplay += This->buflen; /* wraparound */
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tplay -= lplay;
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if (This->leadin && ((tplay < This->startpos) || (tplay > splay))) {
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/* seems we haven't started playing yet */
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TRACE("this still in lead-in phase\n");
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tplay = This->startpos;
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}
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/* return the result */
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*playpos = tplay;
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}
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if (writepos) *writepos = This->mixpos;
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if (writepos) *writepos = This->buf_mixpos;
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}
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if (writepos) {
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if (This->state != STATE_STOPPED)
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@ -1479,6 +1496,8 @@ static HRESULT WINAPI IDirectSoundBufferImpl_Lock(
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assert(audiobytes1!=audiobytes2);
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assert(lplpaudioptr1!=lplpaudioptr2);
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This->probably_valid_to = writecursor;
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if (This->dsbd.dwFlags & DSBCAPS_PRIMARYBUFFER)
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capf = DSDDESC_DONTNEEDPRIMARYLOCK;
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else
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@ -1519,9 +1538,9 @@ static HRESULT WINAPI IDirectSoundBufferImpl_SetCurrentPosition(
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/* **** */
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EnterCriticalSection(&(This->lock));
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This->mixpos = newpos;
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This->buf_mixpos = newpos;
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if (This->hwbuf)
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IDsDriverBuffer_SetPosition(This->hwbuf, This->mixpos);
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IDsDriverBuffer_SetPosition(This->hwbuf, This->buf_mixpos);
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LeaveCriticalSection(&(This->lock));
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/* **** */
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@ -1601,6 +1620,11 @@ static HRESULT WINAPI IDirectSoundBufferImpl_Unlock(
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IDsDriverBuffer_Unlock(This->hwbuf, p1, x1, p2, x2);
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}
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if (p2) This->probably_valid_to = (((LPBYTE)p2)-This->buffer) + x2;
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else This->probably_valid_to = (((LPBYTE)p1)-This->buffer) + x1;
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while (This->probably_valid_to >= This->buflen)
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This->probably_valid_to -= This->buflen;
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return DS_OK;
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}
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@ -1936,7 +1960,7 @@ static HRESULT WINAPI IDirectSoundImpl_CreateSoundBuffer(
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/* It's not necessary to initialize values to zero since */
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/* we allocated this structure with HEAP_ZERO_MEMORY... */
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(*ippdsb)->playpos = 0;
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(*ippdsb)->mixpos = 0;
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(*ippdsb)->buf_mixpos = 0;
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(*ippdsb)->state = STATE_STOPPED;
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DSOUND_RecalcVolPan(&((*ippdsb)->volpan));
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@ -2035,7 +2059,7 @@ static HRESULT WINAPI IDirectSoundImpl_DuplicateSoundBuffer(
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memcpy(*ippdsb, ipdsb, sizeof(IDirectSoundBufferImpl));
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(*ippdsb)->ref = 1;
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(*ippdsb)->playpos = 0;
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(*ippdsb)->mixpos = 0;
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(*ippdsb)->buf_mixpos = 0;
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(*ippdsb)->dsound = This;
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(*ippdsb)->parent = ipdsb;
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memcpy(&((*ippdsb)->wfx), &(ipdsb->wfx), sizeof((*ippdsb)->wfx));
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@ -2396,15 +2420,15 @@ static INT DSOUND_MixerNorm(IDirectSoundBufferImpl *dsb, BYTE *buf, INT len)
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INT iAdvance = dsb->wfx.nBlockAlign;
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INT oAdvance = primarybuf->wfx.nBlockAlign;
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ibp = dsb->buffer + dsb->mixpos;
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ibp = dsb->buffer + dsb->buf_mixpos;
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obp = buf;
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TRACE("(%p, %p, %p), mixpos=%ld\n", dsb, ibp, obp, dsb->mixpos);
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TRACE("(%p, %p, %p), buf_mixpos=%ld\n", dsb, ibp, obp, dsb->buf_mixpos);
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/* Check for the best case */
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if ((dsb->freq == primarybuf->wfx.nSamplesPerSec) &&
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(dsb->wfx.wBitsPerSample == primarybuf->wfx.wBitsPerSample) &&
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(dsb->wfx.nChannels == primarybuf->wfx.nChannels)) {
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DWORD bytesleft = dsb->buflen - dsb->mixpos;
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DWORD bytesleft = dsb->buflen - dsb->buf_mixpos;
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TRACE("(%p) Best case\n", dsb);
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if (len <= bytesleft )
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memcpy(obp, ibp, len);
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@ -2437,21 +2461,28 @@ static INT DSOUND_MixerNorm(IDirectSoundBufferImpl *dsb, BYTE *buf, INT len)
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/* New PerfectPitch(tm) Technology (c) 1998 Rob Riggs */
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/* Patent Pending :-] */
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/* Patent enhancements (c) 2000 Ove Kåven,
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* TransGaming Technologies Inc. */
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TRACE("(%p) Adjusting frequency: %ld -> %ld\n",
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dsb, dsb->freq, primarybuf->wfx.nSamplesPerSec);
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size = len / oAdvance;
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ilen = ((size * dsb->freqAdjust) >> DSOUND_FREQSHIFT) * iAdvance;
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ilen = 0;
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ipos = dsb->buf_mixpos;
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for (i = 0; i < size; i++) {
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ipos = (((i * dsb->freqAdjust) >> DSOUND_FREQSHIFT) * iAdvance) + dsb->mixpos;
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if (ipos >= dsb->buflen)
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ipos %= dsb->buflen; /* wrap */
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get_fields(dsb, (dsb->buffer + ipos), &fieldL, &fieldR);
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set_fields(obp, fieldL, fieldR);
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obp += oAdvance;
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dsb->freqAcc += dsb->freqAdjust;
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if (dsb->freqAcc >= (1<<DSOUND_FREQSHIFT)) {
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ULONG adv = (dsb->freqAcc>>DSOUND_FREQSHIFT) * iAdvance;
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dsb->freqAcc &= (1<<DSOUND_FREQSHIFT)-1;
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ipos += adv; ilen += adv;
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while (ipos >= dsb->buflen)
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ipos -= dsb->buflen;
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}
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}
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return ilen;
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}
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@ -2504,25 +2535,25 @@ static void DSOUND_MixerVol(IDirectSoundBufferImpl *dsb, BYTE *buf, INT len)
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static void DSOUND_Mixer3D(IDirectSoundBufferImpl *dsb, BYTE *buf, INT len)
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{
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BYTE *ibp, *obp;
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DWORD buflen, mixpos;
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DWORD buflen, buf_mixpos;
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buflen = dsb->ds3db->buflen;
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mixpos = (dsb->mixpos * primarybuf->wfx.nBlockAlign) / dsb->wfx.nBlockAlign;
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ibp = dsb->ds3db->buffer + mixpos;
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buf_mixpos = (dsb->buf_mixpos * primarybuf->wfx.nBlockAlign) / dsb->wfx.nBlockAlign;
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ibp = dsb->ds3db->buffer + buf_mixpos;
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obp = buf;
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if (mixpos > buflen) {
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if (buf_mixpos > buflen) {
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FIXME("Major breakage");
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return;
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}
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if (len <= (mixpos + buflen))
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if (len <= (buf_mixpos + buflen))
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memcpy(obp, ibp, len);
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else { /* wrap */
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memcpy(obp, ibp, buflen - mixpos);
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memcpy(obp + (buflen - mixpos),
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memcpy(obp, ibp, buflen - buf_mixpos);
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memcpy(obp + (buflen - buf_mixpos),
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dsb->buffer,
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len - (buflen - mixpos));
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len - (buflen - buf_mixpos));
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}
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return;
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}
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@ -2555,7 +2586,7 @@ static DWORD DSOUND_MixInBuffer(IDirectSoundBufferImpl *dsb, DWORD writepos, DWO
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if (!(dsb->playflags & DSBPLAY_LOOPING)) {
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temp = MulDiv(primarybuf->wfx.nAvgBytesPerSec, dsb->buflen,
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dsb->nAvgBytesPerSec) -
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MulDiv(primarybuf->wfx.nAvgBytesPerSec, dsb->mixpos,
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MulDiv(primarybuf->wfx.nAvgBytesPerSec, dsb->buf_mixpos,
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dsb->nAvgBytesPerSec);
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len = (len > temp) ? temp : len;
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}
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@ -2565,11 +2596,11 @@ static DWORD DSOUND_MixInBuffer(IDirectSoundBufferImpl *dsb, DWORD writepos, DWO
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/* This should only happen if we aren't looping and temp < 4 */
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/* We skip the remainder, so check for possible events */
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DSOUND_CheckEvent(dsb, dsb->buflen - dsb->mixpos);
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DSOUND_CheckEvent(dsb, dsb->buflen - dsb->buf_mixpos);
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/* Stop */
|
||||
dsb->state = STATE_STOPPED;
|
||||
dsb->playpos = 0;
|
||||
dsb->mixpos = 0;
|
||||
dsb->buf_mixpos = 0;
|
||||
dsb->leadin = FALSE;
|
||||
/* Check for DSBPN_OFFSETSTOP */
|
||||
DSOUND_CheckEvent(dsb, 0);
|
||||
|
@ -2617,7 +2648,7 @@ static DWORD DSOUND_MixInBuffer(IDirectSoundBufferImpl *dsb, DWORD writepos, DWO
|
|||
if (dsb->dsbd.dwFlags & DSBCAPS_CTRLPOSITIONNOTIFY)
|
||||
DSOUND_CheckEvent(dsb, ilen);
|
||||
|
||||
if (dsb->leadin && (dsb->startpos > dsb->mixpos) && (dsb->startpos <= dsb->mixpos + ilen)) {
|
||||
if (dsb->leadin && (dsb->startpos > dsb->buf_mixpos) && (dsb->startpos <= dsb->buf_mixpos + ilen)) {
|
||||
/* HACK... leadin should be reset when the PLAY position reaches the startpos,
|
||||
* not the MIX position... but if the sound buffer is bigger than our prebuffering
|
||||
* (which must be the case for the streaming buffers that need this hack anyway)
|
||||
|
@ -2625,20 +2656,20 @@ static DWORD DSOUND_MixInBuffer(IDirectSoundBufferImpl *dsb, DWORD writepos, DWO
|
|||
dsb->leadin = FALSE;
|
||||
}
|
||||
|
||||
dsb->mixpos += ilen;
|
||||
dsb->buf_mixpos += ilen;
|
||||
|
||||
if (dsb->mixpos >= dsb->buflen) {
|
||||
if (dsb->buf_mixpos >= dsb->buflen) {
|
||||
if (!(dsb->playflags & DSBPLAY_LOOPING)) {
|
||||
dsb->state = STATE_STOPPED;
|
||||
dsb->playpos = 0;
|
||||
dsb->mixpos = 0;
|
||||
dsb->buf_mixpos = 0;
|
||||
dsb->leadin = FALSE;
|
||||
DSOUND_CheckEvent(dsb, 0); /* For DSBPN_OFFSETSTOP */
|
||||
} else {
|
||||
/* wrap */
|
||||
while (dsb->mixpos >= dsb->buflen)
|
||||
dsb->mixpos -= dsb->buflen;
|
||||
if (dsb->leadin && (dsb->startpos <= dsb->mixpos))
|
||||
while (dsb->buf_mixpos >= dsb->buflen)
|
||||
dsb->buf_mixpos -= dsb->buflen;
|
||||
if (dsb->leadin && (dsb->startpos <= dsb->buf_mixpos))
|
||||
dsb->leadin = FALSE; /* HACK: see above */
|
||||
}
|
||||
}
|
||||
|
@ -2646,26 +2677,164 @@ static DWORD DSOUND_MixInBuffer(IDirectSoundBufferImpl *dsb, DWORD writepos, DWO
|
|||
return len;
|
||||
}
|
||||
|
||||
static DWORD WINAPI DSOUND_MixPrimary(DWORD writepos, DWORD fraglen, BOOL starting)
|
||||
static void DSOUND_MixCancel(IDirectSoundBufferImpl *dsb, DWORD writepos)
|
||||
{
|
||||
FIXME("prebuffer cancel not implemented yet\n");
|
||||
}
|
||||
|
||||
static DWORD DSOUND_MixOne(IDirectSoundBufferImpl *dsb, DWORD playpos, DWORD writepos, DWORD mixlen)
|
||||
{
|
||||
DWORD len, slen;
|
||||
/* determine this buffer's write position */
|
||||
DWORD buf_writepos = DSOUND_CalcPlayPosition(dsb, dsb->state & primarybuf->state, writepos,
|
||||
dsb->primary_mixpos, dsb->buf_mixpos);
|
||||
/* determine how much already-mixed data exist */
|
||||
DWORD buf_done =
|
||||
((dsb->buf_mixpos < buf_writepos) ? dsb->buflen : 0) +
|
||||
dsb->buf_mixpos - buf_writepos;
|
||||
DWORD primary_done =
|
||||
((dsb->primary_mixpos < writepos) ? primarybuf->buflen : 0) +
|
||||
dsb->primary_mixpos - writepos;
|
||||
DWORD adv_done =
|
||||
((primarybuf->buf_mixpos < writepos) ? primarybuf->buflen : 0) +
|
||||
primarybuf->buf_mixpos - writepos;
|
||||
int still_behind;
|
||||
|
||||
TRACE("buf_writepos=%ld, primary_writepos=%ld\n", buf_writepos, writepos);
|
||||
TRACE("buf_done=%ld, primary_done=%ld\n", buf_done, primary_done);
|
||||
TRACE("buf_mixpos=%ld, primary_mixpos=%ld, mixlen=%ld\n", dsb->buf_mixpos, dsb->primary_mixpos,
|
||||
mixlen);
|
||||
TRACE("looping=%ld, startpos=%ld, leadin=%ld\n", dsb->playflags, dsb->startpos, dsb->leadin);
|
||||
|
||||
/* save write position for non-GETCURRENTPOSITION2... */
|
||||
dsb->playpos = buf_writepos;
|
||||
|
||||
/* check whether CalcPlayPosition detected a mixing underrun */
|
||||
if ((buf_done == 0) && (dsb->primary_mixpos != writepos)) {
|
||||
/* it did, try to recover */
|
||||
ERR("underrun on sound buffer %p\n", dsb);
|
||||
TRACE("recovering from underrun: primary_mixpos=%ld\n", writepos);
|
||||
dsb->primary_mixpos = writepos;
|
||||
primary_done = 0;
|
||||
}
|
||||
/* determine how far ahead we should mix */
|
||||
if (((dsb->playflags & DSBPLAY_LOOPING) ||
|
||||
(dsb->leadin && (dsb->probably_valid_to != 0))) &&
|
||||
!(dsb->dsbd.dwFlags & DSBCAPS_STATIC)) {
|
||||
/* if this is a streaming buffer, it typically means that
|
||||
* we should defer mixing past probably_valid_to as long
|
||||
* as we can, to avoid unnecessary remixing */
|
||||
/* the heavy-looking calculations shouldn't be that bad,
|
||||
* as any game isn't likely to be have more than 1 or 2
|
||||
* streaming buffers in use at any time anyway... */
|
||||
DWORD probably_valid_left =
|
||||
(dsb->probably_valid_to == (DWORD)-1) ? dsb->buflen :
|
||||
((dsb->probably_valid_to < buf_writepos) ? dsb->buflen : 0) +
|
||||
dsb->probably_valid_to - buf_writepos;
|
||||
/* check for leadin condition */
|
||||
if ((probably_valid_left == 0) &&
|
||||
(dsb->probably_valid_to == dsb->startpos) &&
|
||||
dsb->leadin)
|
||||
probably_valid_left = dsb->buflen;
|
||||
TRACE("streaming buffer probably_valid_to=%ld, probably_valid_left=%ld\n",
|
||||
dsb->probably_valid_to, probably_valid_left);
|
||||
/* check whether the app's time is already up */
|
||||
if (probably_valid_left < dsb->writelead) {
|
||||
WARN("probably_valid_to now within writelead, possible streaming underrun\n");
|
||||
/* once we pass the point of no return,
|
||||
* no reason to hold back anymore */
|
||||
dsb->probably_valid_to = (DWORD)-1;
|
||||
/* we just have to go ahead and mix what we have,
|
||||
* there's no telling what the app is thinking anyway */
|
||||
} else {
|
||||
/* divide valid length by our sample size */
|
||||
probably_valid_left /= dsb->wfx.nBlockAlign;
|
||||
/* adjust for our frequency */
|
||||
probably_valid_left = (probably_valid_left << DSOUND_FREQSHIFT) / dsb->freqAdjust;
|
||||
/* multiply by primary sample size */
|
||||
probably_valid_left *= primarybuf->wfx.nBlockAlign;
|
||||
/* check whether to clip mix_len */
|
||||
if (probably_valid_left < mixlen) {
|
||||
TRACE("clipping to probably_valid_left=%ld\n", probably_valid_left);
|
||||
mixlen = probably_valid_left;
|
||||
}
|
||||
}
|
||||
}
|
||||
/* cut mixlen with what's already been mixed */
|
||||
if (mixlen < primary_done) {
|
||||
/* huh? and still CalcPlayPosition didn't
|
||||
* detect an underrun? */
|
||||
FIXME("problem with underrun detection (mixlen=%ld < primary_done=%ld)\n", mixlen, primary_done);
|
||||
return 0;
|
||||
}
|
||||
len = mixlen - primary_done;
|
||||
TRACE("remaining mixlen=%ld\n", len);
|
||||
|
||||
if (len < primarybuf->dsound->fraglen) {
|
||||
/* smaller than a fragment, wait until it gets larger
|
||||
* before we take the mixing overhead */
|
||||
TRACE("mixlen not worth it, deferring mixing\n");
|
||||
return 0;
|
||||
}
|
||||
|
||||
/* ok, we know how much to mix, let's go */
|
||||
still_behind = (adv_done > primary_done);
|
||||
while (len) {
|
||||
slen = primarybuf->buflen - dsb->primary_mixpos;
|
||||
if (slen > len) slen = len;
|
||||
slen = DSOUND_MixInBuffer(dsb, dsb->primary_mixpos, slen);
|
||||
|
||||
if ((dsb->primary_mixpos < primarybuf->buf_mixpos) &&
|
||||
(dsb->primary_mixpos + slen >= primarybuf->buf_mixpos))
|
||||
still_behind = FALSE;
|
||||
|
||||
dsb->primary_mixpos += slen; len -= slen;
|
||||
while (dsb->primary_mixpos >= primarybuf->buflen)
|
||||
dsb->primary_mixpos -= primarybuf->buflen;
|
||||
|
||||
if ((dsb->state == STATE_STOPPED) || !slen) break;
|
||||
}
|
||||
TRACE("new primary_mixpos=%ld, primary_advbase=%ld\n", dsb->primary_mixpos, primarybuf->buf_mixpos);
|
||||
TRACE("mixed data len=%ld, still_behind=%d\n", mixlen-len, still_behind);
|
||||
if (still_behind) return 0;
|
||||
/* return how far we think the primary buffer can
|
||||
* advance its underrun detector...*/
|
||||
if ((mixlen - len) < primary_done) return 0;
|
||||
slen = ((dsb->primary_mixpos < primarybuf->buf_mixpos) ?
|
||||
primarybuf->buflen : 0) + dsb->primary_mixpos -
|
||||
primarybuf->buf_mixpos;
|
||||
if (slen > mixlen) {
|
||||
/* the primary_done and still_behind checks above should have worked */
|
||||
FIXME("problem with advancement calculation (advlen=%ld > mixlen=%ld)\n", slen, mixlen);
|
||||
slen = 0;
|
||||
}
|
||||
return slen;
|
||||
}
|
||||
|
||||
static DWORD DSOUND_MixToPrimary(DWORD playpos, DWORD writepos, DWORD mixlen)
|
||||
{
|
||||
INT i, len, maxlen = 0;
|
||||
IDirectSoundBufferImpl *dsb;
|
||||
|
||||
TRACE("(%ld,%ld,%d)\n", writepos, fraglen, starting);
|
||||
TRACE("(%ld,%ld,%ld)\n", playpos, writepos, mixlen);
|
||||
for (i = dsound->nrofbuffers - 1; i >= 0; i--) {
|
||||
dsb = dsound->buffers[i];
|
||||
|
||||
if (!dsb || !(ICOM_VTBL(dsb)))
|
||||
continue;
|
||||
if (dsb->buflen && dsb->state && !(starting && (dsb->state != STATE_STARTING))) {
|
||||
TRACE("Checking %p\n", dsb);
|
||||
if (dsb->buflen && dsb->state && !dsb->hwbuf) {
|
||||
TRACE("Checking %p, mixlen=%ld\n", dsb, mixlen);
|
||||
EnterCriticalSection(&(dsb->lock));
|
||||
if (dsb->state == STATE_STOPPING) {
|
||||
/* FIXME: perhaps attempt to remove the buffer from the prebuffer */
|
||||
DSOUND_MixCancel(dsb, writepos);
|
||||
dsb->state = STATE_STOPPED;
|
||||
} else {
|
||||
len = DSOUND_MixInBuffer(dsb, writepos, fraglen);
|
||||
maxlen = len > maxlen ? len : maxlen;
|
||||
if (dsb->state == STATE_STARTING)
|
||||
dsb->primary_mixpos = writepos;
|
||||
len = DSOUND_MixOne(dsb, playpos, writepos, mixlen);
|
||||
if (dsb->state == STATE_STARTING)
|
||||
dsb->state = STATE_PLAYING;
|
||||
maxlen = (len > maxlen) ? len : maxlen;
|
||||
}
|
||||
LeaveCriticalSection(&(dsb->lock));
|
||||
}
|
||||
|
@ -2674,24 +2843,8 @@ static DWORD WINAPI DSOUND_MixPrimary(DWORD writepos, DWORD fraglen, BOOL starti
|
|||
return maxlen;
|
||||
}
|
||||
|
||||
static void WINAPI DSOUND_MarkPlaying(void)
|
||||
{
|
||||
INT i;
|
||||
IDirectSoundBufferImpl *dsb;
|
||||
|
||||
for (i = dsound->nrofbuffers - 1; i >= 0; i--) {
|
||||
dsb = dsound->buffers[i];
|
||||
|
||||
if (!dsb || !(ICOM_VTBL(dsb)))
|
||||
continue;
|
||||
if (dsb->buflen && (dsb->state == STATE_STARTING))
|
||||
dsb->state = STATE_PLAYING;
|
||||
}
|
||||
}
|
||||
|
||||
static void CALLBACK DSOUND_timer(UINT timerID, UINT msg, DWORD dwUser, DWORD dw1, DWORD dw2)
|
||||
{
|
||||
DWORD len;
|
||||
int nfiller;
|
||||
BOOL forced;
|
||||
HRESULT hres;
|
||||
|
@ -2720,7 +2873,7 @@ static void CALLBACK DSOUND_timer(UINT timerID, UINT msg, DWORD dwUser, DWORD dw
|
|||
if (primarybuf->hwbuf) {
|
||||
if (dsound->priolevel != DSSCL_WRITEPRIMARY) {
|
||||
BOOL paused = ((primarybuf->state == STATE_STOPPED) || (primarybuf->state == STATE_STARTING));
|
||||
DWORD playpos, writepos, inq, maxq, mixq, frag;
|
||||
DWORD playpos, writepos, inq, maxq, frag;
|
||||
hres = IDsDriverBuffer_GetPosition(primarybuf->hwbuf, &playpos, &writepos);
|
||||
if (hres) {
|
||||
LeaveCriticalSection(&(dsound->lock));
|
||||
|
@ -2735,7 +2888,7 @@ static void CALLBACK DSOUND_timer(UINT timerID, UINT msg, DWORD dwUser, DWORD dw
|
|||
writepos -= primarybuf->buflen;
|
||||
} else writepos = playpos;
|
||||
TRACE("primary playpos=%ld, writepos=%ld, clrpos=%ld, mixpos=%ld\n",
|
||||
playpos,writepos,primarybuf->playpos,primarybuf->mixpos);
|
||||
playpos,writepos,primarybuf->playpos,primarybuf->buf_mixpos);
|
||||
/* wipe out just-played sound data */
|
||||
if (playpos < primarybuf->playpos) {
|
||||
memset(primarybuf->buffer + primarybuf->playpos, nfiller, primarybuf->buflen - primarybuf->playpos);
|
||||
|
@ -2746,7 +2899,7 @@ static void CALLBACK DSOUND_timer(UINT timerID, UINT msg, DWORD dwUser, DWORD dw
|
|||
primarybuf->playpos = playpos;
|
||||
|
||||
/* check how much prebuffering is left */
|
||||
inq = primarybuf->mixpos;
|
||||
inq = primarybuf->buf_mixpos;
|
||||
if (inq < writepos)
|
||||
inq += primarybuf->buflen;
|
||||
inq -= writepos;
|
||||
|
@ -2759,8 +2912,8 @@ static void CALLBACK DSOUND_timer(UINT timerID, UINT msg, DWORD dwUser, DWORD dw
|
|||
maxq -= writepos;
|
||||
} else maxq = primarybuf->buflen;
|
||||
|
||||
/* clip maxq to DS_HAL_QUEUE */
|
||||
frag = DS_HAL_QUEUE * dsound->fraglen;
|
||||
/* clip maxq to DS_SND_QUEUE */
|
||||
frag = DS_SND_QUEUE * dsound->fraglen;
|
||||
if (maxq > frag) maxq = frag;
|
||||
|
||||
EnterCriticalSection(&(primarybuf->lock));
|
||||
|
@ -2770,6 +2923,7 @@ static void CALLBACK DSOUND_timer(UINT timerID, UINT msg, DWORD dwUser, DWORD dw
|
|||
/* the playback position must have passed our last
|
||||
* mixed position, i.e. it's an underrun, or we have
|
||||
* nothing more to play */
|
||||
TRACE("reached end of mixed data (inq=%ld, maxq=%ld)\n", inq, maxq);
|
||||
inq = 0;
|
||||
/* stop the playback now, to allow buffers to refill */
|
||||
IDsDriverBuffer_Stop(primarybuf->hwbuf);
|
||||
|
@ -2781,7 +2935,7 @@ static void CALLBACK DSOUND_timer(UINT timerID, UINT msg, DWORD dwUser, DWORD dw
|
|||
}
|
||||
else {
|
||||
/* how can we have an underrun if we aren't playing? */
|
||||
ERR("unexpected primary state (%ld)\n", primarybuf->state);
|
||||
WARN("unexpected primary state (%ld)\n", primarybuf->state);
|
||||
}
|
||||
/* the Stop is supposed to reset play position to beginning of buffer */
|
||||
/* unfortunately, OSS is not able to do so, so get current pointer */
|
||||
|
@ -2793,7 +2947,7 @@ static void CALLBACK DSOUND_timer(UINT timerID, UINT msg, DWORD dwUser, DWORD dw
|
|||
}
|
||||
writepos = playpos;
|
||||
primarybuf->playpos = playpos;
|
||||
primarybuf->mixpos = playpos;
|
||||
primarybuf->buf_mixpos = writepos;
|
||||
inq = 0;
|
||||
maxq = primarybuf->buflen;
|
||||
if (maxq > frag) maxq = frag;
|
||||
|
@ -2801,76 +2955,26 @@ static void CALLBACK DSOUND_timer(UINT timerID, UINT msg, DWORD dwUser, DWORD dw
|
|||
paused = TRUE;
|
||||
}
|
||||
|
||||
/* see if some new buffers have been started that we want to merge into our prebuffer;
|
||||
* this should minimize latency even when we have a large prebuffer */
|
||||
if (!paused) {
|
||||
if (primarybuf->mixpos < writepos) {
|
||||
/* mix to end of buffer */
|
||||
len = DSOUND_MixPrimary(writepos, primarybuf->buflen - writepos, TRUE);
|
||||
if ((len + writepos) < primarybuf->buflen)
|
||||
goto addmix_complete;
|
||||
/* mix from beginning of buffer */
|
||||
if (primarybuf->mixpos)
|
||||
len = DSOUND_MixPrimary(0, primarybuf->mixpos, TRUE);
|
||||
} else {
|
||||
/* mix middle of buffer */
|
||||
len = DSOUND_MixPrimary(writepos, primarybuf->mixpos - writepos, TRUE);
|
||||
}
|
||||
}
|
||||
addmix_complete:
|
||||
DSOUND_MarkPlaying();
|
||||
/* do the mixing */
|
||||
frag = DSOUND_MixToPrimary(playpos, writepos, maxq);
|
||||
if (forced) frag = maxq - inq;
|
||||
primarybuf->buf_mixpos += frag;
|
||||
while (primarybuf->buf_mixpos >= primarybuf->buflen)
|
||||
primarybuf->buf_mixpos -= primarybuf->buflen;
|
||||
|
||||
mixq = maxq - inq;
|
||||
TRACE("queued %ld, max %ld, mixing %ld, paused %d\n", inq, maxq, mixq, paused);
|
||||
/* it's too inefficient to mix less than a fragment at a time */
|
||||
if (mixq >= dsound->fraglen) {
|
||||
|
||||
#define FRAG_MIXER \
|
||||
if (frag > mixq) frag = mixq; \
|
||||
len = DSOUND_MixPrimary(primarybuf->mixpos, frag, FALSE); \
|
||||
if (forced) len = frag; \
|
||||
primarybuf->mixpos += len; \
|
||||
mixq -= len; inq += len
|
||||
|
||||
if ((playpos < writepos) || (paused && (playpos == writepos))) {
|
||||
if (primarybuf->mixpos) {
|
||||
/* mix to end of buffer */
|
||||
frag = primarybuf->buflen - primarybuf->mixpos;
|
||||
FRAG_MIXER;
|
||||
if (primarybuf->mixpos < primarybuf->buflen)
|
||||
goto mix_complete;
|
||||
primarybuf->mixpos = 0;
|
||||
}
|
||||
if (mixq >= dsound->fraglen) {
|
||||
/* mix from beginning of buffer */
|
||||
frag = playpos;
|
||||
if ((!frag) && paused) frag = primarybuf->buflen;
|
||||
FRAG_MIXER;
|
||||
}
|
||||
}
|
||||
else if (playpos > writepos) {
|
||||
/* mix middle of buffer */
|
||||
frag = playpos - primarybuf->mixpos;
|
||||
FRAG_MIXER;
|
||||
}
|
||||
else {
|
||||
/* this should preferably not happen... */
|
||||
ERR("mixer malfunction (ambiguous writepos)!\n");
|
||||
}
|
||||
#undef FRAG_MIXER
|
||||
}
|
||||
mix_complete:
|
||||
if (inq) {
|
||||
/* buffers have been filled, restart playback */
|
||||
if (primarybuf->state == STATE_STARTING) {
|
||||
IDsDriverBuffer_Play(primarybuf->hwbuf, 0, 0, DSBPLAY_LOOPING);
|
||||
primarybuf->state = STATE_PLAYING;
|
||||
TRACE("starting playback\n");
|
||||
}
|
||||
else if (primarybuf->state == STATE_STOPPED) {
|
||||
/* the primarybuf is supposed to play if there's something to play
|
||||
* even if it is reported as stopped, so don't let this confuse you */
|
||||
IDsDriverBuffer_Play(primarybuf->hwbuf, 0, 0, DSBPLAY_LOOPING);
|
||||
primarybuf->state = STATE_STOPPING;
|
||||
TRACE("starting playback\n");
|
||||
}
|
||||
}
|
||||
LeaveCriticalSection(&(primarybuf->lock));
|
||||
|
@ -2888,7 +2992,7 @@ static void CALLBACK DSOUND_timer(UINT timerID, UINT msg, DWORD dwUser, DWORD dw
|
|||
} else {
|
||||
/* using waveOut stuff */
|
||||
/* if no buffers are playing, we should be in pause mode now */
|
||||
DWORD writepos;
|
||||
DWORD writepos, mixq;
|
||||
/* clean out completed fragments */
|
||||
while (dsound->pwqueue && (dsound->pwave[dsound->pwplay]->dwFlags & WHDR_DONE)) {
|
||||
if (dsound->priolevel != DSSCL_WRITEPRIMARY) {
|
||||
|
@ -2901,75 +3005,63 @@ static void CALLBACK DSOUND_timer(UINT timerID, UINT msg, DWORD dwUser, DWORD dw
|
|||
dsound->pwqueue--;
|
||||
}
|
||||
primarybuf->playpos = dsound->pwplay * dsound->fraglen;
|
||||
TRACE("primary playpos=%ld, mixpos=%ld\n",primarybuf->playpos,primarybuf->mixpos);
|
||||
TRACE("primary playpos=%ld, mixpos=%ld\n",primarybuf->playpos,primarybuf->buf_mixpos);
|
||||
EnterCriticalSection(&(primarybuf->lock));
|
||||
|
||||
if (!dsound->pwqueue) {
|
||||
/* this is either an underrun or we have nothing more to play...
|
||||
* since playback has already stopped now, we can enter pause mode,
|
||||
* in order to allow buffers to refill */
|
||||
if (primarybuf->state == STATE_PLAYING) {
|
||||
TRACE("no more fragments ready to play\n");
|
||||
waveOutPause(dsound->hwo);
|
||||
primarybuf->state = STATE_STARTING;
|
||||
}
|
||||
else if (primarybuf->state == STATE_STOPPING) {
|
||||
TRACE("no more fragments ready to play\n");
|
||||
waveOutPause(dsound->hwo);
|
||||
primarybuf->state = STATE_STOPPED;
|
||||
}
|
||||
}
|
||||
|
||||
/* find next write position, plus some extra margin */
|
||||
writepos = primarybuf->playpos + DS_HEL_MARGIN * dsound->fraglen;
|
||||
/* find next write position, plus some extra margin, if necessary */
|
||||
mixq = DS_HEL_MARGIN;
|
||||
if (mixq > dsound->pwqueue) mixq = dsound->pwqueue;
|
||||
writepos = primarybuf->playpos + mixq * dsound->fraglen;
|
||||
while (writepos >= primarybuf->buflen) writepos -= primarybuf->buflen;
|
||||
|
||||
/* see if some new buffers have been started that we want to merge into our prebuffer;
|
||||
* this should minimize latency even when we have a large prebuffer */
|
||||
/* do the mixing */
|
||||
if (dsound->priolevel != DSSCL_WRITEPRIMARY) {
|
||||
if ((primarybuf->state == STATE_PLAYING) || (primarybuf->state == STATE_STOPPING)) {
|
||||
while (writepos != primarybuf->mixpos) {
|
||||
len = DSOUND_MixPrimary(writepos, dsound->fraglen, TRUE);
|
||||
if (!len) break;
|
||||
writepos += dsound->fraglen;
|
||||
if (writepos >= primarybuf->buflen)
|
||||
writepos -= primarybuf->buflen;
|
||||
}
|
||||
}
|
||||
DSOUND_MarkPlaying();
|
||||
}
|
||||
DWORD frag, maxq = DS_SND_QUEUE * dsound->fraglen;
|
||||
frag = DSOUND_MixToPrimary(primarybuf->playpos, writepos, maxq);
|
||||
mixq = frag / dsound->fraglen;
|
||||
if (frag - (mixq * dsound->fraglen))
|
||||
mixq++;
|
||||
} else mixq = 0;
|
||||
if (forced) mixq = DS_SND_QUEUE;
|
||||
|
||||
/* we want at least DS_HEL_QUEUE fragments in the prebuffer outqueue;
|
||||
* mix a bunch of fragments now as necessary */
|
||||
while (dsound->pwqueue < DS_HEL_QUEUE) {
|
||||
if (dsound->priolevel != DSSCL_WRITEPRIMARY) {
|
||||
len = DSOUND_MixPrimary(primarybuf->mixpos, dsound->fraglen, FALSE);
|
||||
} else len=0;
|
||||
if (forced) len = dsound->fraglen;
|
||||
/* if we have nothing to play, don't bother to */
|
||||
if (!len) break;
|
||||
if (len < dsound->fraglen) {
|
||||
TRACE("len=%ld is less than fraglen=%ld\n",len,dsound->fraglen);
|
||||
}
|
||||
/* ok, we have something to play */
|
||||
/* advance mix positions */
|
||||
primarybuf->mixpos += dsound->fraglen;
|
||||
if (primarybuf->mixpos >= primarybuf->buflen)
|
||||
primarybuf->mixpos -= primarybuf->buflen;
|
||||
/* output it */
|
||||
/* output it */
|
||||
for (; mixq; mixq--) {
|
||||
waveOutWrite(dsound->hwo, dsound->pwave[dsound->pwwrite], sizeof(WAVEHDR));
|
||||
dsound->pwwrite++;
|
||||
if (dsound->pwwrite >= DS_HEL_FRAGS) dsound->pwwrite = 0;
|
||||
dsound->pwqueue++;
|
||||
}
|
||||
primarybuf->buf_mixpos = dsound->pwwrite * dsound->fraglen;
|
||||
|
||||
if (dsound->pwqueue) {
|
||||
/* buffers have been filled, restart playback */
|
||||
if (primarybuf->state == STATE_STARTING) {
|
||||
waveOutRestart(dsound->hwo);
|
||||
primarybuf->state = STATE_PLAYING;
|
||||
TRACE("starting playback\n");
|
||||
}
|
||||
else if (primarybuf->state == STATE_STOPPED) {
|
||||
/* the primarybuf is supposed to play if there's something to play
|
||||
* even if it is reported as stopped, so don't let this confuse you */
|
||||
waveOutRestart(dsound->hwo);
|
||||
primarybuf->state = STATE_STOPPING;
|
||||
TRACE("starting playback\n");
|
||||
}
|
||||
}
|
||||
LeaveCriticalSection(&(primarybuf->lock));
|
||||
|
@ -3103,7 +3195,7 @@ HRESULT WINAPI DirectSoundCreate(REFGUID lpGUID,LPDIRECTSOUND *ppDS,IUnknown *pU
|
|||
HRESULT hr;
|
||||
|
||||
dsbd.dwSize = sizeof(DSBUFFERDESC);
|
||||
dsbd.dwFlags = DSBCAPS_PRIMARYBUFFER | DSBCAPS_GETCURRENTPOSITION2;
|
||||
dsbd.dwFlags = DSBCAPS_PRIMARYBUFFER;
|
||||
dsbd.dwBufferBytes = 0;
|
||||
dsbd.lpwfxFormat = &(dsound->wfx);
|
||||
hr = IDirectSound_CreateSoundBuffer(*ppDS, &dsbd, (LPDIRECTSOUNDBUFFER*)&primarybuf, NULL);
|
||||
|
|
Loading…
Reference in New Issue