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:
Ove Kaaven 2000-12-22 20:31:06 +00:00 committed by Alexandre Julliard
parent 2563b1b732
commit 0c7c94b956
1 changed files with 319 additions and 227 deletions

View File

@ -53,11 +53,9 @@ DEFAULT_DEBUG_CHANNEL(dsound);
#define DS_EMULDRIVER 1 /* some games (Quake 2, UT) refuse to accept
emulated dsound devices. set to 0 ! */
#define DS_HEL_FRAGS 48 /* HEL only: number of waveOut fragments in primary buffer */
#define DS_HEL_QUEUE 28 /* HEL only: number of waveOut fragments to prebuffer */
/* (Starcraft videos won't work with higher than 32 x10ms) */
#define DS_HEL_MARGIN 4 /* HEL only: number of waveOut fragments ahead to mix in new buffers */
#define DS_HAL_QUEUE 28 /* HAL only: max number of fragments to prebuffer */
#define DS_SND_QUEUE 28 /* max number of fragments to prebuffer */
/* Linux does not support better timing than 10ms */
#define DS_TIME_RES 10 /* Resolution of multimedia timer */
@ -113,10 +111,9 @@ struct IDirectSoundBufferImpl
LPBYTE buffer;
IDirectSound3DBufferImpl* ds3db;
DWORD playflags,state,leadin;
DWORD playpos,mixpos,startpos,writelead,buflen;
DWORD playpos,startpos,writelead,buflen;
DWORD nAvgBytesPerSec;
DWORD freq;
ULONG freqAdjust;
DSVOLUMEPAN volpan;
IDirectSoundBufferImpl* parent; /* for duplicates */
IDirectSoundImpl* dsound;
@ -124,6 +121,11 @@ struct IDirectSoundBufferImpl
LPDSBPOSITIONNOTIFY notifies;
int nrofnotifies;
CRITICAL_SECTION lock;
/* used for frequency conversion (PerfectPitch) */
ULONG freqAdjust, freqAcc;
/* used for intelligent (well, sort of) prebuffering */
DWORD probably_valid_to;
DWORD primary_mixpos, buf_mixpos;
};
#define STATE_STOPPED 0
@ -1194,10 +1196,14 @@ static HRESULT WINAPI IDirectSoundBufferImpl_Play(
TRACE("(%p,%08lx,%08lx,%08lx)\n",
This,reserved1,reserved2,flags
);
/* **** */
EnterCriticalSection(&(This->lock));
This->playflags = flags;
if (This->state == STATE_STOPPED) {
This->leadin = TRUE;
This->startpos = This->mixpos;
This->startpos = This->buf_mixpos;
This->state = STATE_STARTING;
} else if (This->state == STATE_STOPPING)
This->state = STATE_PLAYING;
@ -1205,6 +1211,10 @@ static HRESULT WINAPI IDirectSoundBufferImpl_Play(
IDsDriverBuffer_Play(This->hwbuf, 0, 0, This->playflags);
This->state = STATE_PLAYING;
}
LeaveCriticalSection(&(This->lock));
/* **** */
return DS_OK;
}
@ -1292,6 +1302,53 @@ static DWORD WINAPI IDirectSoundBufferImpl_Release(LPDIRECTSOUNDBUFFER iface) {
return 0;
}
static DWORD DSOUND_CalcPlayPosition(IDirectSoundBufferImpl *This,
DWORD state, DWORD pplay, DWORD pmix, DWORD bmix)
{
DWORD bplay;
TRACE("primary playpos=%ld, mixpos=%ld\n", pplay, pmix);
TRACE("this mixpos=%ld\n", bmix);
/* the actual primary play position (pplay) is always behind last mixed (pmix),
* unless the computer is too slow or something */
/* we need to know how far away we are from there */
if (pmix == pplay) {
if ((state == STATE_PLAYING) || (state == STATE_STOPPING)) {
/* wow, the software mixer is really doing well,
* seems the entire primary buffer is filled! */
pmix += primarybuf->buflen;
}
/* else: the primary buffer is not playing, so probably empty */
}
if (pmix < pplay) pmix += primarybuf->buflen; /* wraparound */
pmix -= pplay;
/* detect buffer underrun */
if ((pmix > ((DS_SND_QUEUE + 1) * primarybuf->dsound->fraglen + primarybuf->writelead))) {
TRACE("detected an underrun: primary queue was %ld\n",pmix);
pmix = 0;
}
/* divide the offset by its sample size */
pmix /= primarybuf->wfx.nBlockAlign;
TRACE("primary back-samples=%ld\n",pmix);
/* adjust for our frequency */
pmix = (pmix * This->freqAdjust) >> DSOUND_FREQSHIFT;
/* multiply by our own sample size */
pmix *= This->wfx.nBlockAlign;
TRACE("this back-offset=%ld\n", pmix);
/* subtract from our last mixed position */
bplay = bmix;
while (bplay < pmix) bplay += This->buflen; /* wraparound */
bplay -= pmix;
if (This->leadin && ((bplay < This->startpos) || (bplay > bmix))) {
/* seems we haven't started playing yet */
TRACE("this still in lead-in phase\n");
bplay = This->startpos;
}
/* return the result */
return bplay;
}
static HRESULT WINAPI IDirectSoundBufferImpl_GetCurrentPosition(
LPDIRECTSOUNDBUFFER iface,LPDWORD playpos,LPDWORD writepos
) {
@ -1305,16 +1362,13 @@ static HRESULT WINAPI IDirectSoundBufferImpl_GetCurrentPosition(
}
else if (This->dsbd.dwFlags & DSBCAPS_PRIMARYBUFFER) {
if (playpos && (This->dsbd.dwFlags & DSBCAPS_GETCURRENTPOSITION2)) {
if (playpos) {
MMTIME mtime;
mtime.wType = TIME_BYTES;
waveOutGetPosition(This->dsound->hwo, &mtime, sizeof(mtime));
mtime.u.cb = mtime.u.cb % This->buflen;
*playpos = mtime.u.cb;
}
/* don't know how exactly non-GETCURRENTPOSITION2 behaves,
* but I think this works for Starcraft */
else if (playpos) *playpos = This->playpos;
if (writepos) {
/* the writepos should only be used by apps with WRITEPRIMARY priority,
* in which case our software mixer is disabled anyway */
@ -1325,77 +1379,40 @@ static HRESULT WINAPI IDirectSoundBufferImpl_GetCurrentPosition(
} else {
if (playpos && (This->state != STATE_PLAYING)) {
/* we haven't been merged into the primary buffer (yet) */
*playpos = This->mixpos;
*playpos = This->buf_mixpos;
}
else if (playpos) {
DWORD pplay, lplay, splay, tplay, pstate;
DWORD pplay, lplay, splay, pstate;
/* let's get this exact; first, recursively call GetPosition on the primary */
EnterCriticalSection(&(primarybuf->lock));
if ((This->dsbd.dwFlags & DSBCAPS_GETCURRENTPOSITION2) || primarybuf->hwbuf) {
if ((This->dsbd.dwFlags & DSBCAPS_GETCURRENTPOSITION2) || primarybuf->hwbuf || !DS_EMULDRIVER) {
IDirectSoundBufferImpl_GetCurrentPosition((LPDIRECTSOUNDBUFFER)primarybuf, &pplay, NULL);
} else {
/* (unless the app isn't using GETCURRENTPOSITION2) */
/* don't know exactly how this should be handled either */
pplay = primarybuf->playpos;
}
/* get last mixed primary play position */
lplay = primarybuf->mixpos;
pstate = primarybuf->state;
/* detect HEL mode underrun */
pstate = primarybuf->state;
if (!(primarybuf->hwbuf || primarybuf->dsound->pwqueue)) {
TRACE("detected an underrun\n");
pplay = lplay;
/* pplay = ? */
if (pstate == STATE_PLAYING)
pstate = STATE_STARTING;
else if (pstate == STATE_STOPPING)
pstate = STATE_STOPPED;
}
/* get our own last mixed position while we still have the lock */
splay = This->mixpos;
/* get data for ourselves while we still have the lock */
pstate &= This->state;
lplay = This->primary_mixpos;
splay = This->buf_mixpos;
/* calculate play position using this */
*playpos = DSOUND_CalcPlayPosition(This, pstate, pplay, lplay, splay);
} else {
/* (unless the app isn't using GETCURRENTPOSITION2) */
/* don't know exactly how this should be handled...
* the docs says that play cursor is reported as directly
* behind write cursor, hmm... */
*playpos = This->playpos;
}
LeaveCriticalSection(&(primarybuf->lock));
TRACE("primary playpos=%ld, mixpos=%ld\n", pplay, lplay);
TRACE("this mixpos=%ld\n", splay);
/* the actual primary play position (pplay) is always behind last mixed (lplay),
* unless the computer is too slow or something */
/* we need to know how far away we are from there */
if (lplay == pplay) {
if ((pstate == STATE_PLAYING) || (pstate == STATE_STOPPING)) {
/* wow, the software mixer is really doing well,
* seems the entire primary buffer is filled! */
lplay += primarybuf->buflen;
}
/* else: the primary buffer is not playing, so probably empty */
}
if (lplay < pplay) lplay += primarybuf->buflen; /* wraparound */
lplay -= pplay;
/* detect HAL mode underrun */
if (primarybuf->hwbuf &&
(lplay > ((DS_HAL_QUEUE + 1) * primarybuf->dsound->fraglen + primarybuf->writelead))) {
TRACE("detected an underrun: primary queue was %ld\n",lplay);
lplay = 0;
}
/* divide the offset by its sample size */
lplay /= primarybuf->wfx.nChannels * (primarybuf->wfx.wBitsPerSample / 8);
TRACE("primary back-samples=%ld\n",lplay);
/* adjust for our frequency */
lplay = (lplay * This->freqAdjust) >> DSOUND_FREQSHIFT;
/* multiply by our own sample size */
lplay *= This->wfx.nChannels * (This->wfx.wBitsPerSample / 8);
TRACE("this back-offset=%ld\n", lplay);
/* subtract from our last mixed position */
tplay = splay;
while (tplay < lplay) tplay += This->buflen; /* wraparound */
tplay -= lplay;
if (This->leadin && ((tplay < This->startpos) || (tplay > splay))) {
/* seems we haven't started playing yet */
TRACE("this still in lead-in phase\n");
tplay = This->startpos;
}
/* return the result */
*playpos = tplay;
}
if (writepos) *writepos = This->mixpos;
if (writepos) *writepos = This->buf_mixpos;
}
if (writepos) {
if (This->state != STATE_STOPPED)
@ -1479,6 +1496,8 @@ static HRESULT WINAPI IDirectSoundBufferImpl_Lock(
assert(audiobytes1!=audiobytes2);
assert(lplpaudioptr1!=lplpaudioptr2);
This->probably_valid_to = writecursor;
if (This->dsbd.dwFlags & DSBCAPS_PRIMARYBUFFER)
capf = DSDDESC_DONTNEEDPRIMARYLOCK;
else
@ -1519,9 +1538,9 @@ static HRESULT WINAPI IDirectSoundBufferImpl_SetCurrentPosition(
/* **** */
EnterCriticalSection(&(This->lock));
This->mixpos = newpos;
This->buf_mixpos = newpos;
if (This->hwbuf)
IDsDriverBuffer_SetPosition(This->hwbuf, This->mixpos);
IDsDriverBuffer_SetPosition(This->hwbuf, This->buf_mixpos);
LeaveCriticalSection(&(This->lock));
/* **** */
@ -1601,6 +1620,11 @@ static HRESULT WINAPI IDirectSoundBufferImpl_Unlock(
IDsDriverBuffer_Unlock(This->hwbuf, p1, x1, p2, x2);
}
if (p2) This->probably_valid_to = (((LPBYTE)p2)-This->buffer) + x2;
else This->probably_valid_to = (((LPBYTE)p1)-This->buffer) + x1;
while (This->probably_valid_to >= This->buflen)
This->probably_valid_to -= This->buflen;
return DS_OK;
}
@ -1936,7 +1960,7 @@ static HRESULT WINAPI IDirectSoundImpl_CreateSoundBuffer(
/* It's not necessary to initialize values to zero since */
/* we allocated this structure with HEAP_ZERO_MEMORY... */
(*ippdsb)->playpos = 0;
(*ippdsb)->mixpos = 0;
(*ippdsb)->buf_mixpos = 0;
(*ippdsb)->state = STATE_STOPPED;
DSOUND_RecalcVolPan(&((*ippdsb)->volpan));
@ -2035,7 +2059,7 @@ static HRESULT WINAPI IDirectSoundImpl_DuplicateSoundBuffer(
memcpy(*ippdsb, ipdsb, sizeof(IDirectSoundBufferImpl));
(*ippdsb)->ref = 1;
(*ippdsb)->playpos = 0;
(*ippdsb)->mixpos = 0;
(*ippdsb)->buf_mixpos = 0;
(*ippdsb)->dsound = This;
(*ippdsb)->parent = ipdsb;
memcpy(&((*ippdsb)->wfx), &(ipdsb->wfx), sizeof((*ippdsb)->wfx));
@ -2396,15 +2420,15 @@ static INT DSOUND_MixerNorm(IDirectSoundBufferImpl *dsb, BYTE *buf, INT len)
INT iAdvance = dsb->wfx.nBlockAlign;
INT oAdvance = primarybuf->wfx.nBlockAlign;
ibp = dsb->buffer + dsb->mixpos;
ibp = dsb->buffer + dsb->buf_mixpos;
obp = buf;
TRACE("(%p, %p, %p), mixpos=%ld\n", dsb, ibp, obp, dsb->mixpos);
TRACE("(%p, %p, %p), buf_mixpos=%ld\n", dsb, ibp, obp, dsb->buf_mixpos);
/* Check for the best case */
if ((dsb->freq == primarybuf->wfx.nSamplesPerSec) &&
(dsb->wfx.wBitsPerSample == primarybuf->wfx.wBitsPerSample) &&
(dsb->wfx.nChannels == primarybuf->wfx.nChannels)) {
DWORD bytesleft = dsb->buflen - dsb->mixpos;
DWORD bytesleft = dsb->buflen - dsb->buf_mixpos;
TRACE("(%p) Best case\n", dsb);
if (len <= bytesleft )
memcpy(obp, ibp, len);
@ -2437,21 +2461,28 @@ static INT DSOUND_MixerNorm(IDirectSoundBufferImpl *dsb, BYTE *buf, INT len)
/* New PerfectPitch(tm) Technology (c) 1998 Rob Riggs */
/* Patent Pending :-] */
/* Patent enhancements (c) 2000 Ove Kåven,
* TransGaming Technologies Inc. */
TRACE("(%p) Adjusting frequency: %ld -> %ld\n",
dsb, dsb->freq, primarybuf->wfx.nSamplesPerSec);
size = len / oAdvance;
ilen = ((size * dsb->freqAdjust) >> DSOUND_FREQSHIFT) * iAdvance;
ilen = 0;
ipos = dsb->buf_mixpos;
for (i = 0; i < size; i++) {
ipos = (((i * dsb->freqAdjust) >> DSOUND_FREQSHIFT) * iAdvance) + dsb->mixpos;
if (ipos >= dsb->buflen)
ipos %= dsb->buflen; /* wrap */
get_fields(dsb, (dsb->buffer + ipos), &fieldL, &fieldR);
set_fields(obp, fieldL, fieldR);
obp += oAdvance;
dsb->freqAcc += dsb->freqAdjust;
if (dsb->freqAcc >= (1<<DSOUND_FREQSHIFT)) {
ULONG adv = (dsb->freqAcc>>DSOUND_FREQSHIFT) * iAdvance;
dsb->freqAcc &= (1<<DSOUND_FREQSHIFT)-1;
ipos += adv; ilen += adv;
while (ipos >= dsb->buflen)
ipos -= dsb->buflen;
}
}
return ilen;
}
@ -2504,25 +2535,25 @@ static void DSOUND_MixerVol(IDirectSoundBufferImpl *dsb, BYTE *buf, INT len)
static void DSOUND_Mixer3D(IDirectSoundBufferImpl *dsb, BYTE *buf, INT len)
{
BYTE *ibp, *obp;
DWORD buflen, mixpos;
DWORD buflen, buf_mixpos;
buflen = dsb->ds3db->buflen;
mixpos = (dsb->mixpos * primarybuf->wfx.nBlockAlign) / dsb->wfx.nBlockAlign;
ibp = dsb->ds3db->buffer + mixpos;
buf_mixpos = (dsb->buf_mixpos * primarybuf->wfx.nBlockAlign) / dsb->wfx.nBlockAlign;
ibp = dsb->ds3db->buffer + buf_mixpos;
obp = buf;
if (mixpos > buflen) {
if (buf_mixpos > buflen) {
FIXME("Major breakage");
return;
}
if (len <= (mixpos + buflen))
if (len <= (buf_mixpos + buflen))
memcpy(obp, ibp, len);
else { /* wrap */
memcpy(obp, ibp, buflen - mixpos);
memcpy(obp + (buflen - mixpos),
memcpy(obp, ibp, buflen - buf_mixpos);
memcpy(obp + (buflen - buf_mixpos),
dsb->buffer,
len - (buflen - mixpos));
len - (buflen - buf_mixpos));
}
return;
}
@ -2555,7 +2586,7 @@ static DWORD DSOUND_MixInBuffer(IDirectSoundBufferImpl *dsb, DWORD writepos, DWO
if (!(dsb->playflags & DSBPLAY_LOOPING)) {
temp = MulDiv(primarybuf->wfx.nAvgBytesPerSec, dsb->buflen,
dsb->nAvgBytesPerSec) -
MulDiv(primarybuf->wfx.nAvgBytesPerSec, dsb->mixpos,
MulDiv(primarybuf->wfx.nAvgBytesPerSec, dsb->buf_mixpos,
dsb->nAvgBytesPerSec);
len = (len > temp) ? temp : len;
}
@ -2565,11 +2596,11 @@ static DWORD DSOUND_MixInBuffer(IDirectSoundBufferImpl *dsb, DWORD writepos, DWO
/* This should only happen if we aren't looping and temp < 4 */
/* We skip the remainder, so check for possible events */
DSOUND_CheckEvent(dsb, dsb->buflen - dsb->mixpos);
DSOUND_CheckEvent(dsb, dsb->buflen - dsb->buf_mixpos);
/* 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 */
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);