winmm: Fix PlaySound so it doesn't block when another sound is already playing.
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86b40413fe
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f44bc89bc4
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@ -45,6 +45,7 @@ typedef struct tagWINE_PLAYSOUND
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HMODULE hMod;
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DWORD fdwSound;
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HANDLE hThread;
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HWAVEOUT hWave;
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struct tagWINE_PLAYSOUND* lpNext;
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} WINE_PLAYSOUND;
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@ -268,7 +269,6 @@ static DWORD WINAPI proc_PlaySound(LPVOID arg)
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MMCKINFO ckMainRIFF;
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MMCKINFO mmckInfo;
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LPWAVEFORMATEX lpWaveFormat = NULL;
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HWAVEOUT hWave = 0;
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LPWAVEHDR waveHdr = NULL;
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INT count, bufsize, left, index;
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struct playsound_data s;
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@ -367,7 +367,7 @@ static DWORD WINAPI proc_PlaySound(LPVOID arg)
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s.hEvent = CreateEventW(NULL, FALSE, FALSE, NULL);
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if (waveOutOpen(&hWave, WAVE_MAPPER, lpWaveFormat, (DWORD)PlaySound_Callback,
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if (waveOutOpen(&wps->hWave, WAVE_MAPPER, lpWaveFormat, (DWORD)PlaySound_Callback,
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(DWORD)&s, CALLBACK_FUNCTION) != MMSYSERR_NOERROR)
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goto errCleanUp;
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@ -381,8 +381,8 @@ static DWORD WINAPI proc_PlaySound(LPVOID arg)
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waveHdr[0].dwLoops = waveHdr[1].dwLoops = 0L;
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waveHdr[0].dwFlags = waveHdr[1].dwFlags = 0L;
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waveHdr[0].dwBufferLength = waveHdr[1].dwBufferLength = bufsize;
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if (waveOutPrepareHeader(hWave, &waveHdr[0], sizeof(WAVEHDR)) ||
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waveOutPrepareHeader(hWave, &waveHdr[1], sizeof(WAVEHDR))) {
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if (waveOutPrepareHeader(wps->hWave, &waveHdr[0], sizeof(WAVEHDR)) ||
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waveOutPrepareHeader(wps->hWave, &waveHdr[1], sizeof(WAVEHDR))) {
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goto errCleanUp;
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}
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@ -405,7 +405,7 @@ static DWORD WINAPI proc_PlaySound(LPVOID arg)
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left -= count;
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waveHdr[index].dwBufferLength = count;
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waveHdr[index].dwFlags &= ~WHDR_DONE;
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if (waveOutWrite(hWave, &waveHdr[index], sizeof(WAVEHDR)) == MMSYSERR_NOERROR) {
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if (waveOutWrite(wps->hWave, &waveHdr[index], sizeof(WAVEHDR)) == MMSYSERR_NOERROR) {
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index ^= 1;
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PlaySound_WaitDone(&s);
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}
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@ -415,17 +415,17 @@ static DWORD WINAPI proc_PlaySound(LPVOID arg)
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} while (wps->bLoop);
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PlaySound_WaitDone(&s); /* for last buffer */
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waveOutReset(hWave);
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waveOutReset(wps->hWave);
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waveOutUnprepareHeader(hWave, &waveHdr[0], sizeof(WAVEHDR));
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waveOutUnprepareHeader(hWave, &waveHdr[1], sizeof(WAVEHDR));
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waveOutUnprepareHeader(wps->hWave, &waveHdr[0], sizeof(WAVEHDR));
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waveOutUnprepareHeader(wps->hWave, &waveHdr[1], sizeof(WAVEHDR));
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errCleanUp:
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TRACE("Done playing=%s => %s!\n", debugstr_w(wps->pszSound), bRet ? "ok" : "ko");
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CloseHandle(s.hEvent);
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HeapFree(GetProcessHeap(), 0, waveHdr);
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HeapFree(GetProcessHeap(), 0, lpWaveFormat);
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if (hWave) while (waveOutClose(hWave) == WAVERR_STILLPLAYING) Sleep(100);
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if (wps->hWave) while (waveOutClose(wps->hWave) == WAVERR_STILLPLAYING) Sleep(100);
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if (hmmio) mmioClose(hmmio, 0);
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PlaySound_Free(wps);
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@ -464,6 +464,7 @@ static BOOL MULTIMEDIA_PlaySound(const void* pszSound, HMODULE hmod, DWORD fdwSo
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* NULL... as of today, we stop all playing instances */
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SetEvent(psStopEvent);
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waveOutReset(PlaySoundList->hWave);
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LeaveCriticalSection(&WINMM_cs);
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WaitForSingleObject(psLastEvent, INFINITE);
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EnterCriticalSection(&WINMM_cs);
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