Aegisub/core/audio_player_dsound.cpp

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// Copyright (c) 2006, Rodrigo Braz Monteiro
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of the Aegisub Group nor the names of its contributors
// may be used to endorse or promote products derived from this software
// without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// -----------------------------------------------------------------------------
//
// AEGISUB
//
// Website: http://aegisub.cellosoft.com
// Contact: mailto:zeratul@cellosoft.com
//
#pragma once
///////////
// Headers
#include <wx/wxprec.h>
#include "audio_provider.h"
#include "audio_player_dsound.h"
#include "utils.h"
#include "main.h"
#include "frame_main.h"
///////////////
// Constructor
DirectSoundPlayer::DirectSoundPlayer() {
playing = false;
volume = 1.0f;
playPos = 0;
startPos = 0;
endPos = 0;
offset = 0;
buffer = NULL;
directSound = NULL;
}
//////////////
// Destructor
DirectSoundPlayer::~DirectSoundPlayer() {
CloseStream();
}
///////////////
// Open stream
void DirectSoundPlayer::OpenStream() {
// Get provider
AudioProvider *provider = GetProvider();
// Initialize the DirectSound object
HRESULT res;
res = DirectSoundCreate8(NULL,&directSound,NULL);
if (res != DS_OK) throw _T("Failed initializing DirectSound");
// Set DirectSound parameters
AegisubApp *app = (AegisubApp*) wxTheApp;
directSound->SetCooperativeLevel((HWND)app->frame->GetHandle(),DSSCL_NORMAL);
// Create the wave format structure
WAVEFORMATEX waveFormat;
waveFormat.wFormatTag = WAVE_FORMAT_PCM;
waveFormat.nSamplesPerSec = provider->GetSampleRate();
waveFormat.nChannels = provider->GetChannels();
waveFormat.wBitsPerSample = provider->GetBytesPerSample() * 8;
waveFormat.nBlockAlign = waveFormat.nChannels * waveFormat.wBitsPerSample / 8;
waveFormat.nAvgBytesPerSec = waveFormat.nSamplesPerSec * waveFormat.nBlockAlign;
waveFormat.cbSize = 0;
// Create the buffer initializer
int aim = 0x10000;
int min = DSBSIZE_MIN;
int max = DSBSIZE_MAX;
bufSize = MIN(MAX(min,aim),max);
DSBUFFERDESC desc;
desc.dwSize = sizeof(DSBUFFERDESC);
desc.dwFlags = DSBCAPS_CTRLVOLUME | DSBCAPS_GETCURRENTPOSITION2 | DSBCAPS_GLOBALFOCUS | DSBCAPS_CTRLPOSITIONNOTIFY;
desc.dwBufferBytes = bufSize;
desc.dwReserved = 0;
desc.lpwfxFormat = &waveFormat;
desc.guid3DAlgorithm = GUID_NULL;
// Create the buffer
IDirectSoundBuffer *buf;
res = directSound->CreateSoundBuffer(&desc,&buf,NULL);
if (res != DS_OK) throw _T("Failed creating DirectSound buffer");
// Copy interface to buffer
res = buf->QueryInterface(IID_IDirectSoundBuffer8,(LPVOID*) &buffer);
if (res != S_OK) throw _T("Failed casting interface to IDirectSoundBuffer8");
// Set data
offset = 0;
}
////////////////
// Close stream
void DirectSoundPlayer::CloseStream() {
// Stop it
Stop();
// Delete the DirectSound buffer
// delete buffer;
buffer = NULL;
// Delete the DirectSound object
// delete directSound;
directSound = NULL;
}
///////////////
// Fill buffer
void DirectSoundPlayer::FillBuffer(bool fill) {
// Variables
void *ptr1, *ptr2;
unsigned long int size1, size2;
AudioProvider *provider = GetProvider();
int bytesps = provider->GetBytesPerSample();
// To write length
//int max = bufSize/4;
//if (fill) max = bufSize;
//int toWrite = MIN(max,(endPos-playPos)*bytesps);
int toWrite = bufSize/4;
// Lock buffer
HRESULT res;
res = buffer->Lock(offset,toWrite,&ptr1,&size1,&ptr2,&size2,0);
// Buffer lost?
if (res == DSERR_BUFFERLOST) {
buffer->Restore();
res = buffer->Lock(offset,toWrite,&ptr1,&size1,&ptr2,&size2,0);
}
// Error
if (!SUCCEEDED(res)) return;
// Set offset
offset = (offset + toWrite) % bufSize;
// Convert size to number of samples
unsigned long int count1 = size1 / bytesps;
unsigned long int count2 = size2 / bytesps;
// Check if it's writing over play
unsigned long int totalCount = count1+count2;
unsigned long int left = 0;
if (endPos > playPos) left = endPos - playPos;
unsigned long int delta = 0;
if (totalCount > left) delta = totalCount - left;
// If so, don't allow it
if (delta) {
// Zero at start
memset(ptr1,0,size1);
memset(ptr2,0,size2);
// Lower counts
int temp = MIN(delta,count2);
count2 -= temp;
delta -= temp;
temp = MIN(delta,count1);
count1 -= temp;
delta -= temp;
}
// Get source wave
if (count1) provider->GetAudio(ptr1,playPos,count1);
if (count2) provider->GetAudio(ptr2,playPos+count1,count2);
playPos += totalCount;
// Unlock
buffer->Unlock(ptr1,size1,ptr2,size2);
}
////////
// Play
void DirectSoundPlayer::Play(__int64 start,__int64 count) {
// Make sure that it's stopped
Stop();
// Lock
wxMutexLocker locker(DSMutex);
// Set variables
HRESULT res;
startPos = start;
endPos = start+count;
playPos = start;
offset = 0;
// Check if buffer is loaded
if (!buffer) return;
// Create notification event
notificationEvent = CreateEvent(NULL,false,false,NULL);
// Create notification interface
IDirectSoundNotify8 *notify;
res = buffer->QueryInterface(IID_IDirectSoundNotify8,(LPVOID*)&notify);
if (!SUCCEEDED(res)) return;
// Set notification
DSBPOSITIONNOTIFY positionNotify[4];
positionNotify[0].dwOffset = bufSize / 8;
positionNotify[0].hEventNotify = notificationEvent;
positionNotify[1].dwOffset = 3 * bufSize / 8;
positionNotify[1].hEventNotify = notificationEvent;
positionNotify[2].dwOffset = 5 * bufSize / 8;
positionNotify[2].hEventNotify = notificationEvent;
positionNotify[3].dwOffset = 7 * bufSize / 8;
positionNotify[3].hEventNotify = notificationEvent;
res = notify->SetNotificationPositions(4,positionNotify);
notify->Release();
// Fill buffer
FillBuffer(false);
// Play
buffer->SetCurrentPosition(0);
res = buffer->Play(0,0,DSBPLAY_LOOPING);
if (SUCCEEDED(res)) playing = true;
// Start thread
thread = new DirectSoundPlayerThread(this);
thread->Create();
thread->Run();
// Update timer
if (displayTimer && !displayTimer->IsRunning()) displayTimer->Start(15);
}
////////
// Stop
void DirectSoundPlayer::Stop(bool timerToo) {
// Lock
wxMutexLocker locker(DSMutex);
// Check if buffer is loaded and playing
if (!buffer || !playing) return;
// Stop
buffer->Stop();
// Stop the thread
thread = NULL;
// Close event handle
CloseHandle(notificationEvent);
// Stop timer
if (timerToo && displayTimer) {
displayTimer->Stop();
}
playing = false;
}
///////////
// Set end
void DirectSoundPlayer::SetEndPosition(__int64 pos) {
endPos = pos;
}
////////////////////////
// Set current position
void DirectSoundPlayer::SetCurrentPosition(__int64 pos) {
playPos = pos;
}
////////////////////////
// Get current position
__int64 DirectSoundPlayer::GetCurrentPosition() {
// Check if buffer is loaded
if (!buffer || !playing) return 0;
// Read position
unsigned long int play,write;
HRESULT res = buffer->GetCurrentPosition(&play,NULL);
if (SUCCEEDED(res)) {
int bytesps = provider->GetBytesPerSample();
write = offset;
if (write < play) write += bufSize;
return playPos + play/bytesps - write/bytesps;
}
// Failed, just return playPos
return playPos;
}
//////////////////////
// Thread constructor
DirectSoundPlayerThread::DirectSoundPlayerThread(DirectSoundPlayer *par) : wxThread(wxTHREAD_DETACHED) {
parent = par;
}
/////////////////////
// Thread destructor
DirectSoundPlayerThread::~DirectSoundPlayerThread() {
}
//////////////////////
// Thread entry point
wxThread::ExitCode DirectSoundPlayerThread::Entry() {
// Variables
unsigned long int playPos,endPos,bufSize;
// Wait for notification
while (parent->playing) {
// Get variables
parent->DSMutex.Lock();
playPos = parent->GetCurrentPosition();
endPos = parent->endPos;
bufSize = parent->bufSize;
parent->DSMutex.Unlock();
// Still playing?
if (playPos < endPos + bufSize/8) {
// Wait for signal
WaitForSingleObject(parent->notificationEvent,1000);
// Fill buffer
//parent->DSMutex.Lock();
parent->FillBuffer(false);
//parent->DSMutex.Unlock();
}
// Over, stop it
else {
parent->buffer->Stop();
break;
}
}
Delete();
return 0;
}