mirror of https://github.com/odrling/Aegisub
Rewrote lots of the DirectSound audio code, hopefully it's more stable now.
Originally committed to SVN as r1098.
This commit is contained in:
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877c4bf1b1
commit
813a487b23
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@ -97,10 +97,8 @@ void AudioPlayer::SetDisplayTimer(wxTimer *timer) {
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// Ask to stop later
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void AudioPlayer::RequestStop() {
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wxCommandEvent event(wxEVT_STOP_AUDIO, 1000);
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event.SetEventObject(this);
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wxMutexGuiEnter();
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AddPendingEvent(event);
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wxMutexGuiLeave();
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event.SetEventObject(this);
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AddPendingEvent(event); // thread safe
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}
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@ -62,7 +62,6 @@ DirectSoundPlayer::DirectSoundPlayer() {
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buffer = NULL;
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directSound = NULL;
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thread = NULL;
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threadRunning = false;
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notificationEvent = NULL;
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}
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@ -82,12 +81,12 @@ void DirectSoundPlayer::OpenStream() {
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// Initialize the DirectSound object
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HRESULT res;
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res = DirectSoundCreate8(NULL,&directSound,NULL);
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res = DirectSoundCreate8(&DSDEVID_DefaultPlayback,&directSound,NULL); // TODO: support selecting audio device
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if (res != DS_OK) throw _T("Failed initializing DirectSound");
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// Set DirectSound parameters
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AegisubApp *app = (AegisubApp*) wxTheApp;
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directSound->SetCooperativeLevel((HWND)app->frame->GetHandle(),DSSCL_NORMAL);
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directSound->SetCooperativeLevel((HWND)app->frame->GetHandle(),DSSCL_PRIORITY);
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// Create the wave format structure
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WAVEFORMATEX waveFormat;
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@ -132,19 +131,25 @@ void DirectSoundPlayer::CloseStream() {
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// Stop it
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Stop();
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// Delete the DirectSound buffer
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// delete buffer;
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buffer = NULL;
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// Unref the DirectSound buffer
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if (buffer) {
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buffer->Release();
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buffer = NULL;
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}
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// Delete the DirectSound object
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// delete directSound;
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directSound = NULL;
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// Unref the DirectSound object
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if (directSound) {
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directSound->Release();
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directSound = NULL;
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}
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}
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///////////////
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// Fill buffer
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void DirectSoundPlayer::FillBuffer(bool fill) {
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bool DirectSoundPlayer::FillBuffer() {
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if (playPos >= endPos) return false;
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// Variables
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void *ptr1, *ptr2;
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unsigned long int size1, size2;
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@ -168,7 +173,7 @@ void DirectSoundPlayer::FillBuffer(bool fill) {
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}
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// Error
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if (!SUCCEEDED(res)) return;
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if (FAILED(res)) return false;
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// Set offset
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offset = (offset + toWrite) % bufSize;
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@ -206,6 +211,8 @@ void DirectSoundPlayer::FillBuffer(bool fill) {
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// Unlock
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buffer->Unlock(ptr1,size1,ptr2,size2);
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return true;
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}
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@ -214,24 +221,20 @@ void DirectSoundPlayer::FillBuffer(bool fill) {
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void DirectSoundPlayer::Play(__int64 start,__int64 count) {
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// Make sure that it's stopped
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Stop();
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// The thread is now guaranteed dead
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// Lock
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wxMutexLocker locker(DSMutex);
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// We sure better have a buffer
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assert(buffer);
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// Check if buffer is loaded
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if (!buffer) return;
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buffer->Stop();
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// Create notification event
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if (notificationEvent)
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CloseHandle(notificationEvent);
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// Create a new notification event
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// It was already destroyed by Stop
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notificationEvent = CreateEvent(NULL,false,false,NULL);
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// Create notification interface
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IDirectSoundNotify8 *notify;
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HRESULT res;
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res = buffer->QueryInterface(IID_IDirectSoundNotify8,(LPVOID*)¬ify);
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if (!SUCCEEDED(res)) return;
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if (FAILED(res)) return;
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// Set notification
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DSBPOSITIONNOTIFY positionNotify[4];
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@ -253,20 +256,18 @@ void DirectSoundPlayer::Play(__int64 start,__int64 count) {
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offset = 0;
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// Fill buffer
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FillBuffer(false);
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FillBuffer();
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// Start thread
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thread = new DirectSoundPlayerThread(this);
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thread->Create();
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thread->Run();
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// Play
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buffer->SetCurrentPosition(0);
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res = buffer->Play(0,0,DSBPLAY_LOOPING);
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if (SUCCEEDED(res)) playing = true;
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// Start thread
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if (!thread) {
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thread = new DirectSoundPlayerThread(this);
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thread->Create();
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thread->Run();
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}
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// Update timer
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if (displayTimer && !displayTimer->IsRunning()) displayTimer->Start(15);
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}
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@ -275,14 +276,13 @@ void DirectSoundPlayer::Play(__int64 start,__int64 count) {
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////////
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// Stop
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void DirectSoundPlayer::Stop(bool timerToo) {
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// Lock
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wxMutexLocker locker(DSMutex);
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// Stop the thread
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if (thread) {
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thread->alive = false;
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thread->Stop();
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thread->Wait();
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thread = NULL;
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}
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// The thread is now guaranteed dead and there are no concurrency problems to worry about
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// Stop
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if (buffer) buffer->Stop();
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@ -295,10 +295,8 @@ void DirectSoundPlayer::Stop(bool timerToo) {
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offset = 0;
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// Close event handle
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if (notificationEvent) {
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CloseHandle(notificationEvent);
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notificationEvent = 0;
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}
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CloseHandle(notificationEvent);
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notificationEvent = 0;
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// Stop timer
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if (timerToo && displayTimer) {
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@ -346,72 +344,50 @@ __int64 DirectSoundPlayer::GetCurrentPosition() {
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// Thread constructor
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DirectSoundPlayerThread::DirectSoundPlayerThread(DirectSoundPlayer *par) : wxThread(wxTHREAD_JOINABLE) {
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parent = par;
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alive = true;
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parent->threadRunning = true;
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stopnotify = CreateSemaphore(NULL, 0, 1, NULL);
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}
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/////////////////////
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// Thread destructor
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DirectSoundPlayerThread::~DirectSoundPlayerThread() {
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CloseHandle(stopnotify);
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}
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//////////////////////
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// Thread entry point
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wxThread::ExitCode DirectSoundPlayerThread::Entry() {
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// Variables
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unsigned long int playPos=0,endPos=0,bufSize=0;
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bool playing;
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// Objects to wait for
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HANDLE notifies[2] = {stopnotify, parent->notificationEvent};
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// Wait for notification
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while (alive) {
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// Get variables
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bool booga = true;
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if (booga) {
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if (!alive) break;
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wxMutexLocker locker(parent->DSMutex);
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if (!alive) break;
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playPos = parent->GetCurrentPosition();
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endPos = parent->endPos;
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bufSize = parent->bufSize;
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playing = parent->playing;
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if (!alive) break;
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}
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while (true) {
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// Wait for something to happen
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DWORD cause = WaitForMultipleObjects(2, notifies, false, INFINITE);
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// Flag as stopped playing, but don't actually stop yet
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if (playPos > endPos) {
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if (!alive) break;
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wxMutexLocker locker(parent->DSMutex);
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if (!alive) break;
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parent->playing = false;
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}
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// Still playing?
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if (playPos < endPos + bufSize/8) {
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// Wait for signal
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if (!alive) break;
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WaitForSingleObject(parent->notificationEvent,1000);
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if (!alive) break;
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// Fill buffer
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wxMutexLocker locker(parent->DSMutex);
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if (!alive) break;
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parent->FillBuffer(false);
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if (!alive) break;
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}
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// Over, stop it
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else {
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if (alive) parent->Stop();
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if (cause == WAIT_OBJECT_0) {
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// stopnotify
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break;
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}
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else if (cause == WAIT_OBJECT_0 + 1) {
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// dsound notification event
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// fill the buffer
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if (!parent->FillBuffer())
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break; // end of stream
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}
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}
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//wxMutexLocker locker(parent->DSMutex);
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parent->threadRunning = false;
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Delete();
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parent->playing = false;
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parent->buffer->Stop();
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return 0;
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}
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////////////////////////
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// Stop playback thread
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void DirectSoundPlayerThread::Stop() {
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// Increase the stopnotify by one, causing a wait for it to succeed
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ReleaseSemaphore(stopnotify, 1, NULL);
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}
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#endif
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@ -56,9 +56,10 @@ class DirectSoundPlayer;
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class DirectSoundPlayerThread : public wxThread {
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private:
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DirectSoundPlayer *parent;
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HANDLE stopnotify;
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public:
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bool alive;
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void Stop(); // Notify thread to stop audio playback. Thread safe.
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DirectSoundPlayerThread(DirectSoundPlayer *parent);
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~DirectSoundPlayerThread();
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@ -72,9 +73,7 @@ class DirectSoundPlayer : public AudioPlayer {
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friend class DirectSoundPlayerThread;
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private:
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wxMutex DSMutex;
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bool playing;
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volatile bool playing;
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float volume;
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int offset;
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int bufSize;
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@ -87,10 +86,9 @@ private:
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IDirectSoundBuffer8 *buffer;
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HANDLE notificationEvent;
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void FillBuffer(bool fill);
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bool FillBuffer();
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DirectSoundPlayerThread *thread;
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bool threadRunning;
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public:
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DirectSoundPlayer();
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@ -112,7 +110,7 @@ public:
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void SetVolume(double vol) { volume = vol; }
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double GetVolume() { return volume; }
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wxMutex *GetMutex() { return &DSMutex; }
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//wxMutex *GetMutex() { return &DSMutex; }
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};
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#endif
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