// 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 "setup.h" #if USE_DIRECTSOUND == 1 #include "audio_player.h" #include #include ////////////// // Prototypes class DirectSoundPlayer; ////////// // Thread class DirectSoundPlayerThread : public wxThread { private: DirectSoundPlayer *parent; public: bool alive; DirectSoundPlayerThread(DirectSoundPlayer *parent); ~DirectSoundPlayerThread(); wxThread::ExitCode Entry(); }; //////////////////// // Portaudio player class DirectSoundPlayer : public AudioPlayer { friend class DirectSoundPlayerThread; private: wxMutex DSMutex; bool playing; float volume; int offset; int bufSize; volatile __int64 playPos; volatile __int64 startPos; volatile __int64 endPos; IDirectSound8 *directSound; IDirectSoundBuffer8 *buffer; HANDLE notificationEvent; void FillBuffer(bool fill); DirectSoundPlayerThread *thread; bool threadRunning; public: DirectSoundPlayer(); ~DirectSoundPlayer(); void OpenStream(); void CloseStream(); void Play(__int64 start,__int64 count); void Stop(bool timerToo=true); bool IsPlaying() { return playing; } __int64 GetStartPosition() { return startPos; } __int64 GetEndPosition() { return endPos; } __int64 GetCurrentPosition(); void SetEndPosition(__int64 pos); void SetCurrentPosition(__int64 pos); void SetVolume(double vol) { volume = vol; } double GetVolume() { return volume; } wxMutex *GetMutex() { return &DSMutex; } }; #endif