Descent3/libmve/win_sound.cpp
Azamat H. Hackimov 9672475f70 Update MVE playback on Windows
There only one problem still persist on playback - slow filling sound buffer from std::deque on MSVC Debug mode due extremely slow performance of STL containers on that mode. On Release and RelWithDebInfo playback is fine.
2024-07-09 03:40:49 +03:00

156 lines
4.2 KiB
C++

/*
* Descent 3
* Copyright (C) 2024 Descent Developers
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "win_sound.h"
namespace D3 {
MovieSoundDevice::MovieSoundDevice(int sample_rate, uint16_t sample_size, uint8_t channels, uint32_t buf_size,
bool is_compressed) {
m_is_compressed = is_compressed;
m_lpDS = nullptr;
m_lpDSB = nullptr;
m_WFE.wFormatTag = WAVE_FORMAT_PCM;
m_WFE.nChannels = channels;
m_WFE.nSamplesPerSec = sample_rate;
m_WFE.nAvgBytesPerSec = sample_rate * channels * sample_size;
m_WFE.nBlockAlign = channels * sample_size;
m_WFE.wBitsPerSample = sample_size * 8;
// Initialize DSound
if (FAILED(DirectSoundCreate(nullptr, &m_lpDS, nullptr))) {
return;
}
// Set Cooperative Level
HWND hWnd = GetForegroundWindow();
if (hWnd == nullptr) {
hWnd = GetDesktopWindow();
}
if (FAILED(m_lpDS->SetCooperativeLevel(hWnd, DSSCL_EXCLUSIVE))) {
return;
}
// Create Primary Buffer
DSBUFFERDESC dsbd;
ZeroMemory(&dsbd, sizeof(dsbd));
dsbd.dwSize = sizeof(DSBUFFERDESC);
dsbd.dwFlags = DSBCAPS_PRIMARYBUFFER;
dsbd.dwBufferBytes = 0;
dsbd.lpwfxFormat = nullptr;
LPDIRECTSOUNDBUFFER lpDSB = nullptr;
if (FAILED(m_lpDS->CreateSoundBuffer(&dsbd, &lpDSB, nullptr))) {
return;
}
// Set Primary Buffer Format
if (FAILED(lpDSB->SetFormat(&m_WFE))) {
return;
}
// Create Second Sound Buffer
dsbd.dwFlags = DSBCAPS_CTRLPOSITIONNOTIFY | DSBCAPS_GLOBALFOCUS;
dsbd.dwBufferBytes = (buf_size + (buf_size >> 1)) & ~3;
dsbd.lpwfxFormat = &m_WFE;
if (FAILED(m_lpDS->CreateSoundBuffer(&dsbd, &m_lpDSB, nullptr))) {
return;
}
}
MovieSoundDevice::~MovieSoundDevice() {
if (m_lpDSB != nullptr) {
m_lpDSB->Stop();
m_lpDSB->Release();
}
m_sound_buffer.reset();
}
void MovieSoundDevice::Play() {
if (!m_lpDSB)
return;
// Check if the DirectSound was created successfully
if (m_lpDS == nullptr) {
return;
}
LPBYTE lpvAudio1 = nullptr, lpvAudio2 = nullptr;
DWORD dwBytesAudio1 = 0, dwBytesAudio2 = 0;
if (FAILED(m_lpDSB->Lock(0, (DWORD)GetBuffer()->size() * 2, reinterpret_cast<LPVOID *>(&lpvAudio1), &dwBytesAudio1,
reinterpret_cast<LPVOID *>(&lpvAudio2), &dwBytesAudio2, DSBLOCK_FROMWRITECURSOR)))
return;
if (dwBytesAudio1 > 0) {
memset(lpvAudio1, 0, dwBytesAudio1);
auto limit = std::min(dwBytesAudio1 / 2, (DWORD)GetBuffer()->size());
for (int i = 0; i < limit; i += 2) {
int16_t sample = GetBuffer()->front();
GetBuffer()->pop_front();
lpvAudio1[i] = sample & 0xff;
lpvAudio1[i + 1] = sample >> 8;
}
}
if (dwBytesAudio2 > 0) {
memset(lpvAudio2, 0, dwBytesAudio2);
auto limit = std::min(dwBytesAudio2 / 2, (DWORD)GetBuffer()->size());
for (int i = 0; i < limit; i += 2) {
int16_t sample = GetBuffer()->front();
GetBuffer()->pop_front();
lpvAudio2[i] = sample & 0xff;
lpvAudio2[i + 1] = sample >> 8;
}
}
m_lpDSB->Unlock(lpvAudio1, dwBytesAudio1, lpvAudio2, dwBytesAudio2);
// Begin Play
m_lpDSB->Play(0, 0, DSBPLAY_LOOPING);
}
void MovieSoundDevice::Stop() {
if (m_lpDSB != nullptr) {
m_lpDSB->Stop();
// Empty the buffer
LPVOID lpvAudio1 = nullptr;
DWORD dwBytesAudio1 = 0;
HRESULT hr = m_lpDSB->Lock(0, 0, &lpvAudio1, &dwBytesAudio1, nullptr, nullptr, DSBLOCK_ENTIREBUFFER);
if (FAILED(hr)) {
return;
}
memset(lpvAudio1, 0, dwBytesAudio1);
m_lpDSB->Unlock(lpvAudio1, dwBytesAudio1, nullptr, 0);
// Move the current play position to begin
m_lpDSB->SetCurrentPosition(0);
}
}
void MovieSoundDevice::Lock(){}
void MovieSoundDevice::Unlock(){}
} // namespace D3