📄 sdl_dx5audio.c
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Sam Lantinga slouken@libsdl.org*/#ifdef SAVE_RCSIDstatic char rcsid = "@(#) $Id$";#endif/* Allow access to a raw mixing buffer */#include <stdio.h>#include "SDL_types.h"#include "SDL_error.h"#include "SDL_timer.h"#include "SDL_audio.h"#include "SDL_audio_c.h"#include "SDL_dx5audio.h"/* Define this if you want to use DirectX 6 DirectSoundNotify interface *///#define USE_POSITION_NOTIFY/* DirectX function pointers for audio */HRESULT (WINAPI *DSoundCreate)(LPGUID, LPDIRECTSOUND *, LPUNKNOWN);/* Audio driver functions */static int DX5_OpenAudio(_THIS, SDL_AudioSpec *spec);static void DX5_ThreadInit(_THIS);static void DX5_WaitAudio_BusyWait(_THIS);#ifdef USE_POSITION_NOTIFYstatic void DX6_WaitAudio_EventWait(_THIS);#endifstatic void DX5_PlayAudio(_THIS);static Uint8 *DX5_GetAudioBuf(_THIS);static void DX5_WaitDone(_THIS);static void DX5_CloseAudio(_THIS);static int DX5_AudioDelayMsec(_THIS);/* Audio driver bootstrap functions */static int Audio_Available(void){ HINSTANCE DSoundDLL; int dsound_ok; /* Version check DSOUND.DLL (Is DirectX okay?) */ dsound_ok = 0; DSoundDLL = LoadLibrary(TEXT("DSOUND.DLL")); if ( DSoundDLL != NULL ) { /* We just use basic DirectSound, we're okay */ /* Yay! */ /* Unfortunately, the sound drivers on NT have higher latencies than the audio buffers used by many SDL applications, so there are gaps in the audio - it sounds terrible. Punt for now. */ OSVERSIONINFO ver; ver.dwOSVersionInfoSize = sizeof (OSVERSIONINFO); GetVersionEx(&ver); switch (ver.dwPlatformId) { case VER_PLATFORM_WIN32_NT: if ( ver.dwMajorVersion > 4 ) { /* Win2K */ dsound_ok = 1; } else { /* WinNT */ dsound_ok = 0; } break; default: /* Win95 or Win98 */ dsound_ok = 1; break; } /* Now check for DirectX 5 or better - otherwise * we will fail later in DX5_OpenAudio without a chance * to fall back to the DIB driver. */ if (dsound_ok) { /* DirectSoundCaptureCreate was added in DX5 */ if (!GetProcAddress(DSoundDLL, TEXT("DirectSoundCaptureCreate"))) dsound_ok = 0; } /* Clean up.. */ FreeLibrary(DSoundDLL); } return(dsound_ok);}/* Functions for loading the DirectX functions dynamically */static HINSTANCE DSoundDLL = NULL;static void DX5_Unload(void){ if ( DSoundDLL != NULL ) { FreeLibrary(DSoundDLL); DSoundCreate = NULL; DSoundDLL = NULL; }}static int DX5_Load(void){ int status; DX5_Unload(); DSoundDLL = LoadLibrary(TEXT("DSOUND.DLL")); if ( DSoundDLL != NULL ) { DSoundCreate = (void *)GetProcAddress(DSoundDLL, TEXT("DirectSoundCreate")); } if ( DSoundDLL && DSoundCreate ) { status = 0; } else { DX5_Unload(); status = -1; } return status;}static void Audio_DeleteDevice(SDL_AudioDevice *device){ DX5_Unload(); free(device->hidden); free(device);}static SDL_AudioDevice *Audio_CreateDevice(int devindex){ SDL_AudioDevice *this; /* Load DirectX */ if ( DX5_Load() < 0 ) { return(NULL); } /* Initialize all variables that we clean on shutdown */ this = (SDL_AudioDevice *)malloc(sizeof(SDL_AudioDevice)); if ( this ) { memset(this, 0, (sizeof *this)); this->hidden = (struct SDL_PrivateAudioData *) malloc((sizeof *this->hidden)); } if ( (this == NULL) || (this->hidden == NULL) ) { SDL_OutOfMemory(); if ( this ) { free(this); } return(0); } memset(this->hidden, 0, (sizeof *this->hidden)); /* Set the function pointers */ this->OpenAudio = DX5_OpenAudio; this->ThreadInit = DX5_ThreadInit; this->WaitAudio = DX5_WaitAudio_BusyWait; this->PlayAudio = DX5_PlayAudio; this->GetAudioBuf = DX5_GetAudioBuf; this->WaitDone = DX5_WaitDone; this->CloseAudio = DX5_CloseAudio; this->AudioDelayMsec = DX5_AudioDelayMsec; this->free = Audio_DeleteDevice; return this;}AudioBootStrap DSOUND_bootstrap = { "dsound", "Win95/98/2000 DirectSound", Audio_Available, Audio_CreateDevice};static void SetDSerror(const char *function, int code){ static const char *error; static char errbuf[1024]; errbuf[0] = 0; switch (code) { case E_NOINTERFACE: error = "Unsupported interface\n-- Is DirectX 5.0 or later installed?"; break; case DSERR_ALLOCATED: error = "Audio device in use"; break; case DSERR_BADFORMAT: error = "Unsupported audio format"; break; case DSERR_BUFFERLOST: error = "Mixing buffer was lost"; break; case DSERR_CONTROLUNAVAIL: error = "Control requested is not available"; break; case DSERR_INVALIDCALL: error = "Invalid call for the current state"; break; case DSERR_INVALIDPARAM: error = "Invalid parameter"; break; case DSERR_NODRIVER: error = "No audio device found"; break; case DSERR_OUTOFMEMORY: error = "Out of memory"; break; case DSERR_PRIOLEVELNEEDED: error = "Caller doesn't have priority"; break; case DSERR_UNSUPPORTED: error = "Function not supported"; break; default: sprintf(errbuf, "%s: Unknown DirectSound error: 0x%x", function, code); break; } if ( ! errbuf[0] ) { sprintf(errbuf, "%s: %s", function, error); } SDL_SetError("%s", errbuf); return;}/* DirectSound needs to be associated with a window */static HWND mainwin = NULL;/* */void DX5_SoundFocus(HWND hwnd){ mainwin = hwnd;}static void DX5_ThreadInit(_THIS){ SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_HIGHEST);}static void DX5_WaitAudio_BusyWait(_THIS){ DWORD status; DWORD cursor, junk; HRESULT result; /* Semi-busy wait, since we have no way of getting play notification on a primary mixing buffer located in hardware (DirectX 5.0) */ result = IDirectSoundBuffer_GetCurrentPosition(mixbuf, &cursor, &junk); if ( result != DS_OK ) { if ( result == DSERR_BUFFERLOST ) { IDirectSoundBuffer_Restore(mixbuf); }#ifdef DEBUG_SOUND SetDSerror("DirectSound GetCurrentPosition", result);#endif return; } cursor /= mixlen; while ( cursor == playing ) { /* FIXME: find out how much time is left and sleep that long */ SDL_Delay(10); /* Try to restore a lost sound buffer */ IDirectSoundBuffer_GetStatus(mixbuf, &status); if ( (status&DSBSTATUS_BUFFERLOST) ) { IDirectSoundBuffer_Restore(mixbuf); IDirectSoundBuffer_GetStatus(mixbuf, &status); if ( (status&DSBSTATUS_BUFFERLOST) ) { break; } } if ( ! (status&DSBSTATUS_PLAYING) ) { result = IDirectSoundBuffer_Play(mixbuf, 0, 0, DSBPLAY_LOOPING); if ( result == DS_OK ) { continue; }#ifdef DEBUG_SOUND SetDSerror("DirectSound Play", result);#endif return; } /* Find out where we are playing */ result = IDirectSoundBuffer_GetCurrentPosition(mixbuf, &cursor, &junk); if ( result != DS_OK ) { SetDSerror("DirectSound GetCurrentPosition", result); return; } cursor /= mixlen; }}#ifdef USE_POSITION_NOTIFYstatic void DX6_WaitAudio_EventWait(_THIS){ DWORD status; HRESULT result; /* Try to restore a lost sound buffer */ IDirectSoundBuffer_GetStatus(mixbuf, &status); if ( (status&DSBSTATUS_BUFFERLOST) ) { IDirectSoundBuffer_Restore(mixbuf); IDirectSoundBuffer_GetStatus(mixbuf, &status); if ( (status&DSBSTATUS_BUFFERLOST) ) { return; } } if ( ! (status&DSBSTATUS_PLAYING) ) { result = IDirectSoundBuffer_Play(mixbuf, 0, 0, DSBPLAY_LOOPING); if ( result != DS_OK ) {#ifdef DEBUG_SOUND SetDSerror("DirectSound Play", result);#endif return; } } WaitForSingleObject(audio_event, INFINITE);}#endif /* USE_POSITION_NOTIFY */static void DX5_PlayAudio(_THIS){ /* Unlock the buffer, allowing it to play */ if ( locked_buf ) { IDirectSoundBuffer_Unlock(mixbuf, locked_buf, mixlen, NULL, 0); }}static Uint8 *DX5_GetAudioBuf(_THIS){ DWORD cursor, junk; HRESULT result; DWORD rawlen; /* Figure out which blocks to fill next */ locked_buf = NULL; result = IDirectSoundBuffer_GetCurrentPosition(mixbuf, &cursor, &junk); if ( result == DSERR_BUFFERLOST ) { IDirectSoundBuffer_Restore(mixbuf); result = IDirectSoundBuffer_GetCurrentPosition(mixbuf, &cursor, &junk); } if ( result != DS_OK ) { SetDSerror("DirectSound GetCurrentPosition", result);
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