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https://github.com/bsnes-emu/bsnes.git
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byuu says: Changelog: - ruby: if DirectSoundCreate fails (no sound device present), return false from init instead of crashing - nall: improved edge case return values for (basename,pathname,dirname,...) - nall: renamed file_system_object class to inode - nall: varuint_t replaced with VariadicNatural; which contains .bit,.bits,.byte ala Natural/Integer - nall: fixed boolean compilation error on Windows - WS: popa should not restore SP - GBA: rewrote the CPU/APU cores to use the .bit,.bits functions; removed registers.cpp from each Note that the GBA changes are extremely major. This is about five hours worth of extremely delicate work. Any slight errors could break emulation in extremely bad ways. Let's hold off on extensive testing until the next WIP, after I do the same to the PPU. So far ... endrift's SOUNDCNT_X I/O test is failing, although that code didn't change, so clearly I messed up SOUNDCNT_H somehow ... To compile on Windows: 1. change nall/string/platform.hpp line 47 to return slice(result, 0, 3); 2. change ruby/video.wgl.cpp line 72 to auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool { 3. add this line to the very top of hiro/windows/header.cpp: #define boolean FuckYouMicrosoft
184 lines
5.4 KiB
C++
184 lines
5.4 KiB
C++
#include <dsound.h>
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struct AudioDS : Audio {
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~AudioDS() { term(); }
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LPDIRECTSOUND ds = nullptr;
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LPDIRECTSOUNDBUFFER dsb_p = nullptr;
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LPDIRECTSOUNDBUFFER dsb_b = nullptr;
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DSBUFFERDESC dsbd;
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WAVEFORMATEX wfx;
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struct {
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uint rings = 0;
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uint latency = 0;
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uint32_t* buffer = nullptr;
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uint bufferoffset = 0;
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uint readring = 0;
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uint writering = 0;
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int distance = 0;
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} device;
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struct {
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HWND handle = nullptr;
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bool synchronize = false;
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uint frequency = 22050;
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uint latency = 120;
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} settings;
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auto cap(const string& name) -> bool {
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if(name == Audio::Handle) return true;
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if(name == Audio::Synchronize) return true;
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if(name == Audio::Frequency) return true;
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if(name == Audio::Latency) return true;
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return false;
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}
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auto get(const string& name) -> any {
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if(name == Audio::Handle) return (uintptr_t)settings.handle;
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if(name == Audio::Synchronize) return settings.synchronize;
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if(name == Audio::Frequency) return settings.frequency;
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if(name == Audio::Latency) return settings.latency;
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return {};
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}
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auto set(const string& name, const any& value) -> bool {
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if(name == Audio::Handle && value.is<uintptr_t>()) {
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settings.handle = (HWND)value.get<uintptr_t>();
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return true;
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}
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if(name == Audio::Synchronize && value.is<bool>()) {
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settings.synchronize = value.get<bool>();
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if(ds) clear();
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return true;
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}
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if(name == Audio::Frequency && value.is<uint>()) {
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settings.frequency = value.get<uint>();
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if(ds) init();
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return true;
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}
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if(name == Audio::Latency && value.is<uint>()) {
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//latency settings below 40ms causes DirectSound to hang
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settings.latency = max(40u, value.get<uint>());
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if(ds) init();
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return true;
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}
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return false;
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}
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auto sample(uint16_t left, uint16_t right) -> void {
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device.buffer[device.bufferoffset++] = left + (right << 16);
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if(device.bufferoffset < device.latency) return;
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device.bufferoffset = 0;
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DWORD pos, size;
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void* output;
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if(settings.synchronize) {
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//wait until playback buffer has an empty ring to write new audio data to
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while(device.distance >= device.rings - 1) {
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dsb_b->GetCurrentPosition(&pos, 0);
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uint activering = pos / (device.latency * 4);
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if(activering == device.readring) continue;
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//subtract number of played rings from ring distance counter
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device.distance -= (device.rings + activering - device.readring) % device.rings;
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device.readring = activering;
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if(device.distance < 2) {
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//buffer underflow; set max distance to recover quickly
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device.distance = device.rings - 1;
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device.writering = (device.rings + device.readring - 1) % device.rings;
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break;
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}
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}
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}
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device.writering = (device.writering + 1) % device.rings;
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device.distance = (device.distance + 1) % device.rings;
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if(dsb_b->Lock(device.writering * device.latency * 4, device.latency * 4, &output, &size, 0, 0, 0) == DS_OK) {
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memcpy(output, device.buffer, device.latency * 4);
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dsb_b->Unlock(output, size, 0, 0);
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}
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}
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auto clear() -> void {
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device.readring = 0;
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device.writering = device.rings - 1;
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device.distance = device.rings - 1;
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device.bufferoffset = 0;
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if(device.buffer) memset(device.buffer, 0, device.latency * device.rings * 4);
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if(!dsb_b) return;
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dsb_b->Stop();
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dsb_b->SetCurrentPosition(0);
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DWORD size;
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void* output;
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dsb_b->Lock(0, device.latency * device.rings * 4, &output, &size, 0, 0, 0);
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memset(output, 0, size);
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dsb_b->Unlock(output, size, 0, 0);
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dsb_b->Play(0, 0, DSBPLAY_LOOPING);
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}
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auto init() -> bool {
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settings.handle = GetDesktopWindow();
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device.rings = 8;
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device.latency = settings.frequency * settings.latency / device.rings / 1000.0 + 0.5;
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device.buffer = new uint32_t[device.latency * device.rings];
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device.bufferoffset = 0;
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if(DirectSoundCreate(0, &ds, 0) != DS_OK) return term(), false;
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ds->SetCooperativeLevel((HWND)settings.handle, DSSCL_PRIORITY);
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memory::fill(&dsbd, sizeof(dsbd));
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dsbd.dwSize = sizeof(dsbd);
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dsbd.dwFlags = DSBCAPS_PRIMARYBUFFER;
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dsbd.dwBufferBytes = 0;
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dsbd.lpwfxFormat = 0;
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ds->CreateSoundBuffer(&dsbd, &dsb_p, 0);
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memory::fill(&wfx, sizeof(wfx));
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wfx.wFormatTag = WAVE_FORMAT_PCM;
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wfx.nChannels = 2;
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wfx.nSamplesPerSec = settings.frequency;
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wfx.wBitsPerSample = 16;
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wfx.nBlockAlign = wfx.wBitsPerSample / 8 * wfx.nChannels;
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wfx.nAvgBytesPerSec = wfx.nSamplesPerSec * wfx.nBlockAlign;
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dsb_p->SetFormat(&wfx);
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memory::fill(&dsbd, sizeof(dsbd));
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dsbd.dwSize = sizeof(dsbd);
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dsbd.dwFlags = DSBCAPS_GETCURRENTPOSITION2 | DSBCAPS_CTRLFREQUENCY | DSBCAPS_GLOBALFOCUS | DSBCAPS_LOCSOFTWARE;
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dsbd.dwBufferBytes = device.latency * device.rings * sizeof(uint32_t);
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dsbd.guid3DAlgorithm = GUID_NULL;
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dsbd.lpwfxFormat = &wfx;
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ds->CreateSoundBuffer(&dsbd, &dsb_b, 0);
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dsb_b->SetFrequency(settings.frequency);
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dsb_b->SetCurrentPosition(0);
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clear();
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return true;
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}
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auto term() -> void {
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if(device.buffer) {
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delete[] device.buffer;
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device.buffer = nullptr;
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}
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if(dsb_b) { dsb_b->Stop(); dsb_b->Release(); dsb_b = nullptr; }
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if(dsb_p) { dsb_p->Stop(); dsb_p->Release(); dsb_p = nullptr; }
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if(ds) { ds->Release(); ds = nullptr; }
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}
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};
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