Add a WASAPI audio backend, use it automatically on Vista+. Reduces audio latency on Windows.

This commit is contained in:
Henrik Rydgard 2015-01-11 21:44:31 +01:00
parent 82ccce9eca
commit 3381df4e04
2 changed files with 194 additions and 2 deletions

View file

@ -5,6 +5,21 @@
#include "dsoundstream.h"
// WASAPI begin
#include <Objbase.h>
#include <Mmreg.h>
#include <MMDeviceAPI.h>
#include <AudioClient.h>
#include <AudioPolicy.h>
#pragma comment(lib, "ole32.lib")
const CLSID CLSID_MMDeviceEnumerator = __uuidof(MMDeviceEnumerator);
const IID IID_IMMDeviceEnumerator = __uuidof(IMMDeviceEnumerator);
const IID IID_IAudioClient = __uuidof(IAudioClient);
const IID IID_IAudioRenderClient = __uuidof(IAudioRenderClient);
// WASAPI end
#define BUFSIZE 0x4000
#define MAXWAIT 20 //ms
@ -232,6 +247,181 @@ void DSoundAudioBackend::Update() {
SetEvent(soundSyncEvent_);
}
class WASAPIAudioBackend : public WindowsAudioBackend {
public:
WASAPIAudioBackend();
~WASAPIAudioBackend() override;
bool Init(HWND window, StreamCallback callback, int sampleRate) override; // If fails, can safely delete the object
void Update() override {}
int GetSampleRate() override { return sampleRate_; }
private:
int RunThread();
static unsigned int WINAPI soundThread(void *param);
HANDLE hThread_;
StreamCallback callback_;
int sampleRate_;
volatile int threadData_;
};
// TODO: Make these adjustable. This is from the example in MSDN.
// 200 times/sec = 5ms, pretty good :) Wonder if all computers can handle it though.
#define REFTIMES_PER_SEC (10000000/200)
#define REFTIMES_PER_MILLISEC (REFTIMES_PER_SEC / 1000)
WASAPIAudioBackend::WASAPIAudioBackend() : hThread_(NULL), sampleRate_(0), callback_(nullptr), threadData_(0) {
CoInitializeEx(NULL, COINIT_MULTITHREADED);
}
WASAPIAudioBackend::~WASAPIAudioBackend() {
CoUninitialize();
if (threadData_ == 0) {
threadData_ = 1;
}
if (hThread_ != NULL) {
WaitForSingleObject(hThread_, 1000);
CloseHandle(hThread_);
hThread_ = NULL;
}
if (threadData_ == 2) {
// blah.
}
}
unsigned int WINAPI WASAPIAudioBackend::soundThread(void *param) {
WASAPIAudioBackend *backend = (WASAPIAudioBackend *)param;
return backend->RunThread();
}
bool WASAPIAudioBackend::Init(HWND window, StreamCallback callback, int sampleRate) {
threadData_ = 0;
callback_ = callback;
sampleRate_ = sampleRate;
hThread_ = (HANDLE)_beginthreadex(0, 0, soundThread, (void *)this, 0, 0);
SetThreadPriority(hThread_, THREAD_PRIORITY_ABOVE_NORMAL);
return true;
}
int WASAPIAudioBackend::RunThread() {
IMMDeviceEnumerator *pDeviceEnumerator;
IMMDevice *pDevice;
IAudioClient *pAudioInterface;
IAudioRenderClient *pAudioRenderClient;
WAVEFORMATEXTENSIBLE *pDeviceFormat;
DWORD flags = 0;
REFERENCE_TIME hnsBufferDuration, hnsActualDuration;
UINT32 pNumBufferFrames;
UINT32 pNumPaddingFrames, pNumAvFrames;
hnsBufferDuration = REFTIMES_PER_SEC;
HRESULT hresult;
hresult = CoCreateInstance(CLSID_MMDeviceEnumerator,
NULL, /*Object is not created as the part of the aggregate */
CLSCTX_ALL, IID_IMMDeviceEnumerator, (void**)&pDeviceEnumerator);
hresult = pDeviceEnumerator->GetDefaultAudioEndpoint(eRender, eMultimedia, &pDevice);
hresult = pDevice->Activate(IID_IAudioClient, CLSCTX_ALL, NULL, (void**)&pAudioInterface);
hresult = pAudioInterface->GetMixFormat((WAVEFORMATEX**)&pDeviceFormat);
hresult = pAudioInterface->Initialize(AUDCLNT_SHAREMODE_SHARED, 0, hnsBufferDuration, 0, &pDeviceFormat->Format, NULL);
hresult = pAudioInterface->GetService(IID_IAudioRenderClient, (void**)&pAudioRenderClient);
hresult = pAudioInterface->GetBufferSize(&pNumBufferFrames);
sampleRate_ = pDeviceFormat->Format.nSamplesPerSec;
if (pDeviceFormat->Format.wFormatTag == 0xFFFE) {
if (!memcmp(&pDeviceFormat->SubFormat, &KSDATAFORMAT_SUBTYPE_IEEE_FLOAT, sizeof(pDeviceFormat->SubFormat))) {
// printf("float format\n");
} else {
ERROR_LOG(SCEAUDIO, "Got unexpected WASAPI stream format, expected float!");
}
}
short *shortBuf = new short[pNumBufferFrames * pDeviceFormat->Format.nChannels];
BYTE *pData;
hresult = pAudioRenderClient->GetBuffer(pNumBufferFrames, &pData);
int numFloats = pNumBufferFrames * pDeviceFormat->Format.nChannels;
float *ptr = (float *)pData;
for (int i = 0; i < numFloats; i++) {
ptr[i] = 0.0f;
}
hresult = pAudioRenderClient->ReleaseBuffer(pNumBufferFrames, flags);
hnsActualDuration = (double)REFTIMES_PER_SEC * pNumBufferFrames / pDeviceFormat->Format.nSamplesPerSec;
hresult = pAudioInterface->Start();
while (!threadData_) {
Sleep((DWORD)(hnsActualDuration / REFTIMES_PER_MILLISEC / 2));
hresult = pAudioInterface->GetCurrentPadding(&pNumPaddingFrames);
if (FAILED(hresult)) {
// What to do?
pNumPaddingFrames = 0;
}
pNumAvFrames = pNumBufferFrames - pNumPaddingFrames;
hresult = pAudioRenderClient->GetBuffer(pNumAvFrames, &pData);
if (FAILED(hresult)) {
// What to do?
} else if (pNumAvFrames) {
callback_(shortBuf, pNumAvFrames, 16, sampleRate_, 2);
// Sigh, another format conversion :)
float *ptr = (float *)pData;
for (int i = 0; i < pNumAvFrames * pDeviceFormat->Format.nChannels; i++) {
ptr[i] = shortBuf[i] * (1.0f / 32767.0f);
}
}
hresult = pAudioRenderClient->ReleaseBuffer(pNumAvFrames, flags);
if (FAILED(hresult)) {
// Not much to do here either...
}
}
hresult = pAudioInterface->Stop();
CoTaskMemFree(pDeviceFormat);
threadData_ = 2;
return 0;
}
WindowsAudioBackend *CreateAudioBackend(AudioBackendType type) {
return new DSoundAudioBackend();
switch (type) {
case AUDIO_BACKEND_DSOUND:
return new DSoundAudioBackend();
case AUDIO_BACKEND_WASAPI:
return new WASAPIAudioBackend();
case AUDIO_BACKEND_AUTO:
{
OSVERSIONINFOEX osvi;
DWORDLONG dwlConditionMask = 0;
int op = VER_GREATER_EQUAL;
ZeroMemory(&osvi, sizeof(OSVERSIONINFOEX));
osvi.dwOSVersionInfoSize = sizeof(OSVERSIONINFOEX);
osvi.dwMajorVersion = 6; // Vista is 6.0
osvi.dwMinorVersion = 0;
VER_SET_CONDITION(dwlConditionMask, VER_MAJORVERSION, op);
VER_SET_CONDITION(dwlConditionMask, VER_MINORVERSION, op);
BOOL isVistaOrHigher = VerifyVersionInfo(&osvi, VER_MAJORVERSION | VER_MINORVERSION, dwlConditionMask);
if (isVistaOrHigher) {
return new WASAPIAudioBackend();
} else {
return new DSoundAudioBackend();
}
}
}
return nullptr;
}

View file

@ -4,6 +4,8 @@
typedef int (*StreamCallback)(short *buffer, int numSamples, int bits, int rate, int channels);
// Note that the backend may override the passed in sample rate. The actual sample rate
// should be returned by GetSampleRate though.
class WindowsAudioBackend {
public:
WindowsAudioBackend() {}
@ -15,7 +17,7 @@ public:
enum AudioBackendType {
AUDIO_BACKEND_DSOUND,
// AUDIO_BACKEND_WASAPI, // TODO
AUDIO_BACKEND_WASAPI, // TODO
AUDIO_BACKEND_AUTO
};