Aegisub/aegisub/src/audio_player_dsound.cpp

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// 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 Project http://www.aegisub.org/
/// @file audio_player_dsound.cpp
/// @brief Old DirectSound-based audio output
/// @ingroup audio_output
///
#include "config.h"
#ifdef WITH_DIRECTSOUND
#include <libaegisub/log.h>
#include "audio_controller.h"
#include "audio_player_dsound.h"
#include "frame_main.h"
#include "main.h"
#include "utils.h"
DirectSoundPlayer::DirectSoundPlayer(AudioProvider *provider)
: AudioPlayer(provider)
, playing(false)
, volume(1.0f)
, offset(0)
, bufSize(0)
, playPos(0)
, startPos(0)
, endPos(0)
, startTime(0)
, directSound(0)
, buffer(0)
, thread(0)
{
// Initialize the DirectSound object
HRESULT res;
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res = DirectSoundCreate8(&DSDEVID_DefaultPlayback,&directSound,nullptr); // TODO: support selecting audio device
if (FAILED(res)) throw agi::AudioPlayerOpenError("Failed initializing DirectSound", 0);
// Set DirectSound parameters
directSound->SetCooperativeLevel((HWND)wxGetApp().frame->GetHandle(),DSSCL_PRIORITY);
// Create the wave format structure
WAVEFORMATEX waveFormat;
waveFormat.wFormatTag = WAVE_FORMAT_PCM;
waveFormat.nSamplesPerSec = provider->GetSampleRate();
waveFormat.nChannels = provider->GetChannels();
waveFormat.wBitsPerSample = provider->GetBytesPerSample() * 8;
waveFormat.nBlockAlign = waveFormat.nChannels * waveFormat.wBitsPerSample / 8;
waveFormat.nAvgBytesPerSec = waveFormat.nSamplesPerSec * waveFormat.nBlockAlign;
waveFormat.cbSize = sizeof(waveFormat);
// Create the buffer initializer
int aim = waveFormat.nAvgBytesPerSec * 15/100; // 150 ms buffer
int min = DSBSIZE_MIN;
int max = DSBSIZE_MAX;
bufSize = std::min(std::max(min,aim),max);
DSBUFFERDESC desc;
desc.dwSize = sizeof(DSBUFFERDESC);
desc.dwFlags = DSBCAPS_GETCURRENTPOSITION2 | DSBCAPS_GLOBALFOCUS;
desc.dwBufferBytes = bufSize;
desc.dwReserved = 0;
desc.lpwfxFormat = &waveFormat;
desc.guid3DAlgorithm = GUID_NULL;
// Create the buffer
IDirectSoundBuffer *buf;
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res = directSound->CreateSoundBuffer(&desc,&buf,nullptr);
if (res != DS_OK) throw agi::AudioPlayerOpenError("Failed creating DirectSound buffer", 0);
// Copy interface to buffer
res = buf->QueryInterface(IID_IDirectSoundBuffer8,(LPVOID*) &buffer);
if (res != S_OK) throw agi::AudioPlayerOpenError("Failed casting interface to IDirectSoundBuffer8", 0);
// Set data
offset = 0;
}
DirectSoundPlayer::~DirectSoundPlayer() {
Stop();
// Unref the DirectSound buffer
if (buffer) {
buffer->Release();
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buffer = nullptr;
}
// Unref the DirectSound object
if (directSound) {
directSound->Release();
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directSound = nullptr;
}
}
/// @brief Fill buffer
/// @param fill
/// @return
///
bool DirectSoundPlayer::FillBuffer(bool fill) {
if (playPos >= endPos) return false;
// Variables
HRESULT res;
void *ptr1, *ptr2;
unsigned long int size1, size2;
int bytesps = provider->GetBytesPerSample();
// To write length
int toWrite = 0;
if (fill) {
toWrite = bufSize;
}
else {
DWORD bufplay;
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res = buffer->GetCurrentPosition(&bufplay, nullptr);
if (FAILED(res)) return false;
toWrite = (int)bufplay - (int)offset;
if (toWrite < 0) toWrite += bufSize;
}
if (toWrite == 0) return true;
// Make sure we only get as many samples as are available
if (playPos + toWrite/bytesps > endPos) {
toWrite = (endPos - playPos) * bytesps;
}
// If we're going to fill the entire buffer (ie. at start of playback) start by zeroing it out
// If it's not zeroed out we might have a playback selection shorter than the buffer
// and then everything after the playback selection will be junk, which we don't want played.
if (fill) {
RetryClear:
res = buffer->Lock(0, bufSize, &ptr1, &size1, &ptr2, &size2, 0);
if (res == DSERR_BUFFERLOST) {
buffer->Restore();
goto RetryClear;
}
memset(ptr1, 0, size1);
memset(ptr2, 0, size2);
buffer->Unlock(ptr1, size1, ptr2, size2);
}
// Lock buffer
RetryLock:
if (fill) {
res = buffer->Lock(offset, toWrite, &ptr1, &size1, &ptr2, &size2, 0);
}
else {
res = buffer->Lock(offset, toWrite, &ptr1, &size1, &ptr2, &size2, 0);//DSBLOCK_FROMWRITECURSOR);
}
// Buffer lost?
if (res == DSERR_BUFFERLOST) {
LOG_D("audio/player/dsound1") << "lost dsound buffer";
buffer->Restore();
goto RetryLock;
}
// Error
if (FAILED(res)) return false;
// Convert size to number of samples
unsigned long int count1 = size1 / bytesps;
unsigned long int count2 = size2 / bytesps;
LOG_D_IF(count1, "audio/player/dsound1") << "DS fill: " << (unsigned long)playPos << " -> " << (unsigned long)playPos+count1;
LOG_D_IF(count2, "audio/player/dsound1") << "DS fill: " << (unsigned long)playPos+count1 << " -> " << (unsigned long)playPos+count1+count2;
LOG_D_IF(!count1 && !count2, "audio/player/dsound1") << "DS fill: nothing";
// Get source wave
if (count1) provider->GetAudioWithVolume(ptr1, playPos, count1, volume);
if (count2) provider->GetAudioWithVolume(ptr2, playPos+count1, count2, volume);
playPos += count1+count2;
// Unlock
buffer->Unlock(ptr1,count1*bytesps,ptr2,count2*bytesps);
// Update offset
offset = (offset + count1*bytesps + count2*bytesps) % bufSize;
return playPos < endPos;
}
/// @brief Play
/// @param start
/// @param count
///
void DirectSoundPlayer::Play(int64_t start,int64_t count) {
// Make sure that it's stopped
Stop();
// The thread is now guaranteed dead
HRESULT res;
// We sure better have a buffer
assert(buffer);
// Set variables
startPos = start;
endPos = start+count;
playPos = start;
offset = 0;
// Fill whole buffer
FillBuffer(true);
DWORD play_flag = 0;
if (count*provider->GetBytesPerSample() > bufSize) {
// Start thread
thread = new DirectSoundPlayerThread(this);
thread->Create();
thread->Run();
play_flag = DSBPLAY_LOOPING;
}
// Play
buffer->SetCurrentPosition(0);
res = buffer->Play(0,0,play_flag);
if (SUCCEEDED(res)) playing = true;
startTime = GetTickCount();
}
/// @brief Stop
/// @param timerToo
///
void DirectSoundPlayer::Stop() {
// Stop the thread
if (thread) {
if (thread->IsAlive()) {
thread->Stop();
thread->Wait();
}
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thread = nullptr;
}
// The thread is now guaranteed dead and there are no concurrency problems to worry about
// Stop
if (buffer) buffer->Stop(); // the thread should have done this already
// Reset variables
playing = false;
playPos = 0;
startPos = 0;
endPos = 0;
offset = 0;
}
/// @brief Set end
/// @param pos
///
void DirectSoundPlayer::SetEndPosition(int64_t pos) {
if (playing) endPos = pos;
}
/// @brief Set current position
/// @param pos
///
void DirectSoundPlayer::SetCurrentPosition(int64_t pos) {
startPos = playPos = pos;
startTime = GetTickCount();
}
/// @brief Get current position
/// @return
///
int64_t DirectSoundPlayer::GetCurrentPosition() {
// Check if buffer is loaded
if (!buffer || !playing) return 0;
// FIXME: this should be based on not duration played but actual sample being heard
// (during vidoeo playback, cur_frame might get changed to resync)
DWORD curtime = GetTickCount();
int64_t tdiff = curtime - startTime;
return startPos + tdiff * provider->GetSampleRate() / 1000;
}
/// @brief Thread constructor
/// @param par
///
DirectSoundPlayerThread::DirectSoundPlayerThread(DirectSoundPlayer *par) : wxThread(wxTHREAD_JOINABLE) {
parent = par;
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stopnotify = CreateEvent(nullptr, true, false, nullptr);
}
/// @brief Thread destructor
///
DirectSoundPlayerThread::~DirectSoundPlayerThread() {
CloseHandle(stopnotify);
}
/// @brief Thread entry point
/// @return
///
wxThread::ExitCode DirectSoundPlayerThread::Entry() {
CoInitialize(0);
// Wake up thread every half second to fill buffer as needed
// This more or less assumes the buffer is at least one second long
while (WaitForSingleObject(stopnotify, 50) == WAIT_TIMEOUT) {
if (!parent->FillBuffer(false)) {
// FillBuffer returns false when end of stream is reached
LOG_D("audio/player/dsound1") << "DS thread hit end of stream";
break;
}
}
// Now fill buffer with silence
DWORD bytesFilled = 0;
while (WaitForSingleObject(stopnotify, 50) == WAIT_TIMEOUT) {
void *buf1, *buf2;
DWORD size1, size2;
DWORD playpos;
HRESULT res;
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res = parent->buffer->GetCurrentPosition(&playpos, nullptr);
if (FAILED(res)) break;
int toWrite = playpos - parent->offset;
while (toWrite < 0) toWrite += parent->bufSize;
res = parent->buffer->Lock(parent->offset, toWrite, &buf1, &size1, &buf2, &size2, 0);
if (FAILED(res)) break;
if (size1) memset(buf1, 0, size1);
if (size2) memset(buf2, 0, size2);
LOG_D_IF(size1, "audio/player/dsound1") << "DS blnk:" << (unsigned long)parent->playPos+bytesFilled << " -> " << (unsigned long)parent->playPos+bytesFilled+size1;
LOG_D_IF(size2, "audio/player/dsound1") << "DS blnk:" << (unsigned long)parent->playPos+bytesFilled+size1 << " -> " << (unsigned long)parent->playPos+bytesFilled+size1+size2;
bytesFilled += size1 + size2;
parent->buffer->Unlock(buf1, size1, buf2, size2);
if (bytesFilled > parent->bufSize) break;
parent->offset = (parent->offset + size1 + size2) % parent->bufSize;
}
WaitForSingleObject(stopnotify, 150);
LOG_D("audio/player/dsound1") << "DS thread dead";
parent->playing = false;
parent->buffer->Stop();
CoUninitialize();
return 0;
}
/// @brief Stop playback thread
///
void DirectSoundPlayerThread::Stop() {
// Increase the stopnotify by one, causing a wait for it to succeed
SetEvent(stopnotify);
}
#endif // WITH_DIRECTSOUND