Aegisub/aegisub/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
//
// Website: http://aegisub.cellosoft.com
// Contact: mailto:zeratul@cellosoft.com
//
///////////
// Headers
#ifdef WITH_DIRECTSOUND
#include <wx/wxprec.h>
#include "audio_player.h"
#include "audio_provider.h"
#include "utils.h"
#include "main.h"
#include "frame_main.h"
#include "audio_player.h"
#include <mmsystem.h>
#include <dsound.h>
//////////////
// Prototypes
class DirectSoundPlayer;
//////////
// Thread
class DirectSoundPlayerThread : public wxThread {
private:
DirectSoundPlayer *parent;
HANDLE stopnotify;
public:
void Stop(); // Notify thread to stop audio playback. Thread safe.
DirectSoundPlayerThread(DirectSoundPlayer *parent);
~DirectSoundPlayerThread();
wxThread::ExitCode Entry();
};
/*
TODO: Rewrite playback thread to manage all of the buffer, and properly marshal the IDirectSound8
object into the thread for creating the buffer there.
The thread should own the buffer and manage all of the playback.
It must be created with start and duration set, and begins playback at the given position.
New functions:
* Seek(pos) : Restart playback from the given position
* SetEnd(pos) : Set new end point
* GetPosition() : Get the current sample number being played
* Stop() : Stop playback immediately
Instead of using a stop event, use a playback parameters changed event. When that one's fired,
detect which were actually changed and act accordingly.
All but GetPosition() set appropriate fields and then raise the parameters changed event.
*/
////////////////////
// Portaudio player
class DirectSoundPlayer : public AudioPlayer {
friend class DirectSoundPlayerThread;
private:
volatile bool playing;
float volume;
int offset;
DWORD bufSize;
volatile int64_t playPos;
int64_t startPos;
volatile int64_t endPos;
DWORD startTime;
IDirectSound8 *directSound;
IDirectSoundBuffer8 *buffer;
bool FillBuffer(bool fill);
DirectSoundPlayerThread *thread;
public:
DirectSoundPlayer();
~DirectSoundPlayer();
void OpenStream();
void CloseStream();
void Play(int64_t start,int64_t count);
void Stop(bool timerToo=true);
bool IsPlaying() { return playing; }
int64_t GetStartPosition() { return startPos; }
int64_t GetEndPosition() { return endPos; }
int64_t GetCurrentPosition();
void SetEndPosition(int64_t pos);
void SetCurrentPosition(int64_t pos);
void SetVolume(double vol) { volume = vol; }
double GetVolume() { return volume; }
//wxMutex *GetMutex() { return &DSMutex; }
};
///////////
// Factory
class DirectSoundPlayerFactory : public AudioPlayerFactory {
public:
AudioPlayer *CreatePlayer() { return new DirectSoundPlayer(); }
DirectSoundPlayerFactory() : AudioPlayerFactory(_T("dsound")) {}
} registerDirectSoundPlayer;
///////////////
// Constructor
DirectSoundPlayer::DirectSoundPlayer() {
playing = false;
volume = 1.0f;
playPos = 0;
startPos = 0;
endPos = 0;
offset = 0;
buffer = NULL;
directSound = NULL;
thread = NULL;
}
//////////////
// Destructor
DirectSoundPlayer::~DirectSoundPlayer() {
CloseStream();
}
///////////////
// Open stream
void DirectSoundPlayer::OpenStream() {
// Get provider
AudioProvider *provider = GetProvider();
// Initialize the DirectSound object
HRESULT res;
res = DirectSoundCreate8(&DSDEVID_DefaultPlayback,&directSound,NULL); // TODO: support selecting audio device
if (FAILED(res)) throw _T("Failed initializing DirectSound");
// Set DirectSound parameters
AegisubApp *app = (AegisubApp*) wxTheApp;
directSound->SetCooperativeLevel((HWND)app->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 = MIN(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;
res = directSound->CreateSoundBuffer(&desc,&buf,NULL);
if (res != DS_OK) throw _T("Failed creating DirectSound buffer");
// Copy interface to buffer
res = buf->QueryInterface(IID_IDirectSoundBuffer8,(LPVOID*) &buffer);
if (res != S_OK) throw _T("Failed casting interface to IDirectSoundBuffer8");
// Set data
offset = 0;
}
////////////////
// Close stream
void DirectSoundPlayer::CloseStream() {
// Stop it
Stop();
// Unref the DirectSound buffer
if (buffer) {
buffer->Release();
buffer = NULL;
}
// Unref the DirectSound object
if (directSound) {
directSound->Release();
directSound = NULL;
}
}
///////////////
// Fill buffer
bool DirectSoundPlayer::FillBuffer(bool fill) {
if (playPos >= endPos) return false;
// Variables
HRESULT res;
void *ptr1, *ptr2;
unsigned long int size1, size2;
AudioProvider *provider = GetProvider();
int bytesps = provider->GetBytesPerSample();
// To write length
int toWrite = 0;
if (fill) {
toWrite = bufSize;
}
else {
DWORD bufplay;
res = buffer->GetCurrentPosition(&bufplay, NULL);
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) {
wxLogDebug(_T("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;
if (count1) wxLogDebug(_T("DS fill: %05lu -> %05lu"), (unsigned long)playPos, (unsigned long)playPos+count1);
if (count2) wxLogDebug(_T("DS fill: %05lu => %05lu"), (unsigned long)playPos+count1, (unsigned long)playPos+count1+count2);
if (!count1 && !count2) wxLogDebug(_T("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;
}
////////
// Play
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();
// Update timer
if (displayTimer && !displayTimer->IsRunning()) displayTimer->Start(15);
}
////////
// Stop
void DirectSoundPlayer::Stop(bool timerToo) {
// Stop the thread
if (thread) {
if (thread->IsAlive()) {
thread->Stop();
thread->Wait();
}
thread = NULL;
}
// 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;
// Stop timer
if (timerToo && displayTimer) {
displayTimer->Stop();
}
}
///////////
// Set end
void DirectSoundPlayer::SetEndPosition(int64_t pos) {
if (playing) endPos = pos;
}
////////////////////////
// Set current position
void DirectSoundPlayer::SetCurrentPosition(int64_t pos) {
startPos = playPos = pos;
startTime = GetTickCount();
}
////////////////////////
// Get current position
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;
}
//////////////////////
// Thread constructor
DirectSoundPlayerThread::DirectSoundPlayerThread(DirectSoundPlayer *par) : wxThread(wxTHREAD_JOINABLE) {
parent = par;
stopnotify = CreateEvent(NULL, true, false, NULL);
}
/////////////////////
// Thread destructor
DirectSoundPlayerThread::~DirectSoundPlayerThread() {
CloseHandle(stopnotify);
}
//////////////////////
// Thread entry point
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
wxLogDebug(_T("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;
res = parent->buffer->GetCurrentPosition(&playpos, NULL);
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);
if (size1) wxLogDebug(_T("DS blnk: %05ld -> %05ld"), (unsigned long)parent->playPos+bytesFilled, (unsigned long)parent->playPos+bytesFilled+size1);
if (size2) wxLogDebug(_T("DS blnk: %05ld => %05ld"), (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);
wxLogDebug(_T("DS thread dead"));
parent->playing = false;
parent->buffer->Stop();
CoUninitialize();
return 0;
}
////////////////////////
// Stop playback thread
void DirectSoundPlayerThread::Stop() {
// Increase the stopnotify by one, causing a wait for it to succeed
SetEvent(stopnotify);
}
#endif // WITH_DIRECTSOUND