// 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 // #pragma once /////////// // Headers #include #include "audio_player.h" #include "audio_provider.h" #include "utils.h" #include "main.h" #include "frame_main.h" #include "audio_player.h" #include #include ///////////// // Libraries #pragma comment(lib, "dsound.lib") #pragma comment(lib, "dxguid.lib") ////////////// // 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(); }; //////////////////// // Portaudio player class DirectSoundPlayer : public AudioPlayer { friend class DirectSoundPlayerThread; private: volatile bool playing; float volume; int offset; DWORD bufSize; volatile __int64 playPos; __int64 startPos; volatile __int64 endPos; DWORD startTime; IDirectSound8 *directSound; IDirectSoundBuffer8 *buffer; bool FillBuffer(bool fill); DirectSoundPlayerThread *thread; public: DirectSoundPlayer(); ~DirectSoundPlayer(); void OpenStream(); void CloseStream(); void Play(__int64 start,__int64 count); void Stop(bool timerToo=true); bool IsPlaying() { return playing; } __int64 GetStartPosition() { return startPos; } __int64 GetEndPosition() { return endPos; } __int64 GetCurrentPosition(); void SetEndPosition(__int64 pos); void SetCurrentPosition(__int64 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 = 0; // Create the buffer initializer //int aim = waveFormat.nAvgBytesPerSec + waveFormat.nAvgBytesPerSec/2; // one and a half second of buffer int aim = waveFormat.nAvgBytesPerSec / 4; // quarter second of 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 | DSBCAPS_CTRLPOSITIONNOTIFY; 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 (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; // 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 true; // If delta>0 we hit end of stream } //////// // Play void DirectSoundPlayer::Play(__int64 start,__int64 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); // Start thread thread = new DirectSoundPlayerThread(this); thread->Create(); thread->Run(); // Play buffer->SetCurrentPosition(0); res = buffer->Play(0,0,DSBPLAY_LOOPING); 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) { 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 pos) { if (playing) endPos = pos; } //////////////////////// // Set current position void DirectSoundPlayer::SetCurrentPosition(__int64 pos) { playPos = pos; } //////////////////////// // Get current position __int64 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 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() { // 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, 100) == 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, 100) == 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); 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, 300); wxLogDebug(_T("DS thread dead")); parent->playing = false; parent->buffer->Stop(); return 0; } //////////////////////// // Stop playback thread void DirectSoundPlayerThread::Stop() { // Increase the stopnotify by one, causing a wait for it to succeed SetEvent(stopnotify); }