forked from mia/Aegisub
48e321f8ef
Originally committed to SVN as r4086.
1154 lines
27 KiB
C++
1154 lines
27 KiB
C++
// Copyright (c) 2008, 2010, Niels Martin Hansen
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// * Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// * Neither the name of the Aegisub Group nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//
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// Aegisub Project http://www.aegisub.org/
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//
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// $Id$
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/// @file audio_player_dsound2.cpp
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/// @brief New DirectSound-based audio output
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/// @ingroup audio_output
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///
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///////////
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// Headers
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#include "config.h"
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#ifdef WITH_DIRECTSOUND
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#ifndef AGI_PRE
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#include <mmsystem.h>
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#endif
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#include <process.h>
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#include <dsound.h>
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#include "audio_player_dsound2.h"
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#include "frame_main.h"
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#include "include/aegisub/audio_provider.h"
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#include "main.h"
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#include "options.h"
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#include "utils.h"
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/// @brief RAII support class to init and de-init the COM library
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struct COMInitialization {
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/// Flag set if an inited COM library is managed
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bool inited;
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/// @brief Constructor, sets inited false
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COMInitialization()
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{
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inited = false;
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}
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/// @brief Destructor, de-inits COM if it is inited
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~COMInitialization()
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{
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if (inited) CoUninitialize();
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}
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/// @brief Initialise the COM library as single-threaded apartment if isn't already inited by us
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void Init()
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{
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if (!inited)
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{
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if (FAILED(CoInitialize(NULL)))
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throw std::exception();
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inited = true;
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}
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}
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};
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/// @class COMObjectRetainer
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/// @brief Simple auto_ptr-like class for COM objects
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template<class T>
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struct COMObjectRetainer {
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/// Managed object
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T *obj;
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/// @brief Constructor for null object
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COMObjectRetainer()
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{
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obj = 0;
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}
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/// @brief Constructor to take object immediately
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/// @param _obj Object to manage
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COMObjectRetainer(T *_obj)
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{
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obj = _obj;
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}
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/// @brief Destructor, releases object if there is one
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~COMObjectRetainer()
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{
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if (obj) obj->Release();
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}
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/// @brief Dereference the managed object
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/// @return The managed object
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T * operator -> ()
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{
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return obj;
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}
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};
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/// @brief RAII wrapper around Win32 HANDLE type
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struct Win32KernelHandle {
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/// HANDLE value being managed
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HANDLE handle;
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/// @brief Create with a managed handle
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/// @param handle Win32 handle to manage
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Win32KernelHandle(HANDLE handle = 0)
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: handle(handle)
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{
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}
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/// @brief Destructor, closes the managed handle
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~Win32KernelHandle()
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{
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if (handle) CloseHandle(handle);
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}
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/// @brief Returns the managed handle
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operator HANDLE () const { return handle; }
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};
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/// @class DirectSoundPlayer2Thread
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/// @brief Playback thread class for DirectSoundPlayer2
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///
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/// Not based on wxThread, but uses Win32 threads directly
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class DirectSoundPlayer2Thread {
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static unsigned int __stdcall ThreadProc(void *parameter);
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void Run();
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DWORD FillAndUnlockBuffers(void *buf1, DWORD buf1sz, void *buf2, DWORD buf2sz, int64_t &input_frame, IDirectSoundBuffer8 *bfr);
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void CheckError();
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/// Win32 handle to the thread
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Win32KernelHandle thread_handle;
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/// Event object, world to thread, set to start playback
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Win32KernelHandle event_start_playback;
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/// Event object, world to thread, set to stop playback
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Win32KernelHandle event_stop_playback;
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/// Event object, world to thread, set if playback end time was updated
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Win32KernelHandle event_update_end_time;
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/// Event object, world to thread, set if the volume was changed
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Win32KernelHandle event_set_volume;
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/// Event object, world to thread, set if the thread should end as soon as possible
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Win32KernelHandle event_kill_self;
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/// Event object, thread to world, set when the thread has entered its main loop
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Win32KernelHandle thread_running;
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/// Event object, thread to world, set when playback is ongoing
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Win32KernelHandle is_playing;
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/// Event object, thread to world, set if an error state has occurred (implies thread is dying)
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Win32KernelHandle error_happened;
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/// Statically allocated error message text describing reason for error_happened being set
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const wxChar *error_message;
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/// Playback volume, 1.0 is "unchanged"
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double volume;
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/// Audio frame to start playback at
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int64_t start_frame;
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/// Audio frame to end playback at
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int64_t end_frame;
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/// Desired length in milliseconds to write ahead of the playback cursor
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int wanted_latency;
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/// Multiplier for WantedLatency to get total buffer length
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int buffer_length;
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/// System millisecond timestamp of last playback start, used to calculate playback position
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DWORD last_playback_restart;
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/// Audio provider to take sample data from
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AudioProvider *provider;
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public:
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DirectSoundPlayer2Thread(AudioProvider *provider, int WantedLatency, int BufferLength);
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~DirectSoundPlayer2Thread();
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void Play(int64_t start, int64_t count);
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void Stop();
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void SetEndFrame(int64_t new_end_frame);
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void SetVolume(double new_volume);
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bool IsPlaying();
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int64_t GetStartFrame();
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int64_t GetCurrentFrame();
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int64_t GetEndFrame();
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double GetVolume();
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bool IsDead();
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};
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/// @brief Win32 thread entry point
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/// @param parameter Pointer to our thread object
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/// @return Thread return value, always 0 here
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///
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unsigned int __stdcall DirectSoundPlayer2Thread::ThreadProc(void *parameter)
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{
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static_cast<DirectSoundPlayer2Thread*>(parameter)->Run();
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return 0;
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}
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/// @brief Thread entry point
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void DirectSoundPlayer2Thread::Run()
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{
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/// Macro used to set error_message, error_happened and end the thread
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#define REPORT_ERROR(msg) { error_message = _T("DirectSoundPlayer2Thread: ") _T(msg); SetEvent(error_happened); return; }
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COMInitialization COM_library;
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try { COM_library.Init(); }
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catch (std::exception e)
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REPORT_ERROR("Could not initialise COM")
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// Create DirectSound object
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COMObjectRetainer<IDirectSound8> ds;
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if (FAILED(DirectSoundCreate8(&DSDEVID_DefaultPlayback, &ds.obj, NULL)))
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REPORT_ERROR("Cound not create DirectSound object")
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// Ensure we can get interesting wave formats (unless we have PRIORITY we can only use a standard 8 bit format)
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ds->SetCooperativeLevel((HWND)static_cast<AegisubApp*>(wxApp::GetInstance())->frame->GetHandle(), DSSCL_PRIORITY);
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// Describe the wave format
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WAVEFORMATEX waveFormat;
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waveFormat.wFormatTag = WAVE_FORMAT_PCM;
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waveFormat.nSamplesPerSec = provider->GetSampleRate();
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waveFormat.nChannels = provider->GetChannels();
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waveFormat.wBitsPerSample = provider->GetBytesPerSample() * 8;
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waveFormat.nBlockAlign = waveFormat.nChannels * waveFormat.wBitsPerSample / 8;
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waveFormat.nAvgBytesPerSec = waveFormat.nSamplesPerSec * waveFormat.nBlockAlign;
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waveFormat.cbSize = sizeof(waveFormat);
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// And the buffer itself
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int aim = waveFormat.nAvgBytesPerSec * (wanted_latency*buffer_length)/1000;
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int min = DSBSIZE_MIN;
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int max = DSBSIZE_MAX;
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DWORD bufSize = MIN(MAX(min,aim),max); // size of entier playback buffer
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DSBUFFERDESC desc;
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desc.dwSize = sizeof(DSBUFFERDESC);
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desc.dwFlags = DSBCAPS_GETCURRENTPOSITION2 | DSBCAPS_GLOBALFOCUS;
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desc.dwBufferBytes = bufSize;
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desc.dwReserved = 0;
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desc.lpwfxFormat = &waveFormat;
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desc.guid3DAlgorithm = GUID_NULL;
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// And then create the buffer
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IDirectSoundBuffer *bfr7 = 0;
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if FAILED(ds->CreateSoundBuffer(&desc, &bfr7, 0))
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REPORT_ERROR("Could not create buffer")
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// But it's an old version interface we get, query it for the DSound8 interface
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COMObjectRetainer<IDirectSoundBuffer8> bfr;
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if (FAILED(bfr7->QueryInterface(IID_IDirectSoundBuffer8, (LPVOID*)&bfr.obj)))
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REPORT_ERROR("Buffer doesn't support version 8 interface")
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bfr7->Release();
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bfr7 = 0;
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//wxLogDebug(_T("DirectSoundPlayer2: Created buffer of %d bytes, supposed to be %d milliseconds or %d frames"), bufSize, WANTED_LATENCY*BUFFER_LENGTH, bufSize/provider->GetBytesPerSample());
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// Now we're ready to roll!
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SetEvent(thread_running);
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bool running = true;
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HANDLE events_to_wait[] = {
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event_start_playback,
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event_stop_playback,
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event_update_end_time,
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event_set_volume,
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event_kill_self
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};
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int64_t next_input_frame = 0;
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DWORD buffer_offset = 0;
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bool playback_should_be_running = false;
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int current_latency = wanted_latency;
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const DWORD wanted_latency_bytes = wanted_latency*waveFormat.nSamplesPerSec*provider->GetBytesPerSample()/1000;
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while (running)
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{
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DWORD wait_result = WaitForMultipleObjects(sizeof(events_to_wait)/sizeof(HANDLE), events_to_wait, FALSE, current_latency);
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switch (wait_result)
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{
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case WAIT_OBJECT_0+0:
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{
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// Start or restart playback
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bfr->Stop();
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ResetEvent(is_playing);
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next_input_frame = start_frame;
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DWORD buf_size; // size of buffer locked for filling
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void *buf;
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buffer_offset = 0;
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if (FAILED(bfr->SetCurrentPosition(0)))
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REPORT_ERROR("Could not reset playback buffer cursor before filling first buffer.")
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HRESULT res = bfr->Lock(buffer_offset, 0, &buf, &buf_size, 0, 0, DSBLOCK_ENTIREBUFFER);
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if (FAILED(res))
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{
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if (res == DSERR_BUFFERLOST)
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{
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// Try to regain the buffer
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if (FAILED(bfr->Restore()) ||
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FAILED(bfr->Lock(buffer_offset, 0, &buf, &buf_size, 0, 0, DSBLOCK_ENTIREBUFFER)))
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{
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REPORT_ERROR("Lost buffer and could not restore it.")
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}
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}
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else
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{
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REPORT_ERROR("Could not lock buffer for playback.")
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}
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}
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// Clear the buffer in case we can't fill it completely
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memset(buf, 0, buf_size);
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DWORD bytes_filled = FillAndUnlockBuffers(buf, buf_size, 0, 0, next_input_frame, bfr.obj);
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buffer_offset += bytes_filled;
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if (buffer_offset >= bufSize) buffer_offset -= bufSize;
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if (FAILED(bfr->SetCurrentPosition(0)))
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REPORT_ERROR("Could not reset playback buffer cursor before playback.")
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if (bytes_filled < wanted_latency_bytes)
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{
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// Very short playback length, do without streaming playback
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current_latency = (bytes_filled*1000) / (waveFormat.nSamplesPerSec*provider->GetBytesPerSample());
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if (FAILED(bfr->Play(0, 0, 0)))
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REPORT_ERROR("Could not start single-buffer playback.")
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}
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else
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{
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// We filled the entire buffer so there's reason to do streaming playback
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current_latency = wanted_latency;
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if (FAILED(bfr->Play(0, 0, DSBPLAY_LOOPING)))
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REPORT_ERROR("Could not start looping playback.")
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}
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SetEvent(is_playing);
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playback_should_be_running = true;
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break;
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}
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case WAIT_OBJECT_0+1:
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{
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// Stop playing
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bfr->Stop();
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ResetEvent(is_playing);
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playback_should_be_running = false;
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break;
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}
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case WAIT_OBJECT_0+2:
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{
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// Set end frame
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if (end_frame <= next_input_frame)
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{
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bfr->Stop();
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ResetEvent(is_playing);
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playback_should_be_running = false;
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}
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else
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{
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// If the user is dragging the start or end point in the audio display
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// the set end frame events might come in faster than the timeouts happen
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// and then new data never get filled into the buffer. See bug #915.
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goto do_fill_buffer;
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}
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break;
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}
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case WAIT_OBJECT_0+3:
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{
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// Change volume
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// We aren't thread safe right now, filling the buffers grabs volume directly
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// from the field set by the controlling thread, but it shouldn't be a major
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// problem if race conditions do occur, just some momentary distortion.
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goto do_fill_buffer;
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}
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case WAIT_OBJECT_0+4:
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{
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// Perform suicide
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bfr->Stop();
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ResetEvent(is_playing);
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playback_should_be_running = false;
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running = false;
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break;
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}
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case WAIT_TIMEOUT:
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do_fill_buffer:
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{
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// Time to fill more into buffer
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if (!playback_should_be_running)
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break;
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DWORD status;
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if (FAILED(bfr->GetStatus(&status)))
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REPORT_ERROR("Could not get playback buffer status")
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if (!(status & DSBSTATUS_LOOPING))
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{
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// Not looping playback...
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// hopefully we only triggered timeout after being done with the buffer
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bfr->Stop();
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ResetEvent(is_playing);
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playback_should_be_running = false;
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break;
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}
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DWORD play_cursor;
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if (FAILED(bfr->GetCurrentPosition(&play_cursor, 0)))
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REPORT_ERROR("Could not get play cursor position for filling buffer.")
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int bytes_needed = (int)play_cursor - (int)buffer_offset;
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if (bytes_needed < 0) bytes_needed += (int)bufSize;
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// Requesting zero buffer makes Windows cry, and zero buffer seemed to be
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// a common request on Windows 7. (Maybe related to the new timer coalescing?)
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// We'll probably get non-zero bytes requested on the next iteration.
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if (bytes_needed == 0)
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break;
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DWORD buf1sz, buf2sz;
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void *buf1, *buf2;
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assert(bytes_needed > 0);
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assert(buffer_offset < bufSize);
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assert((DWORD)bytes_needed <= bufSize);
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HRESULT res = bfr->Lock(buffer_offset, bytes_needed, &buf1, &buf1sz, &buf2, &buf2sz, 0);
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switch (res)
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{
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case DSERR_BUFFERLOST:
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// Try to regain the buffer
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// When the buffer was lost the entire contents was lost too, so we have to start over
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if (SUCCEEDED(bfr->Restore()) &&
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SUCCEEDED(bfr->Lock(0, bufSize, &buf1, &buf1sz, &buf2, &buf2sz, 0)) &&
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SUCCEEDED(bfr->Play(0, 0, DSBPLAY_LOOPING)))
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{
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wxLogDebug(_T("DirectSoundPlayer2: Lost and restored buffer"));
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break;
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}
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REPORT_ERROR("Lost buffer and could not restore it.")
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case DSERR_INVALIDPARAM:
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REPORT_ERROR("Invalid parameters to IDirectSoundBuffer8::Lock().")
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case DSERR_INVALIDCALL:
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REPORT_ERROR("Invalid call to IDirectSoundBuffer8::Lock().")
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case DSERR_PRIOLEVELNEEDED:
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REPORT_ERROR("Incorrect priority level set on DirectSoundBuffer8 object.")
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default:
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if (FAILED(res))
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REPORT_ERROR("Could not lock audio buffer, unknown error.")
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break;
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}
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DWORD bytes_filled = FillAndUnlockBuffers(buf1, buf1sz, buf2, buf2sz, next_input_frame, bfr.obj);
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buffer_offset += bytes_filled;
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if (buffer_offset >= bufSize) buffer_offset -= bufSize;
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if (bytes_filled < 1024)
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{
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// Arbitrary low number, we filled in very little so better get back to filling in the rest with silence
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// really fast... set latency to zero in this case.
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current_latency = 0;
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}
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else if (bytes_filled < wanted_latency_bytes)
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{
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// Didn't fill as much as we wanted to, let's get back to filling sooner than normal
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current_latency = (bytes_filled*1000) / (waveFormat.nSamplesPerSec*provider->GetBytesPerSample());
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}
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else
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{
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// Plenty filled in, do regular latency
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current_latency = wanted_latency;
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}
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break;
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}
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default:
|
|
REPORT_ERROR("Something bad happened while waiting on events in playback loop, either the wait failed or an event object was abandoned.")
|
|
break;
|
|
}
|
|
}
|
|
|
|
#undef REPORT_ERROR
|
|
}
|
|
|
|
|
|
|
|
/// @brief Fill audio data into a locked buffer-pair and unlock the buffers
|
|
/// @param buf1 First buffer in pair
|
|
/// @param buf1sz Byte-size of first buffer in pair
|
|
/// @param buf2 Second buffer in pair, or null
|
|
/// @param buf2sz Byte-size of second buffer in pair
|
|
/// @param input_frame First audio frame to fill into buffers
|
|
/// @param bfr DirectSound buffer object owning the buffer pair
|
|
/// @return Number of bytes written
|
|
///
|
|
DWORD DirectSoundPlayer2Thread::FillAndUnlockBuffers(void *buf1, DWORD buf1sz, void *buf2, DWORD buf2sz, int64_t &input_frame, IDirectSoundBuffer8 *bfr)
|
|
{
|
|
// Assume buffers have been locked and are ready to be filled
|
|
|
|
DWORD bytes_per_frame = provider->GetChannels() * provider->GetBytesPerSample();
|
|
DWORD buf1szf = buf1sz / bytes_per_frame;
|
|
DWORD buf2szf = buf2sz / bytes_per_frame;
|
|
|
|
if (input_frame >= end_frame)
|
|
{
|
|
// Silence
|
|
|
|
if (buf1)
|
|
memset(buf1, 0, buf1sz);
|
|
|
|
if (buf2)
|
|
memset(buf2, 0, buf2sz);
|
|
|
|
input_frame += buf1szf + buf2szf;
|
|
|
|
bfr->Unlock(buf1, buf1sz, buf2, buf2sz); // should be checking for success
|
|
|
|
return buf1sz + buf2sz;
|
|
}
|
|
|
|
if (buf1 && buf1sz)
|
|
{
|
|
if (buf1szf + input_frame > end_frame)
|
|
{
|
|
buf1szf = end_frame - input_frame;
|
|
buf1sz = buf1szf * bytes_per_frame;
|
|
buf2szf = 0;
|
|
buf2sz = 0;
|
|
}
|
|
|
|
provider->GetAudioWithVolume(buf1, input_frame, buf1szf, volume);
|
|
|
|
input_frame += buf1szf;
|
|
}
|
|
|
|
if (buf2 && buf2sz)
|
|
{
|
|
if (buf2szf + input_frame > end_frame)
|
|
{
|
|
buf2szf = end_frame - input_frame;
|
|
buf2sz = buf2szf * bytes_per_frame;
|
|
}
|
|
|
|
provider->GetAudioWithVolume(buf2, input_frame, buf2szf, volume);
|
|
|
|
input_frame += buf2szf;
|
|
}
|
|
|
|
bfr->Unlock(buf1, buf1sz, buf2, buf2sz); // bad? should check for success
|
|
|
|
return buf1sz + buf2sz;
|
|
}
|
|
|
|
|
|
|
|
/// @brief Check for error state and throw exception if one occurred
|
|
void DirectSoundPlayer2Thread::CheckError()
|
|
{
|
|
try
|
|
{
|
|
switch (WaitForSingleObject(error_happened, 0))
|
|
{
|
|
case WAIT_OBJECT_0:
|
|
throw error_message;
|
|
|
|
case WAIT_ABANDONED:
|
|
throw _T("The DirectShowPlayer2Thread error signal event was abandoned, somehow. This should not happen.");
|
|
|
|
case WAIT_FAILED:
|
|
throw _T("Failed checking state of DirectShowPlayer2Thread error signal event.");
|
|
|
|
case WAIT_TIMEOUT:
|
|
default:
|
|
return;
|
|
}
|
|
}
|
|
catch (...)
|
|
{
|
|
ResetEvent(is_playing);
|
|
ResetEvent(thread_running);
|
|
throw;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/// @brief Constructor, creates and starts playback thread
|
|
/// @param provider Audio provider to take sample data from
|
|
/// @param _WantedLatency Desired length in milliseconds to write ahead of the playback cursor
|
|
/// @param _BufferLength Multiplier for WantedLatency to get total buffer length
|
|
DirectSoundPlayer2Thread::DirectSoundPlayer2Thread(AudioProvider *provider, int _WantedLatency, int _BufferLength)
|
|
: event_start_playback (CreateEvent(0, FALSE, FALSE, 0))
|
|
, event_stop_playback (CreateEvent(0, FALSE, FALSE, 0))
|
|
, event_update_end_time (CreateEvent(0, FALSE, FALSE, 0))
|
|
, event_set_volume (CreateEvent(0, FALSE, FALSE, 0))
|
|
, event_kill_self (CreateEvent(0, FALSE, FALSE, 0))
|
|
, thread_running (CreateEvent(0, TRUE, FALSE, 0))
|
|
, is_playing (CreateEvent(0, TRUE, FALSE, 0))
|
|
, error_happened (CreateEvent(0, FALSE, FALSE, 0))
|
|
{
|
|
error_message = 0;
|
|
volume = 1.0;
|
|
start_frame = 0;
|
|
end_frame = 0;
|
|
|
|
wanted_latency = _WantedLatency;
|
|
buffer_length = _BufferLength;
|
|
|
|
this->provider = provider;
|
|
|
|
thread_handle.handle = (HANDLE)_beginthreadex(0, 0, ThreadProc, this, 0, 0);
|
|
|
|
if (!thread_handle)
|
|
throw _T("Failed creating playback thread in DirectSoundPlayer2. This is bad.");
|
|
|
|
HANDLE running_or_error[] = { thread_running, error_happened };
|
|
switch (WaitForMultipleObjects(2, running_or_error, FALSE, INFINITE))
|
|
{
|
|
case WAIT_OBJECT_0:
|
|
// running, all good
|
|
return;
|
|
|
|
case WAIT_OBJECT_0 + 1:
|
|
// error happened, we fail
|
|
throw error_message;
|
|
|
|
default:
|
|
throw _T("Failed wait for thread start or thread error in DirectSoundPlayer2. This is bad.");
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/// @brief Destructor, waits for thread to have died
|
|
DirectSoundPlayer2Thread::~DirectSoundPlayer2Thread()
|
|
{
|
|
SetEvent(event_kill_self);
|
|
WaitForSingleObject(thread_handle, INFINITE);
|
|
}
|
|
|
|
|
|
|
|
/// @brief Start audio playback
|
|
/// @param start Audio frame to start playback at
|
|
/// @param count Number of audio frames to play
|
|
void DirectSoundPlayer2Thread::Play(int64_t start, int64_t count)
|
|
{
|
|
CheckError();
|
|
|
|
start_frame = start;
|
|
end_frame = start+count;
|
|
SetEvent(event_start_playback);
|
|
|
|
last_playback_restart = GetTickCount();
|
|
}
|
|
|
|
|
|
|
|
/// @brief Stop audio playback
|
|
void DirectSoundPlayer2Thread::Stop()
|
|
{
|
|
CheckError();
|
|
|
|
SetEvent(event_stop_playback);
|
|
}
|
|
|
|
|
|
|
|
/// @brief Change audio playback end point
|
|
/// @param new_end_frame New last audio frame to play
|
|
///
|
|
/// Playback stops instantly if new_end_frame is before the current playback position
|
|
void DirectSoundPlayer2Thread::SetEndFrame(int64_t new_end_frame)
|
|
{
|
|
CheckError();
|
|
|
|
end_frame = new_end_frame;
|
|
SetEvent(event_update_end_time);
|
|
}
|
|
|
|
|
|
|
|
/// @brief Change audio playback volume
|
|
/// @param new_volume New playback amplification factor, 1.0 is "unchanged"
|
|
void DirectSoundPlayer2Thread::SetVolume(double new_volume)
|
|
{
|
|
CheckError();
|
|
|
|
volume = new_volume;
|
|
SetEvent(event_set_volume);
|
|
}
|
|
|
|
|
|
|
|
/// @brief Tell whether audio playback is active
|
|
/// @return True if audio is being played back, false if it is not
|
|
bool DirectSoundPlayer2Thread::IsPlaying()
|
|
{
|
|
CheckError();
|
|
|
|
switch (WaitForSingleObject(is_playing, 0))
|
|
{
|
|
case WAIT_ABANDONED:
|
|
throw _T("The DirectShowPlayer2Thread playback state event was abandoned, somehow. This should not happen.");
|
|
|
|
case WAIT_FAILED:
|
|
throw _T("Failed checking state of DirectShowPlayer2Thread playback state event.");
|
|
|
|
case WAIT_OBJECT_0:
|
|
return true;
|
|
|
|
case WAIT_TIMEOUT:
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/// @brief Get first audio frame in current playback range
|
|
/// @return Audio frame index
|
|
int64_t DirectSoundPlayer2Thread::GetStartFrame()
|
|
{
|
|
CheckError();
|
|
|
|
return start_frame;
|
|
}
|
|
|
|
|
|
|
|
/// @brief Get approximate current audio frame being heard by the user
|
|
/// @return Audio frame index
|
|
///
|
|
/// Returns 0 if not playing
|
|
int64_t DirectSoundPlayer2Thread::GetCurrentFrame()
|
|
{
|
|
CheckError();
|
|
|
|
if (!IsPlaying()) return 0;
|
|
|
|
DWORD milliseconds_elapsed = GetTickCount() - last_playback_restart;
|
|
|
|
return start_frame + milliseconds_elapsed * provider->GetSampleRate() / 1000;
|
|
}
|
|
|
|
|
|
|
|
/// @brief Get audio playback end point
|
|
/// @return Audio frame index
|
|
int64_t DirectSoundPlayer2Thread::GetEndFrame()
|
|
{
|
|
CheckError();
|
|
|
|
return end_frame;
|
|
}
|
|
|
|
|
|
|
|
/// @brief Get current playback volume
|
|
/// @return Audio amplification factor
|
|
double DirectSoundPlayer2Thread::GetVolume()
|
|
{
|
|
CheckError();
|
|
|
|
return volume;
|
|
}
|
|
|
|
|
|
|
|
/// @brief Tell whether playback thread has died
|
|
/// @return True if thread is no longer running
|
|
bool DirectSoundPlayer2Thread::IsDead()
|
|
{
|
|
switch (WaitForSingleObject(thread_running, 0))
|
|
{
|
|
case WAIT_OBJECT_0:
|
|
return false;
|
|
|
|
default:
|
|
return true;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// @brief Constructor
|
|
DirectSoundPlayer2::DirectSoundPlayer2()
|
|
{
|
|
thread = 0;
|
|
|
|
// The buffer will hold BufferLength times WantedLatency milliseconds of audio
|
|
WantedLatency = Options.AsInt(_T("Audio dsound buffer latency"));
|
|
BufferLength = Options.AsInt(_T("Audio dsound buffer length"));
|
|
|
|
// sanity checking
|
|
if (WantedLatency <= 0)
|
|
WantedLatency = 100;
|
|
if (BufferLength <= 0)
|
|
BufferLength = 5;
|
|
}
|
|
|
|
|
|
|
|
/// @brief Destructor
|
|
DirectSoundPlayer2::~DirectSoundPlayer2()
|
|
{
|
|
CloseStream();
|
|
}
|
|
|
|
|
|
|
|
/// @brief Tell whether playback thread is alive
|
|
/// @return True if there is a playback thread and it's ready
|
|
bool DirectSoundPlayer2::IsThreadAlive()
|
|
{
|
|
if (!thread) return false;
|
|
|
|
if (thread->IsDead())
|
|
{
|
|
delete thread;
|
|
thread = 0;
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
/// @brief Prepare for playback
|
|
///
|
|
/// This means creating the playback thread
|
|
void DirectSoundPlayer2::OpenStream()
|
|
{
|
|
if (IsThreadAlive()) return;
|
|
|
|
try
|
|
{
|
|
thread = new DirectSoundPlayer2Thread(GetProvider(), WantedLatency, BufferLength);
|
|
}
|
|
catch (const wxChar *msg)
|
|
{
|
|
wxLogError(msg);
|
|
thread = 0;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/// @brief Shutdown playback
|
|
void DirectSoundPlayer2::CloseStream()
|
|
{
|
|
if (!IsThreadAlive()) return;
|
|
|
|
try
|
|
{
|
|
delete thread;
|
|
}
|
|
catch (const wxChar *msg)
|
|
{
|
|
wxLogError(msg);
|
|
}
|
|
thread = 0;
|
|
}
|
|
|
|
|
|
|
|
/// @brief Change audio provider used
|
|
/// @param provider New audio provider to use
|
|
///
|
|
/// Will re-create the playback thread if the provider changed and playback was open
|
|
void DirectSoundPlayer2::SetProvider(AudioProvider *provider)
|
|
{
|
|
try
|
|
{
|
|
if (IsThreadAlive() && provider != GetProvider())
|
|
{
|
|
delete thread;
|
|
thread = new DirectSoundPlayer2Thread(provider, WantedLatency, BufferLength);
|
|
}
|
|
|
|
AudioPlayer::SetProvider(provider);
|
|
}
|
|
catch (const wxChar *msg)
|
|
{
|
|
wxLogError(msg);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/// @brief Start playback
|
|
/// @param start First audio frame to play
|
|
/// @param count Number of audio frames to play
|
|
void DirectSoundPlayer2::Play(int64_t start,int64_t count)
|
|
{
|
|
try
|
|
{
|
|
OpenStream();
|
|
thread->Play(start, count);
|
|
|
|
if (displayTimer && !displayTimer->IsRunning()) displayTimer->Start(15);
|
|
}
|
|
catch (const wxChar *msg)
|
|
{
|
|
wxLogError(msg);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/// @brief Stop audio playback
|
|
/// @param timerToo Whether to also stop the playback update timer
|
|
///
|
|
void DirectSoundPlayer2::Stop(bool timerToo)
|
|
{
|
|
try
|
|
{
|
|
if (IsThreadAlive()) thread->Stop();
|
|
|
|
if (timerToo && displayTimer) {
|
|
displayTimer->Stop();
|
|
}
|
|
}
|
|
catch (const wxChar *msg)
|
|
{
|
|
wxLogError(msg);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/// @brief Tell whether playback is active
|
|
/// @return True if audio is playing back
|
|
bool DirectSoundPlayer2::IsPlaying()
|
|
{
|
|
try
|
|
{
|
|
if (!IsThreadAlive()) return false;
|
|
return thread->IsPlaying();
|
|
}
|
|
catch (const wxChar *msg)
|
|
{
|
|
wxLogError(msg);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/// @brief Get first audio frame in playback range
|
|
/// @return Audio frame index
|
|
///
|
|
/// Returns 0 if playback is stopped or there is no playback thread
|
|
int64_t DirectSoundPlayer2::GetStartPosition()
|
|
{
|
|
try
|
|
{
|
|
if (!IsThreadAlive()) return 0;
|
|
return thread->GetStartFrame();
|
|
}
|
|
catch (const wxChar *msg)
|
|
{
|
|
wxLogError(msg);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/// @brief Get playback end position
|
|
/// @return Audio frame index
|
|
///
|
|
/// Returns 0 if playback is stopped or there is no playback thread
|
|
int64_t DirectSoundPlayer2::GetEndPosition()
|
|
{
|
|
try
|
|
{
|
|
if (!IsThreadAlive()) return 0;
|
|
return thread->GetEndFrame();
|
|
}
|
|
catch (const wxChar *msg)
|
|
{
|
|
wxLogError(msg);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/// @brief Get approximate playback position
|
|
/// @return Index of audio frame user is currently hearing
|
|
///
|
|
/// Returns 0 if playback is stopped or there is no playback thread
|
|
int64_t DirectSoundPlayer2::GetCurrentPosition()
|
|
{
|
|
try
|
|
{
|
|
if (!IsThreadAlive()) return 0;
|
|
return thread->GetCurrentFrame();
|
|
}
|
|
catch (const wxChar *msg)
|
|
{
|
|
wxLogError(msg);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/// @brief Change playback end position
|
|
/// @param pos New end position
|
|
void DirectSoundPlayer2::SetEndPosition(int64_t pos)
|
|
{
|
|
try
|
|
{
|
|
if (IsThreadAlive()) thread->SetEndFrame(pos);
|
|
}
|
|
catch (const wxChar *msg)
|
|
{
|
|
wxLogError(msg);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/// @brief Seek playback to new position
|
|
/// @param pos New position to seek to
|
|
///
|
|
/// This is done by simply restarting playback
|
|
void DirectSoundPlayer2::SetCurrentPosition(int64_t pos)
|
|
{
|
|
try
|
|
{
|
|
if (IsThreadAlive()) thread->Play(pos, thread->GetEndFrame()-pos);
|
|
}
|
|
catch (const wxChar *msg)
|
|
{
|
|
wxLogError(msg);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/// @brief Change playback volume
|
|
/// @param vol Amplification factor
|
|
void DirectSoundPlayer2::SetVolume(double vol)
|
|
{
|
|
try
|
|
{
|
|
if (IsThreadAlive()) thread->SetVolume(vol);
|
|
}
|
|
catch (const wxChar *msg)
|
|
{
|
|
wxLogError(msg);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/// @brief Get playback volume
|
|
/// @return Amplification factor
|
|
double DirectSoundPlayer2::GetVolume()
|
|
{
|
|
try
|
|
{
|
|
if (!IsThreadAlive()) return 0;
|
|
return thread->GetVolume();
|
|
}
|
|
catch (const wxChar *msg)
|
|
{
|
|
wxLogError(msg);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
|
|
#endif // WITH_DIRECTSOUND
|
|
|
|
|