forked from mia/Aegisub
d291871460
A complete rewrite of the DSound player might follow later. Originally committed to SVN as r2415.
141 lines
4.2 KiB
C++
141 lines
4.2 KiB
C++
// Copyright (c) 2006, Rodrigo Braz Monteiro
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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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// -----------------------------------------------------------------------------
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//
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// AEGISUB
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//
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// Website: http://aegisub.cellosoft.com
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// Contact: mailto:zeratul@cellosoft.com
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//
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///////////
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// Headers
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#ifdef WITH_DIRECTSOUND
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#include <wx/wxprec.h>
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#include "include/aegisub/audio_player.h"
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#include "include/aegisub/audio_provider.h"
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#include "utils.h"
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#include "main.h"
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#include "frame_main.h"
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#include <mmsystem.h>
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#include <dsound.h>
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//////////////
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// Prototypes
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class DirectSoundPlayer;
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//////////
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// Thread
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class DirectSoundPlayerThread : public wxThread {
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private:
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DirectSoundPlayer *parent;
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HANDLE stopnotify;
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public:
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void Stop(); // Notify thread to stop audio playback. Thread safe.
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DirectSoundPlayerThread(DirectSoundPlayer *parent);
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~DirectSoundPlayerThread();
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wxThread::ExitCode Entry();
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};
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/*
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TODO: Rewrite playback thread to manage all of the buffer, and properly marshal the IDirectSound8
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object into the thread for creating the buffer there.
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The thread should own the buffer and manage all of the playback.
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It must be created with start and duration set, and begins playback at the given position.
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New functions:
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* Seek(pos) : Restart playback from the given position
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* SetEnd(pos) : Set new end point
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* GetPosition() : Get the current sample number being played
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* Stop() : Stop playback immediately
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Instead of using a stop event, use a playback parameters changed event. When that one's fired,
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detect which were actually changed and act accordingly.
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All but GetPosition() set appropriate fields and then raise the parameters changed event.
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*/
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////////////////////
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// Portaudio player
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class DirectSoundPlayer : public AudioPlayer {
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friend class DirectSoundPlayerThread;
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private:
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volatile bool playing;
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float volume;
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int offset;
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DWORD bufSize;
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volatile int64_t playPos;
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int64_t startPos;
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volatile int64_t endPos;
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DWORD startTime;
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IDirectSound8 *directSound;
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IDirectSoundBuffer8 *buffer;
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bool FillBuffer(bool fill);
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DirectSoundPlayerThread *thread;
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public:
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DirectSoundPlayer();
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~DirectSoundPlayer();
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void OpenStream();
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void CloseStream();
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void Play(int64_t start,int64_t count);
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void Stop(bool timerToo=true);
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bool IsPlaying() { return playing; }
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int64_t GetStartPosition() { return startPos; }
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int64_t GetEndPosition() { return endPos; }
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int64_t GetCurrentPosition();
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void SetEndPosition(int64_t pos);
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void SetCurrentPosition(int64_t pos);
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void SetVolume(double vol) { volume = vol; }
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double GetVolume() { return volume; }
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//wxMutex *GetMutex() { return &DSMutex; }
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};
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///////////
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// Factory
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class DirectSoundPlayerFactory : public AudioPlayerFactory {
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public:
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AudioPlayer *CreatePlayer() { return new DirectSoundPlayer(); }
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};
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#endif
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