Aegisub/src/audio_player_xaudio2.cpp

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2022-08-10 10:31:02 +02:00
// Copyright (c) 2019, Qirui Wang
// 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/
#ifdef WITH_XAUDIO2
#include "include/aegisub/audio_player.h"
#include "options.h"
#include <libaegisub/audio/provider.h>
#include <libaegisub/scoped_ptr.h>
#include <libaegisub/log.h>
#include <libaegisub/make_unique.h>
#ifndef XAUDIO2_REDIST
#include <xaudio2.h>
#else
#include <xaudio2redist.h>
#endif
namespace {
class XAudio2Thread;
/// @class XAudio2Player
/// @brief XAudio2-based audio player
///
/// The core design idea is to have a playback thread that performs all playback operations, and use the player object as a proxy to send commands to the playback thread.
class XAudio2Player final : public AudioPlayer {
/// The playback thread
std::unique_ptr<XAudio2Thread> thread;
/// Desired length in milliseconds to write ahead of the playback cursor
int WantedLatency;
/// Multiplier for WantedLatency to get total buffer length
int BufferLength;
/// @brief Tell whether playback thread is alive
/// @return True if there is a playback thread and it's ready
bool IsThreadAlive();
public:
/// @brief Constructor
XAudio2Player(agi::AudioProvider* provider);
/// @brief Destructor
~XAudio2Player() = default;
/// @brief Start playback
/// @param start First audio frame to play
/// @param count Number of audio frames to play
void Play(int64_t start, int64_t count);
/// @brief Stop audio playback
/// @param timerToo Whether to also stop the playback update timer
void Stop();
/// @brief Tell whether playback is active
/// @return True if audio is playing back
bool IsPlaying();
/// @brief Get playback end position
/// @return Audio frame index
///
/// Returns 0 if playback is stopped or there is no playback thread
int64_t GetEndPosition();
/// @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 GetCurrentPosition();
/// @brief Change playback end position
/// @param pos New end position
void SetEndPosition(int64_t pos);
/// @brief Change playback volume
/// @param vol Amplification factor
void SetVolume(double vol);
};
/// @brief RAII support class to init and de-init the COM library
struct COMInitialization {
/// Flag set if an inited COM library is managed
bool inited = false;
/// @brief Destructor, de-inits COM if it is inited
~COMInitialization() {
if (inited) CoUninitialize();
}
/// @brief Initialise the COM library as single-threaded apartment if isn't already inited by us
bool Init() {
if (!inited && SUCCEEDED(CoInitialize(nullptr)))
inited = true;
return inited;
}
};
struct ReleaseCOMObject {
void operator()(IUnknown* obj) {
if (obj) obj->Release();
}
};
/// @brief RAII wrapper around Win32 HANDLE type
struct Win32KernelHandle final : public agi::scoped_holder<HANDLE, BOOL(__stdcall*)(HANDLE)> {
/// @brief Create with a managed handle
/// @param handle Win32 handle to manage
Win32KernelHandle(HANDLE handle = 0) :scoped_holder(handle, CloseHandle) {}
Win32KernelHandle& operator=(HANDLE new_handle) {
scoped_holder::operator=(new_handle);
return *this;
}
};
/// @class XAudio2Thread
/// @brief Playback thread class for XAudio2Player
///
/// Not based on wxThread, but uses Win32 threads directly
class XAudio2Thread :public IXAudio2VoiceCallback {
/// @brief Win32 thread entry point
/// @param parameter Pointer to our thread object
/// @return Thread return value, always 0 here
static unsigned int __stdcall ThreadProc(void* parameter);
/// @brief Thread entry point
void Run();
/// @brief Check for error state and throw exception if one occurred
void CheckError();
/// Win32 handle to the thread
Win32KernelHandle thread_handle;
/// Event object, world to thread, set to start playback
Win32KernelHandle event_start_playback;
/// Event object, world to thread, set to stop playback
Win32KernelHandle event_stop_playback;
/// Event object, world to thread, set if playback end time was updated
Win32KernelHandle event_update_end_time;
/// Event object, world to thread, set if the volume was changed
Win32KernelHandle event_set_volume;
/// Event object, world to thread, set if the thread should end as soon as possible
Win32KernelHandle event_buffer_end;
/// Event object, world to thread, set if the thread should end as soon as possible
Win32KernelHandle event_kill_self;
/// Event object, thread to world, set when the thread has entered its main loop
Win32KernelHandle thread_running;
/// Event object, thread to world, set when playback is ongoing
Win32KernelHandle is_playing;
/// Event object, thread to world, set if an error state has occurred (implies thread is dying)
Win32KernelHandle error_happened;
/// Statically allocated error message text describing reason for error_happened being set
const char* error_message = nullptr;
/// Playback volume, 1.0 is "unchanged"
double volume = 1.0;
/// Audio frame to start playback at
int64_t start_frame = 0;
/// Audio frame to end playback at
int64_t end_frame = 0;
/// Desired length in milliseconds to write ahead of the playback cursor
int wanted_latency;
/// Multiplier for WantedLatency to get total buffer length
int buffer_length;
/// System millisecond timestamp of last playback start, used to calculate playback position
ULONGLONG last_playback_restart;
/// Audio provider to take sample data from
agi::AudioProvider* provider;
/// Buffer occupied indicator
std::vector<bool> buffer_occupied;
public:
/// @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
XAudio2Thread(agi::AudioProvider* provider, int WantedLatency, int BufferLength);
/// @brief Destructor, waits for thread to have died
~XAudio2Thread();
// IXAudio2VoiceCallback
void STDMETHODCALLTYPE OnVoiceProcessingPassStart(UINT32 BytesRequired) override {}
void STDMETHODCALLTYPE OnVoiceProcessingPassEnd() override {}
void STDMETHODCALLTYPE OnStreamEnd() override {}
void STDMETHODCALLTYPE OnBufferStart(void* pBufferContext) override {}
void STDMETHODCALLTYPE OnBufferEnd(void* pBufferContext) override {
intptr_t i = reinterpret_cast<intptr_t>(pBufferContext);
buffer_occupied[i] = false;
SetEvent(event_buffer_end);
}
void STDMETHODCALLTYPE OnLoopEnd(void* pBufferContext) override {}
void STDMETHODCALLTYPE OnVoiceError(void* pBufferContext, HRESULT Error) override {}
/// @brief Start audio playback
/// @param start Audio frame to start playback at
/// @param count Number of audio frames to play
void Play(int64_t start, int64_t count);
/// @brief Stop audio playback
void Stop();
/// @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 SetEndFrame(int64_t new_end_frame);
/// @brief Change audio playback volume
/// @param new_volume New playback amplification factor, 1.0 is "unchanged"
void SetVolume(double new_volume);
/// @brief Tell whether audio playback is active
/// @return True if audio is being played back, false if it is not
bool IsPlaying();
/// @brief Get approximate current audio frame being heard by the user
/// @return Audio frame index
///
/// Returns 0 if not playing
int64_t GetCurrentFrame();
/// @brief Get audio playback end point
/// @return Audio frame index
int64_t GetEndFrame();
/// @brief Tell whether playback thread has died
/// @return True if thread is no longer running
bool IsDead();
};
unsigned int __stdcall XAudio2Thread::ThreadProc(void* parameter) {
static_cast<XAudio2Thread*>(parameter)->Run();
return 0;
}
/// Macro used to set error_message, error_happened and end the thread
#define REPORT_ERROR(msg) \
{ \
ResetEvent(is_playing); \
error_message = "XAudio2Thread: " msg; \
SetEvent(error_happened); \
return; \
}
void XAudio2Thread::Run() {
COMInitialization COM_library;
if (!COM_library.Init()) {
REPORT_ERROR("Could not initialise COM")
}
IXAudio2* pXAudio2;
IXAudio2SourceVoice* pSourceVoice;
HRESULT hr;
if (FAILED(hr = XAudio2Create(&pXAudio2, 0, XAUDIO2_DEFAULT_PROCESSOR))) {
REPORT_ERROR("Failed initializing XAudio2")
}
IXAudio2MasteringVoice* pMasterVoice = NULL;
if (FAILED(hr = pXAudio2->CreateMasteringVoice(&pMasterVoice))) {
REPORT_ERROR("Failed initializing XAudio2 MasteringVoice")
}
// Describe the wave format
WAVEFORMATEX wfx;
wfx.nSamplesPerSec = provider->GetSampleRate();
wfx.cbSize = 0;
bool original = true;
wfx.wFormatTag = provider->AreSamplesFloat() ? WAVE_FORMAT_IEEE_FLOAT : WAVE_FORMAT_PCM;
wfx.nChannels = provider->GetChannels();
wfx.wBitsPerSample = provider->GetBytesPerSample() * 8;
wfx.nBlockAlign = wfx.nChannels * wfx.wBitsPerSample / 8;
wfx.nAvgBytesPerSec = wfx.nSamplesPerSec * wfx.nBlockAlign;
if (FAILED(hr = pXAudio2->CreateSourceVoice(&pSourceVoice, &wfx, 0, 2, this))) {
if (hr == XAUDIO2_E_INVALID_CALL) {
// Retry with 16bit mono
original = false;
wfx.wFormatTag = WAVE_FORMAT_PCM;
wfx.nChannels = 1;
wfx.wBitsPerSample = sizeof(int16_t) * 8;
wfx.nBlockAlign = wfx.nChannels * wfx.wBitsPerSample / 8;
wfx.nAvgBytesPerSec = wfx.nSamplesPerSec * wfx.nBlockAlign;
if (FAILED(hr = pXAudio2->CreateSourceVoice(&pSourceVoice, &wfx, 0, 2, this))) {
REPORT_ERROR("Failed initializing XAudio2 SourceVoice")
}
}
else {
REPORT_ERROR("Failed initializing XAudio2 SourceVoice")
}
}
// Now we're ready to roll!
SetEvent(thread_running);
bool running = true;
HANDLE events_to_wait[] = {
event_start_playback,
event_stop_playback,
event_update_end_time,
event_set_volume,
event_buffer_end,
event_kill_self
};
int64_t next_input_frame = 0;
DWORD buffer_offset = 0;
bool playback_should_be_running = false;
int current_latency = wanted_latency;
const int wanted_frames = wanted_latency * wfx.nSamplesPerSec / 1000;
const DWORD wanted_latency_bytes = wanted_frames * wfx.nBlockAlign;
std::vector<std::vector<BYTE> > buff(buffer_length);
for (auto& i : buff)
i.resize(wanted_latency_bytes);
while (running) {
DWORD wait_result = WaitForMultipleObjects(sizeof(events_to_wait) / sizeof(HANDLE), events_to_wait, FALSE, INFINITE);
switch (wait_result) {
case WAIT_OBJECT_0 + 0:
// Start or restart playback
pSourceVoice->Stop();
pSourceVoice->FlushSourceBuffers();
next_input_frame = start_frame;
playback_should_be_running = true;
pSourceVoice->Start();
SetEvent(is_playing);
goto do_fill_buffer;
case WAIT_OBJECT_0 + 1:
stop_playback:
// Stop playing
ResetEvent(is_playing);
pSourceVoice->Stop();
pSourceVoice->FlushSourceBuffers();
playback_should_be_running = false;
break;
case WAIT_OBJECT_0 + 2:
// Set end frame
if (end_frame <= next_input_frame)
goto stop_playback;
goto do_fill_buffer;
case WAIT_OBJECT_0 + 3:
// Change volume
pSourceVoice->SetVolume(volume);
break;
case WAIT_OBJECT_0 + 4:
// Buffer end
do_fill_buffer:
// Time to fill more into buffer
if (!playback_should_be_running)
break;
for (int i = 0; i < buffer_length; ++i) {
if (!buffer_occupied[i]) {
int fill_len = std::min<int>(end_frame - next_input_frame, wanted_frames);
if (fill_len <= 0)
break;
buffer_occupied[i] = true;
if (original)
provider->GetAudio(buff[i].data(), next_input_frame, fill_len);
else
provider->GetInt16MonoAudio(reinterpret_cast<int16_t*>(buff[i].data()), next_input_frame, fill_len);
next_input_frame += fill_len;
XAUDIO2_BUFFER xbf;
xbf.Flags = fill_len + next_input_frame == end_frame ? XAUDIO2_END_OF_STREAM : 0;
xbf.AudioBytes = fill_len * wfx.nBlockAlign;
xbf.pAudioData = buff[i].data();
xbf.PlayBegin = 0;
xbf.PlayLength = 0;
xbf.LoopBegin = 0;
xbf.LoopLength = 0;
xbf.LoopCount = 0;
xbf.pContext = reinterpret_cast<void*>(static_cast<intptr_t>(i));
if (FAILED(hr = pSourceVoice->SubmitSourceBuffer(&xbf))) {
REPORT_ERROR("Failed initializing Submit Buffer")
}
}
}
break;
case WAIT_OBJECT_0 + 5:
// Perform suicide
running = false;
pXAudio2->Release();
ResetEvent(is_playing);
playback_should_be_running = false;
break;
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
void XAudio2Thread::CheckError()
{
try {
switch (WaitForSingleObject(error_happened, 0))
{
case WAIT_OBJECT_0:
throw error_message;
case WAIT_ABANDONED:
throw "The XAudio2Thread error signal event was abandoned, somehow. This should not happen.";
case WAIT_FAILED:
throw "Failed checking state of XAudio2Thread error signal event.";
case WAIT_TIMEOUT:
default:
return;
}
}
catch (...) {
ResetEvent(is_playing);
ResetEvent(thread_running);
throw;
}
}
XAudio2Thread::XAudio2Thread(agi::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_buffer_end(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))
, wanted_latency(WantedLatency)
, buffer_length(BufferLength < XAUDIO2_MAX_QUEUED_BUFFERS ? BufferLength : XAUDIO2_MAX_QUEUED_BUFFERS)
, provider(provider)
, buffer_occupied(BufferLength)
{
if (!(thread_handle = (HANDLE)_beginthreadex(0, 0, ThreadProc, this, 0, 0))) {
throw AudioPlayerOpenError("Failed creating playback thread in XAudio2Player. 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 AudioPlayerOpenError(error_message ? error_message : "Failed wait for thread start or thread error in XAudio2Player. This is bad.");
default:
throw AudioPlayerOpenError("Failed wait for thread start or thread error in XAudio2Player. This is bad.");
}
}
XAudio2Thread::~XAudio2Thread() {
SetEvent(event_kill_self);
WaitForSingleObject(thread_handle, INFINITE);
}
void XAudio2Thread::Play(int64_t start, int64_t count)
{
CheckError();
start_frame = start;
end_frame = start + count;
SetEvent(event_start_playback);
last_playback_restart = GetTickCount64();
// Block until playback actually begins to avoid race conditions with
// checking if playback is in progress
HANDLE events_to_wait[] = { is_playing, error_happened };
switch (WaitForMultipleObjects(2, events_to_wait, FALSE, INFINITE)) {
case WAIT_OBJECT_0 + 0: // Playing
LOG_D("audio/player/xaudio2") << "Playback begun";
break;
case WAIT_OBJECT_0 + 1: // Error
throw error_message;
default:
throw agi::InternalError("Unexpected result from WaitForMultipleObjects in XAudio2Thread::Play");
}
}
void XAudio2Thread::Stop() {
CheckError();
SetEvent(event_stop_playback);
}
void XAudio2Thread::SetEndFrame(int64_t new_end_frame) {
CheckError();
end_frame = new_end_frame;
SetEvent(event_update_end_time);
}
void XAudio2Thread::SetVolume(double new_volume) {
CheckError();
volume = new_volume;
SetEvent(event_set_volume);
}
bool XAudio2Thread::IsPlaying() {
CheckError();
switch (WaitForSingleObject(is_playing, 0))
{
case WAIT_ABANDONED:
throw "The XAudio2Thread playback state event was abandoned, somehow. This should not happen.";
case WAIT_FAILED:
throw "Failed checking state of XAudio2Thread playback state event.";
case WAIT_OBJECT_0:
return true;
case WAIT_TIMEOUT:
default:
return false;
}
}
int64_t XAudio2Thread::GetCurrentFrame() {
CheckError();
if (!IsPlaying()) return 0;
ULONGLONG milliseconds_elapsed = GetTickCount64() - last_playback_restart;
return start_frame + milliseconds_elapsed * provider->GetSampleRate() / 1000;
}
int64_t XAudio2Thread::GetEndFrame() {
CheckError();
return end_frame;
}
bool XAudio2Thread::IsDead() {
switch (WaitForSingleObject(thread_running, 0))
{
case WAIT_OBJECT_0:
return false;
default:
return true;
}
}
XAudio2Player::XAudio2Player(agi::AudioProvider* provider) :AudioPlayer(provider) {
// The buffer will hold BufferLength times WantedLatency milliseconds of audio
WantedLatency = OPT_GET("Player/Audio/DirectSound/Buffer Latency")->GetInt();
BufferLength = OPT_GET("Player/Audio/DirectSound/Buffer Length")->GetInt();
// sanity checking
if (WantedLatency <= 0)
WantedLatency = 100;
if (BufferLength <= 0)
BufferLength = 5;
try {
thread = agi::make_unique<XAudio2Thread>(provider, WantedLatency, BufferLength);
}
catch (const char* msg) {
LOG_E("audio/player/xaudio2") << msg;
throw AudioPlayerOpenError(msg);
}
}
bool XAudio2Player::IsThreadAlive() {
if (thread && thread->IsDead())
thread.reset();
return static_cast<bool>(thread);
}
void XAudio2Player::Play(int64_t start, int64_t count) {
try {
thread->Play(start, count);
}
catch (const char* msg) {
LOG_E("audio/player/xaudio2") << msg;
}
}
void XAudio2Player::Stop() {
try {
if (IsThreadAlive()) thread->Stop();
}
catch (const char* msg) {
LOG_E("audio/player/xaudio2") << msg;
}
}
bool XAudio2Player::IsPlaying() {
try {
if (!IsThreadAlive()) return false;
return thread->IsPlaying();
}
catch (const char* msg) {
LOG_E("audio/player/xaudio2") << msg;
return false;
}
}
int64_t XAudio2Player::GetEndPosition() {
try {
if (!IsThreadAlive()) return 0;
return thread->GetEndFrame();
}
catch (const char* msg) {
LOG_E("audio/player/xaudio2") << msg;
return 0;
}
}
int64_t XAudio2Player::GetCurrentPosition() {
try {
if (!IsThreadAlive()) return 0;
return thread->GetCurrentFrame();
}
catch (const char* msg) {
LOG_E("audio/player/xaudio2") << msg;
return 0;
}
}
void XAudio2Player::SetEndPosition(int64_t pos) {
try {
if (IsThreadAlive()) thread->SetEndFrame(pos);
}
catch (const char* msg) {
LOG_E("audio/player/xaudio2") << msg;
}
}
void XAudio2Player::SetVolume(double vol) {
try {
if (IsThreadAlive()) thread->SetVolume(vol);
}
catch (const char* msg) {
LOG_E("audio/player/xaudio2") << msg;
}
}
}
std::unique_ptr<AudioPlayer> CreateXAudio2Player(agi::AudioProvider* provider, wxWindow*) {
return agi::make_unique<XAudio2Player>(provider);
}
#endif // WITH_XAUDIO2