694 lines
20 KiB
C++
694 lines
20 KiB
C++
// Copyright (c) 2019, Qirui Wang
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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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#ifdef WITH_XAUDIO2
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#include "include/aegisub/audio_player.h"
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#include "options.h"
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#include <libaegisub/audio/provider.h>
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#include <libaegisub/scoped_ptr.h>
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#include <libaegisub/log.h>
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#include <libaegisub/make_unique.h>
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#ifndef XAUDIO2_REDIST
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#include <xaudio2.h>
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#else
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#include <xaudio2redist.h>
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#endif
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namespace {
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class XAudio2Thread;
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/// @class XAudio2Player
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/// @brief XAudio2-based audio player
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///
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/// 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.
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class XAudio2Player final : public AudioPlayer {
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/// The playback thread
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std::unique_ptr<XAudio2Thread> thread;
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/// Desired length in milliseconds to write ahead of the playback cursor
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int WantedLatency;
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/// Multiplier for WantedLatency to get total buffer length
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int BufferLength;
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/// @brief Tell whether playback thread is alive
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/// @return True if there is a playback thread and it's ready
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bool IsThreadAlive();
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public:
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/// @brief Constructor
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XAudio2Player(agi::AudioProvider* provider);
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/// @brief Destructor
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~XAudio2Player() = default;
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/// @brief Start playback
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/// @param start First audio frame to play
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/// @param count Number of audio frames to play
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void Play(int64_t start, int64_t count);
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/// @brief Stop audio playback
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/// @param timerToo Whether to also stop the playback update timer
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void Stop();
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/// @brief Tell whether playback is active
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/// @return True if audio is playing back
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bool IsPlaying();
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/// @brief Get playback end position
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/// @return Audio frame index
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///
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/// Returns 0 if playback is stopped or there is no playback thread
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int64_t GetEndPosition();
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/// @brief Get approximate playback position
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/// @return Index of audio frame user is currently hearing
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///
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/// Returns 0 if playback is stopped or there is no playback thread
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int64_t GetCurrentPosition();
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/// @brief Change playback end position
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/// @param pos New end position
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void SetEndPosition(int64_t pos);
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/// @brief Change playback volume
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/// @param vol Amplification factor
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void SetVolume(double vol);
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};
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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 = false;
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/// @brief Destructor, de-inits COM if it is inited
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~COMInitialization() {
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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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bool Init() {
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if (!inited && SUCCEEDED(CoInitialize(nullptr)))
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inited = true;
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return inited;
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}
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};
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struct ReleaseCOMObject {
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void operator()(IUnknown* obj) {
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if (obj) obj->Release();
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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 final : public agi::scoped_holder<HANDLE, BOOL(__stdcall*)(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) :scoped_holder(handle, CloseHandle) {}
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Win32KernelHandle& operator=(HANDLE new_handle) {
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scoped_holder::operator=(new_handle);
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return *this;
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}
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};
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/// @class XAudio2Thread
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/// @brief Playback thread class for XAudio2Player
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///
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/// Not based on wxThread, but uses Win32 threads directly
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class XAudio2Thread :public IXAudio2VoiceCallback {
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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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static unsigned int __stdcall ThreadProc(void* parameter);
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/// @brief Thread entry point
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void Run();
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/// @brief Check for error state and throw exception if one occurred
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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_buffer_end;
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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 char* error_message = nullptr;
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/// Playback volume, 1.0 is "unchanged"
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double volume = 1.0;
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/// Audio frame to start playback at
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int64_t start_frame = 0;
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/// Audio frame to end playback at
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int64_t end_frame = 0;
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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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ULONGLONG last_playback_restart;
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/// Audio provider to take sample data from
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agi::AudioProvider* provider;
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/// Buffer occupied indicator
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std::vector<bool> buffer_occupied;
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public:
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/// @brief Constructor, creates and starts playback thread
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/// @param provider Audio provider to take sample data from
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/// @param WantedLatency Desired length in milliseconds to write ahead of the playback cursor
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/// @param BufferLength Multiplier for WantedLatency to get total buffer length
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XAudio2Thread(agi::AudioProvider* provider, int WantedLatency, int BufferLength);
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/// @brief Destructor, waits for thread to have died
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~XAudio2Thread();
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// IXAudio2VoiceCallback
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void STDMETHODCALLTYPE OnVoiceProcessingPassStart(UINT32 BytesRequired) override {}
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void STDMETHODCALLTYPE OnVoiceProcessingPassEnd() override {}
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void STDMETHODCALLTYPE OnStreamEnd() override {}
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void STDMETHODCALLTYPE OnBufferStart(void* pBufferContext) override {}
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void STDMETHODCALLTYPE OnBufferEnd(void* pBufferContext) override {
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intptr_t i = reinterpret_cast<intptr_t>(pBufferContext);
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buffer_occupied[i] = false;
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SetEvent(event_buffer_end);
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}
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void STDMETHODCALLTYPE OnLoopEnd(void* pBufferContext) override {}
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void STDMETHODCALLTYPE OnVoiceError(void* pBufferContext, HRESULT Error) override {}
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/// @brief Start audio playback
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/// @param start Audio frame to start playback at
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/// @param count Number of audio frames to play
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void Play(int64_t start, int64_t count);
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/// @brief Stop audio playback
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void Stop();
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/// @brief Change audio playback end point
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/// @param new_end_frame New last audio frame to play
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///
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/// Playback stops instantly if new_end_frame is before the current playback position
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void SetEndFrame(int64_t new_end_frame);
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/// @brief Change audio playback volume
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/// @param new_volume New playback amplification factor, 1.0 is "unchanged"
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void SetVolume(double new_volume);
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/// @brief Tell whether audio playback is active
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/// @return True if audio is being played back, false if it is not
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bool IsPlaying();
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/// @brief Get approximate current audio frame being heard by the user
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/// @return Audio frame index
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///
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/// Returns 0 if not playing
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int64_t GetCurrentFrame();
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/// @brief Get audio playback end point
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/// @return Audio frame index
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int64_t GetEndFrame();
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/// @brief Tell whether playback thread has died
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/// @return True if thread is no longer running
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bool IsDead();
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};
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unsigned int __stdcall XAudio2Thread::ThreadProc(void* parameter) {
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static_cast<XAudio2Thread*>(parameter)->Run();
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return 0;
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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) \
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{ \
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ResetEvent(is_playing); \
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error_message = "XAudio2Thread: " msg; \
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SetEvent(error_happened); \
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return; \
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}
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void XAudio2Thread::Run() {
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COMInitialization COM_library;
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if (!COM_library.Init()) {
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REPORT_ERROR("Could not initialise COM")
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}
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IXAudio2* pXAudio2;
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IXAudio2SourceVoice* pSourceVoice;
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HRESULT hr;
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if (FAILED(hr = XAudio2Create(&pXAudio2, 0, XAUDIO2_DEFAULT_PROCESSOR))) {
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REPORT_ERROR("Failed initializing XAudio2")
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}
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IXAudio2MasteringVoice* pMasterVoice = NULL;
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if (FAILED(hr = pXAudio2->CreateMasteringVoice(&pMasterVoice))) {
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REPORT_ERROR("Failed initializing XAudio2 MasteringVoice")
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}
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// Describe the wave format
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WAVEFORMATEX wfx;
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wfx.nSamplesPerSec = provider->GetSampleRate();
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wfx.cbSize = 0;
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bool original = true;
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wfx.wFormatTag = provider->AreSamplesFloat() ? WAVE_FORMAT_IEEE_FLOAT : WAVE_FORMAT_PCM;
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wfx.nChannels = provider->GetChannels();
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wfx.wBitsPerSample = provider->GetBytesPerSample() * 8;
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wfx.nBlockAlign = wfx.nChannels * wfx.wBitsPerSample / 8;
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wfx.nAvgBytesPerSec = wfx.nSamplesPerSec * wfx.nBlockAlign;
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if (FAILED(hr = pXAudio2->CreateSourceVoice(&pSourceVoice, &wfx, 0, 2, this))) {
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if (hr == XAUDIO2_E_INVALID_CALL) {
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// Retry with 16bit mono
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original = false;
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wfx.wFormatTag = WAVE_FORMAT_PCM;
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wfx.nChannels = 1;
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wfx.wBitsPerSample = sizeof(int16_t) * 8;
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wfx.nBlockAlign = wfx.nChannels * wfx.wBitsPerSample / 8;
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wfx.nAvgBytesPerSec = wfx.nSamplesPerSec * wfx.nBlockAlign;
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if (FAILED(hr = pXAudio2->CreateSourceVoice(&pSourceVoice, &wfx, 0, 2, this))) {
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REPORT_ERROR("Failed initializing XAudio2 SourceVoice")
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}
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}
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else {
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REPORT_ERROR("Failed initializing XAudio2 SourceVoice")
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}
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}
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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_buffer_end,
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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 int wanted_frames = wanted_latency * wfx.nSamplesPerSec / 1000;
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const DWORD wanted_latency_bytes = wanted_frames * wfx.nBlockAlign;
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std::vector<std::vector<BYTE> > buff(buffer_length);
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for (auto& i : buff)
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i.resize(wanted_latency_bytes);
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while (running) {
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DWORD wait_result = WaitForMultipleObjects(sizeof(events_to_wait) / sizeof(HANDLE), events_to_wait, FALSE, INFINITE);
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switch (wait_result) {
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case WAIT_OBJECT_0 + 0:
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// Start or restart playback
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pSourceVoice->Stop();
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pSourceVoice->FlushSourceBuffers();
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next_input_frame = start_frame;
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playback_should_be_running = true;
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pSourceVoice->Start();
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SetEvent(is_playing);
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goto do_fill_buffer;
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case WAIT_OBJECT_0 + 1:
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stop_playback:
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// Stop playing
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ResetEvent(is_playing);
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pSourceVoice->Stop();
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pSourceVoice->FlushSourceBuffers();
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playback_should_be_running = false;
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break;
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case WAIT_OBJECT_0 + 2:
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// Set end frame
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if (end_frame <= next_input_frame)
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goto stop_playback;
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goto do_fill_buffer;
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case WAIT_OBJECT_0 + 3:
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// Change volume
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pSourceVoice->SetVolume(volume);
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break;
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case WAIT_OBJECT_0 + 4:
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// Buffer end
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do_fill_buffer:
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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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for (int i = 0; i < buffer_length; ++i) {
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if (!buffer_occupied[i]) {
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int fill_len = std::min<int>(end_frame - next_input_frame, wanted_frames);
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if (fill_len <= 0)
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break;
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buffer_occupied[i] = true;
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if (original)
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provider->GetAudio(buff[i].data(), next_input_frame, fill_len);
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else
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provider->GetInt16MonoAudio(reinterpret_cast<int16_t*>(buff[i].data()), next_input_frame, fill_len);
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next_input_frame += fill_len;
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XAUDIO2_BUFFER xbf;
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xbf.Flags = fill_len + next_input_frame == end_frame ? XAUDIO2_END_OF_STREAM : 0;
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xbf.AudioBytes = fill_len * wfx.nBlockAlign;
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xbf.pAudioData = buff[i].data();
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xbf.PlayBegin = 0;
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xbf.PlayLength = 0;
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xbf.LoopBegin = 0;
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xbf.LoopLength = 0;
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xbf.LoopCount = 0;
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xbf.pContext = reinterpret_cast<void*>(static_cast<intptr_t>(i));
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if (FAILED(hr = pSourceVoice->SubmitSourceBuffer(&xbf))) {
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REPORT_ERROR("Failed initializing Submit Buffer")
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}
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}
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}
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break;
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case WAIT_OBJECT_0 + 5:
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// Perform suicide
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running = false;
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pXAudio2->Release();
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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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default:
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REPORT_ERROR("Something bad happened while waiting on events in playback loop, either the wait failed or an event object was abandoned.")
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break;
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}
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}
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}
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#undef REPORT_ERROR
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void XAudio2Thread::CheckError()
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{
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try {
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switch (WaitForSingleObject(error_happened, 0))
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{
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case WAIT_OBJECT_0:
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throw error_message;
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case WAIT_ABANDONED:
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throw "The XAudio2Thread error signal event was abandoned, somehow. This should not happen.";
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case WAIT_FAILED:
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throw "Failed checking state of XAudio2Thread error signal event.";
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case WAIT_TIMEOUT:
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default:
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return;
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}
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}
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catch (...) {
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ResetEvent(is_playing);
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ResetEvent(thread_running);
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throw;
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}
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}
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XAudio2Thread::XAudio2Thread(agi::AudioProvider* provider, int WantedLatency, int BufferLength)
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: event_start_playback(CreateEvent(0, FALSE, FALSE, 0))
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, event_stop_playback(CreateEvent(0, FALSE, FALSE, 0))
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, event_update_end_time(CreateEvent(0, FALSE, FALSE, 0))
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, event_set_volume(CreateEvent(0, FALSE, FALSE, 0))
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, event_buffer_end(CreateEvent(0, FALSE, FALSE, 0))
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, event_kill_self(CreateEvent(0, FALSE, FALSE, 0))
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, thread_running(CreateEvent(0, TRUE, FALSE, 0))
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, is_playing(CreateEvent(0, TRUE, FALSE, 0))
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, error_happened(CreateEvent(0, FALSE, FALSE, 0))
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, wanted_latency(WantedLatency)
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, buffer_length(BufferLength < XAUDIO2_MAX_QUEUED_BUFFERS ? BufferLength : XAUDIO2_MAX_QUEUED_BUFFERS)
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, provider(provider)
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, buffer_occupied(BufferLength)
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{
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if (!(thread_handle = (HANDLE)_beginthreadex(0, 0, ThreadProc, this, 0, 0))) {
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throw AudioPlayerOpenError("Failed creating playback thread in XAudio2Player. This is bad.");
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}
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HANDLE running_or_error[] = { thread_running, error_happened };
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switch (WaitForMultipleObjects(2, running_or_error, FALSE, INFINITE)) {
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case WAIT_OBJECT_0:
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// running, all good
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return;
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case WAIT_OBJECT_0 + 1:
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// error happened, we fail
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throw AudioPlayerOpenError(error_message ? error_message : "Failed wait for thread start or thread error in XAudio2Player. This is bad.");
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default:
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throw AudioPlayerOpenError("Failed wait for thread start or thread error in XAudio2Player. This is bad.");
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}
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}
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XAudio2Thread::~XAudio2Thread() {
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SetEvent(event_kill_self);
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WaitForSingleObject(thread_handle, INFINITE);
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}
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void XAudio2Thread::Play(int64_t start, int64_t count)
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{
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CheckError();
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|
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
|