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-rw-r--r--pd/portaudio/pa_win_ds/dsound_wrapper.c616
1 files changed, 616 insertions, 0 deletions
diff --git a/pd/portaudio/pa_win_ds/dsound_wrapper.c b/pd/portaudio/pa_win_ds/dsound_wrapper.c
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+/*
+ * $Id: dsound_wrapper.c,v 1.1.1.1.2.11 2003/09/07 13:04:53 rossbencina Exp $
+ * Simplified DirectSound interface.
+ *
+ * Author: Phil Burk & Robert Marsanyi
+ *
+ * PortAudio Portable Real-Time Audio Library
+ * For more information see: http://www.softsynth.com/portaudio/
+ * DirectSound Implementation
+ * Copyright (c) 1999-2000 Phil Burk & Robert Marsanyi
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining
+ * a copy of this software and associated documentation files
+ * (the "Software"), to deal in the Software without restriction,
+ * including without limitation the rights to use, copy, modify, merge,
+ * publish, distribute, sublicense, and/or sell copies of the Software,
+ * and to permit persons to whom the Software is furnished to do so,
+ * subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be
+ * included in all copies or substantial portions of the Software.
+ *
+ * Any person wishing to distribute modifications to the Software is
+ * requested to send the modifications to the original developer so that
+ * they can be incorporated into the canonical version.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+ * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+ * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR
+ * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF
+ * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+ * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ */
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+
+#include "dsound_wrapper.h"
+#include "pa_trace.h"
+
+/*
+ Rather than linking with dxguid.a or using "#define INITGUID" to force a
+ header file to instantiate the required GUID(s), we define them directly
+ below.
+*/
+#include <initguid.h> // needed for the DEFINE_GUID macro
+DEFINE_GUID(IID_IDirectSoundNotify, 0xb0210783, 0x89cd, 0x11d0, 0xaf, 0x8, 0x0, 0xa0, 0xc9, 0x25, 0xcd, 0x16);
+
+
+/************************************************************************************/
+DSoundEntryPoints dswDSoundEntryPoints = { 0, 0, 0, 0, 0, 0, 0 };
+/************************************************************************************/
+static HRESULT WINAPI DummyDirectSoundCreate(LPGUID lpcGuidDevice, LPDIRECTSOUND *ppDS, LPUNKNOWN pUnkOuter)
+{
+ (void)lpcGuidDevice; /* unused parameter */
+ (void)ppDS; /* unused parameter */
+ (void)pUnkOuter; /* unused parameter */
+ return E_NOTIMPL;
+}
+
+static HRESULT WINAPI DummyDirectSoundEnumerateW(LPDSENUMCALLBACKW lpDSEnumCallback, LPVOID lpContext)
+{
+ (void)lpDSEnumCallback; /* unused parameter */
+ (void)lpContext; /* unused parameter */
+ return E_NOTIMPL;
+}
+
+static HRESULT WINAPI DummyDirectSoundEnumerateA(LPDSENUMCALLBACKA lpDSEnumCallback, LPVOID lpContext)
+{
+ (void)lpDSEnumCallback; /* unused parameter */
+ (void)lpContext; /* unused parameter */
+ return E_NOTIMPL;
+}
+
+static HRESULT WINAPI DummyDirectSoundCaptureCreate(LPGUID lpcGUID, LPDIRECTSOUNDCAPTURE *lplpDSC, LPUNKNOWN pUnkOuter)
+{
+ (void)lpcGUID; /* unused parameter */
+ (void)lplpDSC; /* unused parameter */
+ (void)pUnkOuter; /* unused parameter */
+ return E_NOTIMPL;
+}
+
+static HRESULT WINAPI DummyDirectSoundCaptureEnumerateW(LPDSENUMCALLBACKW lpDSCEnumCallback, LPVOID lpContext)
+{
+ (void)lpDSCEnumCallback; /* unused parameter */
+ (void)lpContext; /* unused parameter */
+ return E_NOTIMPL;
+}
+
+static HRESULT WINAPI DummyDirectSoundCaptureEnumerateA(LPDSENUMCALLBACKA lpDSCEnumCallback, LPVOID lpContext)
+{
+ (void)lpDSCEnumCallback; /* unused parameter */
+ (void)lpContext; /* unused parameter */
+ return E_NOTIMPL;
+}
+/************************************************************************************/
+void DSW_InitializeDSoundEntryPoints(void)
+{
+ dswDSoundEntryPoints.hInstance_ = LoadLibrary("dsound.dll");
+ if( dswDSoundEntryPoints.hInstance_ != NULL )
+ {
+ dswDSoundEntryPoints.DirectSoundCreate =
+ (HRESULT (WINAPI *)(LPGUID, LPDIRECTSOUND *, LPUNKNOWN))
+ GetProcAddress( dswDSoundEntryPoints.hInstance_, "DirectSoundCreate" );
+ if( dswDSoundEntryPoints.DirectSoundCreate == NULL )
+ dswDSoundEntryPoints.DirectSoundCreate = DummyDirectSoundCreate;
+
+ dswDSoundEntryPoints.DirectSoundEnumerateW =
+ (HRESULT (WINAPI *)(LPDSENUMCALLBACKW, LPVOID))
+ GetProcAddress( dswDSoundEntryPoints.hInstance_, "DirectSoundEnumerateW" );
+ if( dswDSoundEntryPoints.DirectSoundEnumerateW == NULL )
+ dswDSoundEntryPoints.DirectSoundEnumerateW = DummyDirectSoundEnumerateW;
+
+ dswDSoundEntryPoints.DirectSoundEnumerateA =
+ (HRESULT (WINAPI *)(LPDSENUMCALLBACKA, LPVOID))
+ GetProcAddress( dswDSoundEntryPoints.hInstance_, "DirectSoundEnumerateA" );
+ if( dswDSoundEntryPoints.DirectSoundEnumerateA == NULL )
+ dswDSoundEntryPoints.DirectSoundEnumerateA = DummyDirectSoundEnumerateA;
+
+ dswDSoundEntryPoints.DirectSoundCaptureCreate =
+ (HRESULT (WINAPI *)(LPGUID, LPDIRECTSOUNDCAPTURE *, LPUNKNOWN))
+ GetProcAddress( dswDSoundEntryPoints.hInstance_, "DirectSoundCaptureCreate" );
+ if( dswDSoundEntryPoints.DirectSoundCaptureCreate == NULL )
+ dswDSoundEntryPoints.DirectSoundCaptureCreate = DummyDirectSoundCaptureCreate;
+
+ dswDSoundEntryPoints.DirectSoundCaptureEnumerateW =
+ (HRESULT (WINAPI *)(LPDSENUMCALLBACKW, LPVOID))
+ GetProcAddress( dswDSoundEntryPoints.hInstance_, "DirectSoundCaptureEnumerateW" );
+ if( dswDSoundEntryPoints.DirectSoundCaptureEnumerateW == NULL )
+ dswDSoundEntryPoints.DirectSoundCaptureEnumerateW = DummyDirectSoundCaptureEnumerateW;
+
+ dswDSoundEntryPoints.DirectSoundCaptureEnumerateA =
+ (HRESULT (WINAPI *)(LPDSENUMCALLBACKA, LPVOID))
+ GetProcAddress( dswDSoundEntryPoints.hInstance_, "DirectSoundCaptureEnumerateA" );
+ if( dswDSoundEntryPoints.DirectSoundCaptureEnumerateA == NULL )
+ dswDSoundEntryPoints.DirectSoundCaptureEnumerateA = DummyDirectSoundCaptureEnumerateA;
+ }
+ else
+ {
+ /* initialize with dummy entry points to make live easy when ds isn't present */
+ dswDSoundEntryPoints.DirectSoundCreate = DummyDirectSoundCreate;
+ dswDSoundEntryPoints.DirectSoundEnumerateW = DummyDirectSoundEnumerateW;
+ dswDSoundEntryPoints.DirectSoundEnumerateA = DummyDirectSoundEnumerateA;
+ dswDSoundEntryPoints.DirectSoundCaptureCreate = DummyDirectSoundCaptureCreate;
+ dswDSoundEntryPoints.DirectSoundCaptureEnumerateW = DummyDirectSoundCaptureEnumerateW;
+ dswDSoundEntryPoints.DirectSoundCaptureEnumerateA = DummyDirectSoundCaptureEnumerateA;
+ }
+}
+/************************************************************************************/
+void DSW_TerminateDSoundEntryPoints(void)
+{
+ if( dswDSoundEntryPoints.hInstance_ != NULL )
+ {
+ FreeLibrary( dswDSoundEntryPoints.hInstance_ );
+ dswDSoundEntryPoints.hInstance_ = NULL;
+ /* ensure that we crash reliably if the entry points arent initialised */
+ dswDSoundEntryPoints.DirectSoundCreate = 0;
+ dswDSoundEntryPoints.DirectSoundEnumerateW = 0;
+ dswDSoundEntryPoints.DirectSoundEnumerateA = 0;
+ dswDSoundEntryPoints.DirectSoundCaptureCreate = 0;
+ dswDSoundEntryPoints.DirectSoundCaptureEnumerateW = 0;
+ dswDSoundEntryPoints.DirectSoundCaptureEnumerateA = 0;
+ }
+}
+/************************************************************************************/
+void DSW_Term( DSoundWrapper *dsw )
+{
+ // Cleanup the sound buffers
+ if (dsw->dsw_OutputBuffer)
+ {
+ IDirectSoundBuffer_Stop( dsw->dsw_OutputBuffer );
+ IDirectSoundBuffer_Release( dsw->dsw_OutputBuffer );
+ dsw->dsw_OutputBuffer = NULL;
+ }
+
+ if (dsw->dsw_InputBuffer)
+ {
+ IDirectSoundCaptureBuffer_Stop( dsw->dsw_InputBuffer );
+ IDirectSoundCaptureBuffer_Release( dsw->dsw_InputBuffer );
+ dsw->dsw_InputBuffer = NULL;
+ }
+
+ if (dsw->dsw_pDirectSoundCapture)
+ {
+ IDirectSoundCapture_Release( dsw->dsw_pDirectSoundCapture );
+ dsw->dsw_pDirectSoundCapture = NULL;
+ }
+
+ if (dsw->dsw_pDirectSound)
+ {
+ IDirectSound_Release( dsw->dsw_pDirectSound );
+ dsw->dsw_pDirectSound = NULL;
+ }
+}
+/************************************************************************************/
+HRESULT DSW_Init( DSoundWrapper *dsw )
+{
+ memset( dsw, 0, sizeof(DSoundWrapper) );
+ return 0;
+}
+/************************************************************************************/
+HRESULT DSW_InitOutputDevice( DSoundWrapper *dsw, LPGUID lpGUID )
+{
+ // Create the DS object
+ HRESULT hr = dswDSoundEntryPoints.DirectSoundCreate( lpGUID, &dsw->dsw_pDirectSound, NULL );
+ if( hr != DS_OK ) return hr;
+ return hr;
+}
+
+/************************************************************************************/
+HRESULT DSW_InitOutputBuffer( DSoundWrapper *dsw, unsigned long nFrameRate, WORD nChannels, int bytesPerBuffer )
+{
+ DWORD dwDataLen;
+ DWORD playCursor;
+ HRESULT result;
+ LPDIRECTSOUNDBUFFER pPrimaryBuffer;
+ HWND hWnd;
+ HRESULT hr;
+ WAVEFORMATEX wfFormat;
+ DSBUFFERDESC primaryDesc;
+ DSBUFFERDESC secondaryDesc;
+ unsigned char* pDSBuffData;
+ LARGE_INTEGER counterFrequency;
+
+ dsw->dsw_OutputSize = bytesPerBuffer;
+ dsw->dsw_OutputRunning = FALSE;
+ dsw->dsw_OutputUnderflows = 0;
+ dsw->dsw_FramesWritten = 0;
+ dsw->dsw_BytesPerOutputFrame = nChannels * sizeof(short);
+
+ // We were using getForegroundWindow() but sometimes the ForegroundWindow may not be the
+ // applications's window. Also if that window is closed before the Buffer is closed
+ // then DirectSound can crash. (Thanks for Scott Patterson for reporting this.)
+ // So we will use GetDesktopWindow() which was suggested by Miller Puckette.
+ // hWnd = GetForegroundWindow();
+ //
+ // FIXME: The example code I have on the net creates a hidden window that
+ // is managed by our code - I think we should do that - one hidden
+ // window for the whole of Pa_DS
+ //
+ hWnd = GetDesktopWindow();
+
+ // Set cooperative level to DSSCL_EXCLUSIVE so that we can get 16 bit output, 44.1 KHz.
+ // Exclusize also prevents unexpected sounds from other apps during a performance.
+ if ((hr = IDirectSound_SetCooperativeLevel( dsw->dsw_pDirectSound,
+ hWnd, DSSCL_EXCLUSIVE)) != DS_OK)
+ {
+ return hr;
+ }
+
+ // -----------------------------------------------------------------------
+ // Create primary buffer and set format just so we can specify our custom format.
+ // Otherwise we would be stuck with the default which might be 8 bit or 22050 Hz.
+ // Setup the primary buffer description
+ ZeroMemory(&primaryDesc, sizeof(DSBUFFERDESC));
+ primaryDesc.dwSize = sizeof(DSBUFFERDESC);
+ primaryDesc.dwFlags = DSBCAPS_PRIMARYBUFFER; // all panning, mixing, etc done by synth
+ primaryDesc.dwBufferBytes = 0;
+ primaryDesc.lpwfxFormat = NULL;
+ // Create the buffer
+ if ((result = IDirectSound_CreateSoundBuffer( dsw->dsw_pDirectSound,
+ &primaryDesc, &pPrimaryBuffer, NULL)) != DS_OK) return result;
+ // Define the buffer format
+ wfFormat.wFormatTag = WAVE_FORMAT_PCM;
+ wfFormat.nChannels = nChannels;
+ wfFormat.nSamplesPerSec = nFrameRate;
+ wfFormat.wBitsPerSample = 8 * sizeof(short);
+ wfFormat.nBlockAlign = (WORD)(wfFormat.nChannels * (wfFormat.wBitsPerSample / 8));
+ wfFormat.nAvgBytesPerSec = wfFormat.nSamplesPerSec * wfFormat.nBlockAlign;
+ wfFormat.cbSize = 0; /* No extended format info. */
+ // Set the primary buffer's format
+ if((result = IDirectSoundBuffer_SetFormat( pPrimaryBuffer, &wfFormat)) != DS_OK) return result;
+
+ // ----------------------------------------------------------------------
+ // Setup the secondary buffer description
+ ZeroMemory(&secondaryDesc, sizeof(DSBUFFERDESC));
+ secondaryDesc.dwSize = sizeof(DSBUFFERDESC);
+ secondaryDesc.dwFlags = DSBCAPS_GLOBALFOCUS | DSBCAPS_GETCURRENTPOSITION2;
+ secondaryDesc.dwBufferBytes = bytesPerBuffer;
+ secondaryDesc.lpwfxFormat = &wfFormat;
+ // Create the secondary buffer
+ if ((result = IDirectSound_CreateSoundBuffer( dsw->dsw_pDirectSound,
+ &secondaryDesc, &dsw->dsw_OutputBuffer, NULL)) != DS_OK) return result;
+ // Lock the DS buffer
+ if ((result = IDirectSoundBuffer_Lock( dsw->dsw_OutputBuffer, 0, dsw->dsw_OutputSize, (LPVOID*)&pDSBuffData,
+ &dwDataLen, NULL, 0, 0)) != DS_OK) return result;
+ // Zero the DS buffer
+ ZeroMemory(pDSBuffData, dwDataLen);
+ // Unlock the DS buffer
+ if ((result = IDirectSoundBuffer_Unlock( dsw->dsw_OutputBuffer, pDSBuffData, dwDataLen, NULL, 0)) != DS_OK) return result;
+ if( QueryPerformanceFrequency( &counterFrequency ) )
+ {
+ int framesInBuffer = bytesPerBuffer / (nChannels * sizeof(short));
+ dsw->dsw_CounterTicksPerBuffer.QuadPart = (counterFrequency.QuadPart * framesInBuffer) / nFrameRate;
+ }
+ else
+ {
+ dsw->dsw_CounterTicksPerBuffer.QuadPart = 0;
+ }
+ // Let DSound set the starting write position because if we set it to zero, it looks like the
+ // buffer is full to begin with. This causes a long pause before sound starts when using large buffers.
+ hr = IDirectSoundBuffer_GetCurrentPosition( dsw->dsw_OutputBuffer, &playCursor, &dsw->dsw_WriteOffset );
+ if( hr != DS_OK )
+ {
+ return hr;
+ }
+ dsw->dsw_FramesWritten = dsw->dsw_WriteOffset / dsw->dsw_BytesPerOutputFrame;
+ /* printf("DSW_InitOutputBuffer: playCursor = %d, writeCursor = %d\n", playCursor, dsw->dsw_WriteOffset ); */
+ return DS_OK;
+}
+
+/************************************************************************************/
+HRESULT DSW_StartOutput( DSoundWrapper *dsw )
+{
+ HRESULT hr;
+ QueryPerformanceCounter( &dsw->dsw_LastPlayTime );
+ dsw->dsw_LastPlayCursor = 0;
+ dsw->dsw_FramesPlayed = 0;
+ hr = IDirectSoundBuffer_SetCurrentPosition( dsw->dsw_OutputBuffer, 0 );
+ if( hr != DS_OK )
+ {
+ return hr;
+ }
+ // Start the buffer playback in a loop.
+ if( dsw->dsw_OutputBuffer != NULL )
+ {
+ hr = IDirectSoundBuffer_Play( dsw->dsw_OutputBuffer, 0, 0, DSBPLAY_LOOPING );
+ if( hr != DS_OK )
+ {
+ return hr;
+ }
+ dsw->dsw_OutputRunning = TRUE;
+ }
+
+ return 0;
+}
+/************************************************************************************/
+HRESULT DSW_StopOutput( DSoundWrapper *dsw )
+{
+ // Stop the buffer playback
+ if( dsw->dsw_OutputBuffer != NULL )
+ {
+ dsw->dsw_OutputRunning = FALSE;
+ return IDirectSoundBuffer_Stop( dsw->dsw_OutputBuffer );
+ }
+ else return 0;
+}
+
+/************************************************************************************/
+HRESULT DSW_QueryOutputFilled( DSoundWrapper *dsw, long *bytesFilledPtr )
+{
+ HRESULT hr;
+ DWORD playCursor;
+ DWORD writeCursor;
+ long bytesFilled;
+ // Query to see where play position is.
+ // We don't need the writeCursor but sometimes DirectSound doesn't handle NULLS correctly
+ // so let's pass a pointer just to be safe.
+ hr = IDirectSoundBuffer_GetCurrentPosition( dsw->dsw_OutputBuffer, &playCursor, &writeCursor );
+ if( hr != DS_OK )
+ {
+ return hr;
+ }
+ bytesFilled = dsw->dsw_WriteOffset - playCursor;
+ if( bytesFilled < 0 ) bytesFilled += dsw->dsw_OutputSize; // unwrap offset
+ *bytesFilledPtr = bytesFilled;
+ return hr;
+}
+
+/************************************************************************************
+ * Determine how much space can be safely written to in DS buffer.
+ * Detect underflows and overflows.
+ * Does not allow writing into safety gap maintained by DirectSound.
+ */
+HRESULT DSW_QueryOutputSpace( DSoundWrapper *dsw, long *bytesEmpty )
+{
+ HRESULT hr;
+ DWORD playCursor;
+ DWORD writeCursor;
+ long numBytesEmpty;
+ long playWriteGap;
+ // Query to see how much room is in buffer.
+ hr = IDirectSoundBuffer_GetCurrentPosition( dsw->dsw_OutputBuffer, &playCursor, &writeCursor );
+ if( hr != DS_OK )
+ {
+ return hr;
+ }
+ // Determine size of gap between playIndex and WriteIndex that we cannot write into.
+ playWriteGap = writeCursor - playCursor;
+ if( playWriteGap < 0 ) playWriteGap += dsw->dsw_OutputSize; // unwrap
+ /* DirectSound doesn't have a large enough playCursor so we cannot detect wrap-around. */
+ /* Attempt to detect playCursor wrap-around and correct it. */
+ if( dsw->dsw_OutputRunning && (dsw->dsw_CounterTicksPerBuffer.QuadPart != 0) )
+ {
+ /* How much time has elapsed since last check. */
+ LARGE_INTEGER currentTime;
+ LARGE_INTEGER elapsedTime;
+ long bytesPlayed;
+ long bytesExpected;
+ long buffersWrapped;
+ QueryPerformanceCounter( &currentTime );
+ elapsedTime.QuadPart = currentTime.QuadPart - dsw->dsw_LastPlayTime.QuadPart;
+ dsw->dsw_LastPlayTime = currentTime;
+ /* How many bytes does DirectSound say have been played. */
+ bytesPlayed = playCursor - dsw->dsw_LastPlayCursor;
+ if( bytesPlayed < 0 ) bytesPlayed += dsw->dsw_OutputSize; // unwrap
+ dsw->dsw_LastPlayCursor = playCursor;
+ /* Calculate how many bytes we would have expected to been played by now. */
+ bytesExpected = (long) ((elapsedTime.QuadPart * dsw->dsw_OutputSize) / dsw->dsw_CounterTicksPerBuffer.QuadPart);
+ buffersWrapped = (bytesExpected - bytesPlayed) / dsw->dsw_OutputSize;
+ if( buffersWrapped > 0 )
+ {
+ playCursor += (buffersWrapped * dsw->dsw_OutputSize);
+ bytesPlayed += (buffersWrapped * dsw->dsw_OutputSize);
+ }
+ /* Maintain frame output cursor. */
+ dsw->dsw_FramesPlayed += (bytesPlayed / dsw->dsw_BytesPerOutputFrame);
+ }
+ numBytesEmpty = playCursor - dsw->dsw_WriteOffset;
+ if( numBytesEmpty < 0 ) numBytesEmpty += dsw->dsw_OutputSize; // unwrap offset
+ /* Have we underflowed? */
+ if( numBytesEmpty > (dsw->dsw_OutputSize - playWriteGap) )
+ {
+ if( dsw->dsw_OutputRunning )
+ {
+ dsw->dsw_OutputUnderflows += 1;
+ }
+ dsw->dsw_WriteOffset = writeCursor;
+ numBytesEmpty = dsw->dsw_OutputSize - playWriteGap;
+ }
+ *bytesEmpty = numBytesEmpty;
+ return hr;
+}
+
+/************************************************************************************/
+HRESULT DSW_ZeroEmptySpace( DSoundWrapper *dsw )
+{
+ HRESULT hr;
+ LPBYTE lpbuf1 = NULL;
+ LPBYTE lpbuf2 = NULL;
+ DWORD dwsize1 = 0;
+ DWORD dwsize2 = 0;
+ long bytesEmpty;
+ hr = DSW_QueryOutputSpace( dsw, &bytesEmpty ); // updates dsw_FramesPlayed
+ if (hr != DS_OK) return hr;
+ if( bytesEmpty == 0 ) return DS_OK;
+ // Lock free space in the DS
+ hr = IDirectSoundBuffer_Lock( dsw->dsw_OutputBuffer, dsw->dsw_WriteOffset, bytesEmpty, (void **) &lpbuf1, &dwsize1,
+ (void **) &lpbuf2, &dwsize2, 0);
+ if (hr == DS_OK)
+ {
+ // Copy the buffer into the DS
+ ZeroMemory(lpbuf1, dwsize1);
+ if(lpbuf2 != NULL)
+ {
+ ZeroMemory(lpbuf2, dwsize2);
+ }
+ // Update our buffer offset and unlock sound buffer
+ dsw->dsw_WriteOffset = (dsw->dsw_WriteOffset + dwsize1 + dwsize2) % dsw->dsw_OutputSize;
+ IDirectSoundBuffer_Unlock( dsw->dsw_OutputBuffer, lpbuf1, dwsize1, lpbuf2, dwsize2);
+ dsw->dsw_FramesWritten += bytesEmpty / dsw->dsw_BytesPerOutputFrame;
+ }
+ return hr;
+}
+
+/************************************************************************************/
+HRESULT DSW_WriteBlock( DSoundWrapper *dsw, char *buf, long numBytes )
+{
+ HRESULT hr;
+ LPBYTE lpbuf1 = NULL;
+ LPBYTE lpbuf2 = NULL;
+ DWORD dwsize1 = 0;
+ DWORD dwsize2 = 0;
+ // Lock free space in the DS
+ hr = IDirectSoundBuffer_Lock( dsw->dsw_OutputBuffer, dsw->dsw_WriteOffset, numBytes, (void **) &lpbuf1, &dwsize1,
+ (void **) &lpbuf2, &dwsize2, 0);
+ if (hr == DS_OK)
+ {
+ // Copy the buffer into the DS
+ CopyMemory(lpbuf1, buf, dwsize1);
+ if(lpbuf2 != NULL)
+ {
+ CopyMemory(lpbuf2, buf+dwsize1, dwsize2);
+ }
+ // Update our buffer offset and unlock sound buffer
+ dsw->dsw_WriteOffset = (dsw->dsw_WriteOffset + dwsize1 + dwsize2) % dsw->dsw_OutputSize;
+ IDirectSoundBuffer_Unlock( dsw->dsw_OutputBuffer, lpbuf1, dwsize1, lpbuf2, dwsize2);
+ dsw->dsw_FramesWritten += numBytes / dsw->dsw_BytesPerOutputFrame;
+ }
+ return hr;
+}
+
+/************************************************************************************/
+DWORD DSW_GetOutputStatus( DSoundWrapper *dsw )
+{
+ DWORD status;
+ if (IDirectSoundBuffer_GetStatus( dsw->dsw_OutputBuffer, &status ) != DS_OK)
+ return( DSERR_INVALIDPARAM );
+ else
+ return( status );
+}
+
+/* These routines are used to support audio input.
+ * Do NOT compile these calls when using NT4 because it does
+ * not support the entry points.
+ */
+/************************************************************************************/
+HRESULT DSW_InitInputDevice( DSoundWrapper *dsw, LPGUID lpGUID )
+{
+ HRESULT hr = dswDSoundEntryPoints.DirectSoundCaptureCreate( lpGUID, &dsw->dsw_pDirectSoundCapture, NULL );
+ if( hr != DS_OK ) return hr;
+ return hr;
+}
+/************************************************************************************/
+HRESULT DSW_InitInputBuffer( DSoundWrapper *dsw, unsigned long nFrameRate, WORD nChannels, int bytesPerBuffer )
+{
+ DSCBUFFERDESC captureDesc;
+ WAVEFORMATEX wfFormat;
+ HRESULT result;
+
+ dsw->dsw_BytesPerInputFrame = nChannels * sizeof(short);
+
+ // Define the buffer format
+ wfFormat.wFormatTag = WAVE_FORMAT_PCM;
+ wfFormat.nChannels = nChannels;
+ wfFormat.nSamplesPerSec = nFrameRate;
+ wfFormat.wBitsPerSample = 8 * sizeof(short);
+ wfFormat.nBlockAlign = (WORD)(wfFormat.nChannels * (wfFormat.wBitsPerSample / 8));
+ wfFormat.nAvgBytesPerSec = wfFormat.nSamplesPerSec * wfFormat.nBlockAlign;
+ wfFormat.cbSize = 0; /* No extended format info. */
+ dsw->dsw_InputSize = bytesPerBuffer;
+ // ----------------------------------------------------------------------
+ // Setup the secondary buffer description
+ ZeroMemory(&captureDesc, sizeof(DSCBUFFERDESC));
+ captureDesc.dwSize = sizeof(DSCBUFFERDESC);
+ captureDesc.dwFlags = 0;
+ captureDesc.dwBufferBytes = bytesPerBuffer;
+ captureDesc.lpwfxFormat = &wfFormat;
+ // Create the capture buffer
+ if ((result = IDirectSoundCapture_CreateCaptureBuffer( dsw->dsw_pDirectSoundCapture,
+ &captureDesc, &dsw->dsw_InputBuffer, NULL)) != DS_OK) return result;
+ dsw->dsw_ReadOffset = 0; // reset last read position to start of buffer
+ return DS_OK;
+}
+
+/************************************************************************************/
+HRESULT DSW_StartInput( DSoundWrapper *dsw )
+{
+ // Start the buffer playback
+ if( dsw->dsw_InputBuffer != NULL )
+ {
+ return IDirectSoundCaptureBuffer_Start( dsw->dsw_InputBuffer, DSCBSTART_LOOPING );
+ }
+ else return 0;
+}
+
+/************************************************************************************/
+HRESULT DSW_StopInput( DSoundWrapper *dsw )
+{
+ // Stop the buffer playback
+ if( dsw->dsw_InputBuffer != NULL )
+ {
+ return IDirectSoundCaptureBuffer_Stop( dsw->dsw_InputBuffer );
+ }
+ else return 0;
+}
+
+/************************************************************************************/
+HRESULT DSW_QueryInputFilled( DSoundWrapper *dsw, long *bytesFilled )
+{
+ HRESULT hr;
+ DWORD capturePos;
+ DWORD readPos;
+ long filled;
+ // Query to see how much data is in buffer.
+ // We don't need the capture position but sometimes DirectSound doesn't handle NULLS correctly
+ // so let's pass a pointer just to be safe.
+ hr = IDirectSoundCaptureBuffer_GetCurrentPosition( dsw->dsw_InputBuffer, &capturePos, &readPos );
+ if( hr != DS_OK )
+ {
+ return hr;
+ }
+ filled = readPos - dsw->dsw_ReadOffset;
+ if( filled < 0 ) filled += dsw->dsw_InputSize; // unwrap offset
+ *bytesFilled = filled;
+ return hr;
+}
+
+/************************************************************************************/
+HRESULT DSW_ReadBlock( DSoundWrapper *dsw, char *buf, long numBytes )
+{
+ HRESULT hr;
+ LPBYTE lpbuf1 = NULL;
+ LPBYTE lpbuf2 = NULL;
+ DWORD dwsize1 = 0;
+ DWORD dwsize2 = 0;
+ // Lock free space in the DS
+ hr = IDirectSoundCaptureBuffer_Lock ( dsw->dsw_InputBuffer, dsw->dsw_ReadOffset, numBytes, (void **) &lpbuf1, &dwsize1,
+ (void **) &lpbuf2, &dwsize2, 0);
+ if (hr == DS_OK)
+ {
+ // Copy from DS to the buffer
+ CopyMemory( buf, lpbuf1, dwsize1);
+ if(lpbuf2 != NULL)
+ {
+ CopyMemory( buf+dwsize1, lpbuf2, dwsize2);
+ }
+ // Update our buffer offset and unlock sound buffer
+ dsw->dsw_ReadOffset = (dsw->dsw_ReadOffset + dwsize1 + dwsize2) % dsw->dsw_InputSize;
+ IDirectSoundCaptureBuffer_Unlock ( dsw->dsw_InputBuffer, lpbuf1, dwsize1, lpbuf2, dwsize2);
+ }
+ return hr;
+}
+