/* * $Id: dsound_wrapper.c,v 1.1.1.1 2002/01/22 00:52:45 phil 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 #include #include #define INITGUID // Needed to build IID_IDirectSoundNotify. See objbase.h for info. #include #include #include "dsound_wrapper.h" #include "pa_trace.h" /************************************************************************************/ 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 SUPPORT_AUDIO_CAPTURE 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; } #endif /* SUPPORT_AUDIO_CAPTURE */ 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 = DirectSoundCreate( lpGUID, &dsw->dsw_pDirectSound, NULL ); if( hr != DS_OK ) return hr; return hr; } /************************************************************************************/ HRESULT DSW_InitOutputBuffer( DSoundWrapper *dsw, unsigned long nFrameRate, int 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_BytesPerFrame = 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(); 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 = 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; AddTraceMessage("dsw_CounterTicksPerBuffer = %d\n", dsw->dsw_CounterTicksPerBuffer.LowPart ); } 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_BytesPerFrame; /* 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_QueryOutputSpace( DSoundWrapper *dsw, long *bytesEmpty ) { HRESULT hr; DWORD playCursor; DWORD writeCursor; long numBytesEmpty; long playWriteGap; // Query to see how much room is in buffer. // Note: Even though writeCursor is not used, it must be passed to prevent DirectSound from dieing // under WinNT. The Microsoft documentation says we can pass NULL but apparently not. // Thanks to Max Rheiner for the fix. hr = IDirectSoundBuffer_GetCurrentPosition( dsw->dsw_OutputBuffer, &playCursor, &writeCursor ); if( hr != DS_OK ) { return hr; } AddTraceMessage("playCursor", playCursor); AddTraceMessage("dsw_WriteOffset", dsw->dsw_WriteOffset); // 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( ¤tTime ); 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 ) { AddTraceMessage("playCursor wrapped! bytesPlayed", bytesPlayed ); AddTraceMessage("playCursor wrapped! bytesExpected", bytesExpected ); playCursor += (buffersWrapped * dsw->dsw_OutputSize); bytesPlayed += (buffersWrapped * dsw->dsw_OutputSize); } /* Maintain frame output cursor. */ dsw->dsw_FramesPlayed += (bytesPlayed / dsw->dsw_BytesPerFrame); } 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; AddTraceMessage("underflow detected! numBytesEmpty", numBytesEmpty ); } 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_BytesPerFrame; } 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_BytesPerFrame; } return hr; } /************************************************************************************/ DWORD DSW_GetOutputStatus( DSoundWrapper *dsw ) { DWORD status; if (IDirectSoundBuffer_GetStatus( dsw->dsw_OutputBuffer, &status ) != DS_OK) return( DSERR_INVALIDPARAM ); else return( status ); } #if SUPPORT_AUDIO_CAPTURE /* 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 = DirectSoundCaptureCreate( lpGUID, &dsw->dsw_pDirectSoundCapture, NULL ); if( hr != DS_OK ) return hr; return hr; } /************************************************************************************/ HRESULT DSW_InitInputBuffer( DSoundWrapper *dsw, unsigned long nFrameRate, int nChannels, int bytesPerBuffer ) { DSCBUFFERDESC captureDesc; WAVEFORMATEX wfFormat; HRESULT result; // Define the buffer format wfFormat.wFormatTag = WAVE_FORMAT_PCM; wfFormat.nChannels = nChannels; wfFormat.nSamplesPerSec = nFrameRate; wfFormat.wBitsPerSample = 8 * sizeof(short); wfFormat.nBlockAlign = 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; } #endif /* SUPPORT_AUDIO_CAPTURE */