cc68a136 |
1 | \r |
2 | #include "app.h"\r |
3 | \r |
4 | #ifndef _XBOX\r |
5 | #pragma warning (disable:4201)\r |
6 | #include <mmsystem.h>\r |
7 | #include <dsound.h>\r |
8 | #endif\r |
9 | \r |
10 | static IDirectSound *DSound=NULL;\r |
11 | static IDirectSoundBuffer *LoopBuffer=NULL;\r |
12 | static int LoopLen=0,LoopWrite=0; // Next position in loop to write\r |
13 | \r |
14 | short *DSoundNext=NULL; // Buffer for next sound data to put in loop\r |
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15 | \r |
16 | static int LoopBlank()\r |
17 | {\r |
18 | void *mema=NULL,*memb=NULL;\r |
19 | DWORD sizea=0,sizeb=0;\r |
20 | \r |
21 | LoopBuffer->Lock(0,LoopLen<<2, &mema,&sizea, &memb,&sizeb, 0);\r |
22 | \r |
23 | if (mema) memset(mema,0,sizea);\r |
24 | \r |
25 | LoopBuffer->Unlock(mema,sizea, memb,sizeb);\r |
26 | \r |
27 | return 0;\r |
28 | }\r |
29 | \r |
30 | int DSoundInit()\r |
31 | {\r |
32 | DSBUFFERDESC dsbd;\r |
33 | WAVEFORMATEX wfx;\r |
34 | \r |
35 | memset(&dsbd,0,sizeof(dsbd));\r |
36 | memset(&wfx,0,sizeof(wfx));\r |
37 | \r |
38 | // Make wave format:\r |
39 | wfx.wFormatTag=WAVE_FORMAT_PCM;\r |
40 | wfx.nChannels=(unsigned short)((PicoOpt&8) ? 2 : 1); // Stereo/mono\r |
41 | wfx.nSamplesPerSec=PsndRate;\r |
42 | wfx.wBitsPerSample=16;\r |
43 | \r |
44 | wfx.nBlockAlign=(WORD)((wfx.nChannels*wfx.wBitsPerSample)>>3);\r |
45 | wfx.nAvgBytesPerSec=wfx.nBlockAlign*wfx.nSamplesPerSec;\r |
46 | \r |
47 | // Make buffer for the next seg to put into the loop:\r |
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48 | DSoundNext=(short *)malloc((PsndLen<<2)+64); if (DSoundNext==NULL) return 1;\r |
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49 | memset(DSoundNext,0,PsndLen<<2);\r |
50 | \r |
51 | // Create the DirectSound interface:\r |
52 | DirectSoundCreate(NULL,&DSound,NULL);\r |
53 | if (DSound==NULL) return 1;\r |
54 | \r |
55 | LoopLen=PsndLen<<1; // 2 segs\r |
56 | \r |
57 | #ifndef _XBOX\r |
58 | LoopLen<<=1; // 4 segs\r |
59 | DSound->SetCooperativeLevel(FrameWnd,DSSCL_PRIORITY);\r |
60 | dsbd.dwFlags=DSBCAPS_GLOBALFOCUS; // Play in background\r |
61 | #endif\r |
62 | \r |
63 | // Create the looping buffer:\r |
64 | dsbd.dwSize=sizeof(dsbd);\r |
65 | dsbd.dwBufferBytes=LoopLen<<wfx.nChannels; // 16bit stereo?\r |
66 | dsbd.lpwfxFormat=&wfx;\r |
67 | \r |
68 | DSound->CreateSoundBuffer(&dsbd,&LoopBuffer,NULL);\r |
69 | if (LoopBuffer==NULL) return 1;\r |
70 | \r |
71 | LoopBlank();\r |
72 | LoopBuffer->Play(0,0,DSBPLAY_LOOPING);\r |
73 | return 0;\r |
74 | }\r |
75 | \r |
76 | void DSoundExit()\r |
77 | {\r |
78 | if (LoopBuffer) LoopBuffer->Stop();\r |
79 | RELEASE(LoopBuffer)\r |
80 | RELEASE(DSound)\r |
81 | free(DSoundNext); DSoundNext=NULL;\r |
82 | }\r |
83 | \r |
84 | static int WriteSeg()\r |
85 | {\r |
86 | void *mema=NULL,*memb=NULL;\r |
87 | DWORD sizea=0,sizeb=0;\r |
88 | \r |
89 | // Lock the segment at 'LoopWrite' and copy the next segment in\r |
90 | LoopBuffer->Lock(LoopWrite<<((PicoOpt&8) ? 2 : 1),PsndLen<<((PicoOpt&8) ? 2 : 1), &mema,&sizea, &memb,&sizeb, 0);\r |
91 | \r |
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92 | //dprintf2("lock %p, cpy %x\n", mema, sizea);\r |
93 | \r |
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94 | if (mema) memcpy(mema,DSoundNext,sizea);\r |
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95 | // if (memb) memcpy(memb,DSoundNext+sizea,sizeb);\r |
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96 | \r |
97 | LoopBuffer->Unlock(mema,sizea, memb,0);\r |
98 | \r |
99 | return 0;\r |
100 | }\r |
101 | \r |
102 | int DSoundUpdate()\r |
103 | {\r |
104 | DWORD play=0;\r |
105 | int pos=0;\r |
106 | \r |
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107 | if (LoopBuffer==NULL) return -1;\r |
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108 | \r |
109 | LoopBuffer->GetCurrentPosition(&play,NULL);\r |
110 | pos=play>>((PicoOpt&8) ? 2 : 1);\r |
111 | \r |
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112 | //dprintf2("loop %i pos %i\n", LoopWrite, pos);\r |
113 | \r |
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114 | // 'LoopWrite' is the next seg in the loop that we want to write\r |
115 | // First check that the sound 'play' pointer has moved out of it:\r |
116 | if (pos>=LoopWrite && pos<LoopWrite+PsndLen) return 1; // No, it hasn't\r |
117 | \r |
118 | WriteSeg();\r |
119 | \r |
120 | // Advance LoopWrite to next seg:\r |
121 | LoopWrite+=PsndLen; if (LoopWrite+PsndLen>LoopLen) LoopWrite=0;\r |
122 | \r |
123 | return 0;\r |
124 | }\r |
125 | \r |
126 | void DSoundMute()\r |
127 | {\r |
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128 | if (LoopBuffer==NULL) return;\r |
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129 | LoopBuffer->Stop();\r |
130 | }\r |
131 | \r |
132 | void DSoundUnMute()\r |
133 | {\r |
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134 | if (LoopBuffer==NULL) return;\r |
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135 | LoopBuffer->Play(0,0,DSBPLAY_LOOPING);\r |
136 | }\r |