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