148 lines
6.1 KiB
C++
148 lines
6.1 KiB
C++
/*==========================================================================
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*
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* Copyright (C) 1999 Microsoft Corporation. All Rights Reserved.
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*
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* File: dvsndt.h
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* Content: definition of CSoundTarget class
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*
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* History:
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* Date By Reason
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* ==== == ======
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* 09/02/99 rodtoll Created
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* 09/08/99 rodtoll Updated to provide lockup detection
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* 09/14/99 rodtoll Added WriteAheadSilence()
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* 09/20/99 rodtoll Added handlers for buffer loss
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* 11/12/99 rodtoll Updated to use new abstractions for playback (allows use
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* of waveOut with this class).
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* 01/24/2000 rodtoll Fix: Bug #129427 - Destroying transport before calling Delete3DSound
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* 01/27/2000 rodtoll Bug #129934 - Update SoundTargets to take DSBUFFERDESC
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* 02/17/2000 rodtoll Bug #133691 - Choppy audio - queue was not adapting
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* Added instrumentation
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* 04/17/2000 rodtoll Fix: Bug #32215 - Session Lost after resuming from hibernation
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* 06/21/2000 rodtoll Fix: Bug #35767 - Must implement ability for dsound effects on voice buffers
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* Added new constructor/init that takes pre-built buffers
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* 07/09/2000 rodtoll Added signature bytes
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*
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***************************************************************************/
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#ifndef __DVSNDT_H
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#define __DVSNDT_H
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// CSoundTarget
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//
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// This class represents a single mixer target within the DirectPlayClient system. Normally there
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// is only a single mixer target ("main") for all incoming audio. However, using the CreateUserBuffer and
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// DeleteUserBuffer APIs the developer can specify that they wish to seperate a group or a player
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// from the main mixer target. In this manner they can control the 3d spatialization of the group/player's
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// incoming audio stream.
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//
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// This class handles all the details related to a mixer target. It encapsulates the mixing of single
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// or multiple source audio frames and then commiting them to the corresponding directsound buffer. It also
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// handles timing errors in the directsoundbuffer.
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//
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// For example, if the directsoundbuffer stops running, it will attempt to reset the buffer.
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//
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// If the directsoundbuffer slows down (because of high CPU), it moves the read pointer forward. In short
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// it ensures that there is always 1 or 2 frames of mixed audio present in the buffer in advance of the
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// read pointer.
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//
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// In addition the class provides reference counting to prevent premature deletion of the class. If you
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// wish to take a reference to the class, call AddRef and you MUST then call Release when you are done.
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//
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// Do not destroy the object directly. When the last reference to the object is released the object will
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// destroy itself.
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//
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// This class is not multithread safe (except for AddRef and Release). Only one thread should be
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// accessing it.
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//
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#define VSIG_SOUNDTARGET 'TNSV'
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#define VSIG_SOUNDTARGET_FREE 'TNS_'
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volatile struct CSoundTarget
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{
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public:
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CSoundTarget( DVID dvidTarget, CAudioPlaybackDevice *lpads, LPDSBUFFERDESC lpdsBufferDesc, DWORD dwPriority, DWORD dwFlags, DWORD dwFrameSize );
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CSoundTarget( DVID dvidTarget, CAudioPlaybackDevice *lpads, CAudioPlaybackBuffer *lpdsBuffer, LPDSBUFFERDESC lpdsBufferDesc, DWORD dwPriority, DWORD dwFlags, DWORD dwFrameSize );
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CSoundTarget( DVID dvidTarget, CAudioPlaybackDevice *lpads, LPDIRECTSOUNDBUFFER lpdsBuffer, BOOL fEightBit, DWORD dwPriority, DWORD dwFlags, DWORD dwFrameSize );
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~CSoundTarget();
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HRESULT StartMix();
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HRESULT MixInSingle( LPBYTE lpbBuffer );
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HRESULT MixIn( LPBYTE lpbBuffer );
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HRESULT Commit();
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inline HRESULT GetInitResult() { return m_hrInitResult; };
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LPDIRECTSOUND3DBUFFER Get3DBuffer();
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inline CAudioPlaybackBuffer *GetBuffer() { return m_lpAudioPlaybackBuffer; };
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CSoundTarget *m_lpstNext; // Next entry in the list
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inline DVID GetTarget() { return m_dvidTarget; };
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inline LONG GetRefCount() { return m_lRefCount; };
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LONG AddRef();
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LONG Release();
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void GetStats( PlaybackStats *statPlayback );
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HRESULT GetCurrentLead( PDWORD pdwLead );
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protected:
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HRESULT Initialize( DVID dvidTarget, CAudioPlaybackBuffer *lpdsBuffer, BOOL fEightBit, DWORD dwPriority, DWORD dwFlags, DWORD dwFrameSize );
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HRESULT RestoreLostBuffer();
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HRESULT AdjustWritePtr();
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HRESULT WriteAheadSilence();
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void Stats_Init();
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void Stats_Begin();
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void Stats_End();
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public:
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DWORD m_dwSignature;
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protected:
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CAudioPlaybackBuffer *m_lpAudioPlaybackBuffer;
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LPDIRECTSOUND3DBUFFER m_lpds3dBuffer; // 3d buffer interface for this sound target
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DWORD m_dwNextWritePos; // Next byte position in the directsound buffer we'll
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// be writing to.
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DWORD m_dwBufferSize; // Size of directsound buffer in bytes
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BOOL m_bGroup; // Does this buffer represent a group?
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LPLONG m_lpMixBuffer; // High resolution mixing buffer
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BOOL m_bCommited; // Has the data in the latest mix been commited to the buffer
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BOOL m_fEightBit; // Is the buffer 8-bit?
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HRESULT m_hrInitResult; // Contains result of the initializatio of this object
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DWORD m_dwMixSize; // # of samples per frame
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DWORD m_dwFrameSize; // Size of a frame in bytes
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BOOL m_fMixed; // Set to TRUE as soon as a single source has been mixed
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// Set to FALSE whenever the mix is commited.
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LONG m_lRefCount; // Reference count on the object
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DWORD m_dwLastWritePos; // Byte position that the last write occured at.
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DWORD m_dwNumResets; // # of times buffer has been reset
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BOOL m_fLastFramePushed; // Did the last frame push the read pointer forward?
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DWORD m_dwNumSinceMove; // How many frames since no movement was detected?
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DWORD m_dwLastWriteTime; // GetTickCount() at last call to AdjustWritePtr
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BOOL m_fIgnoreFrame; // This frame will cross the boundary of where the write pointer is.
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// Do NOT write to the buffer
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DWORD m_dwWritePos;
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DNCRITICAL_SECTION m_csGuard; // Guard for reference counts
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DWORD m_dwPlayFlags;
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DWORD m_dwPriority;
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DVID m_dvidTarget; // DVID this buffer is for.
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// DVID_REMAINING for the global one
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PlaybackStats m_statPlay; // Playback Statistics
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LPVOID m_lpDummy;
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};
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#endif
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