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https://github.com/bsnes-emu/bsnes.git
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byuu says: Changelog: - added Cocoa target: higan can now be compiled for OS X Lion [Cydrak, byuu] - SNES/accuracy profile hires color blending improvements - fixes Marvelous text [AWJ] - fixed a slight bug in SNES/SA-1 VBR support caused by a typo - added support for multi-pass shaders that can load external textures (requires OpenGL 3.2+) - added game library path (used by ananke->Import Game) to Settings->Advanced - system profiles, shaders and cheats database can be stored in "all users" shared folders now (eg /usr/share on Linux) - all configuration files are in BML format now, instead of XML (much easier to read and edit this way) - main window supports drag-and-drop of game folders (but not game files / ZIP archives) - audio buffer clears when entering a modal loop on Windows (prevents audio repetition with DirectSound driver) - a substantial amount of code clean-up (probably the biggest refactoring to date) One highly desired target for this release was to default to the optimal drivers instead of the safest drivers, but because AMD drivers don't seem to like my OpenGL 3.2 driver, I've decided to postpone that. AMD has too big a market share. Hopefully with v093 officially released, we can get some public input on what AMD doesn't like.
213 lines
5.5 KiB
C++
213 lines
5.5 KiB
C++
/*
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audio.directsound (2007-12-26)
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author: byuu
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*/
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#include <dsound.h>
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namespace ruby {
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class pAudioDS {
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public:
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LPDIRECTSOUND ds;
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LPDIRECTSOUNDBUFFER dsb_p, dsb_b;
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DSBUFFERDESC dsbd;
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WAVEFORMATEX wfx;
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struct {
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unsigned rings;
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unsigned latency;
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uint32_t* buffer;
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unsigned bufferoffset;
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unsigned readring;
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unsigned writering;
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int distance;
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} device;
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struct {
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HWND handle;
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bool synchronize;
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unsigned frequency;
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unsigned latency;
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} settings;
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bool cap(const string& name) {
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if(name == Audio::Handle) return true;
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if(name == Audio::Synchronize) return true;
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if(name == Audio::Frequency) return true;
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if(name == Audio::Latency) return true;
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return false;
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}
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any get(const string& name) {
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if(name == Audio::Handle) return (uintptr_t)settings.handle;
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if(name == Audio::Synchronize) return settings.synchronize;
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if(name == Audio::Frequency) return settings.frequency;
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if(name == Audio::Latency) return settings.latency;
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return false;
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}
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bool set(const string& name, const any& value) {
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if(name == Audio::Handle) {
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settings.handle = (HWND)any_cast<uintptr_t>(value);
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return true;
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}
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if(name == Audio::Synchronize) {
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settings.synchronize = any_cast<bool>(value);
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if(ds) clear();
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return true;
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}
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if(name == Audio::Frequency) {
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settings.frequency = any_cast<unsigned>(value);
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if(ds) init();
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return true;
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}
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if(name == Audio::Latency) {
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settings.latency = any_cast<unsigned>(value);
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if(ds) init();
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return true;
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}
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return false;
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}
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void sample(uint16_t left, uint16_t right) {
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device.buffer[device.bufferoffset++] = left + (right << 16);
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if(device.bufferoffset < device.latency) return;
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device.bufferoffset = 0;
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DWORD pos, size;
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void* output;
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if(settings.synchronize == true) {
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//wait until playback buffer has an empty ring to write new audio data to
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while(device.distance >= device.rings - 1) {
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dsb_b->GetCurrentPosition(&pos, 0);
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unsigned activering = pos / (device.latency * 4);
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if(activering == device.readring) {
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if(settings.synchronize == false) Sleep(1);
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continue;
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}
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//subtract number of played rings from ring distance counter
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device.distance -= (device.rings + activering - device.readring) % device.rings;
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device.readring = activering;
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if(device.distance < 2) {
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//buffer underflow; set max distance to recover quickly
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device.distance = device.rings - 1;
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device.writering = (device.rings + device.readring - 1) % device.rings;
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break;
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}
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}
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}
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device.writering = (device.writering + 1) % device.rings;
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device.distance = (device.distance + 1) % device.rings;
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if(dsb_b->Lock(device.writering * device.latency * 4, device.latency * 4, &output, &size, 0, 0, 0) == DS_OK) {
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memcpy(output, device.buffer, device.latency * 4);
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dsb_b->Unlock(output, size, 0, 0);
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}
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}
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void clear() {
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device.readring = 0;
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device.writering = device.rings - 1;
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device.distance = device.rings - 1;
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device.bufferoffset = 0;
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if(device.buffer) memset(device.buffer, 0, device.latency * device.rings * 4);
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if(!dsb_b) return;
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dsb_b->Stop();
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dsb_b->SetCurrentPosition(0);
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DWORD size;
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void* output;
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dsb_b->Lock(0, device.latency * device.rings * 4, &output, &size, 0, 0, 0);
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memset(output, 0, size);
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dsb_b->Unlock(output, size, 0, 0);
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dsb_b->Play(0, 0, DSBPLAY_LOOPING);
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}
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bool init() {
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term();
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device.rings = 8;
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device.latency = settings.frequency * settings.latency / device.rings / 1000.0 + 0.5;
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device.buffer = new uint32_t[device.latency * device.rings];
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device.bufferoffset = 0;
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DirectSoundCreate(0, &ds, 0);
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ds->SetCooperativeLevel((HWND)settings.handle, DSSCL_PRIORITY);
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memset(&dsbd, 0, sizeof(dsbd));
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dsbd.dwSize = sizeof(dsbd);
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dsbd.dwFlags = DSBCAPS_PRIMARYBUFFER;
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dsbd.dwBufferBytes = 0;
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dsbd.lpwfxFormat = 0;
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ds->CreateSoundBuffer(&dsbd, &dsb_p, 0);
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memset(&wfx, 0, sizeof(wfx));
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wfx.wFormatTag = WAVE_FORMAT_PCM;
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wfx.nChannels = 2;
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wfx.nSamplesPerSec = settings.frequency;
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wfx.wBitsPerSample = 16;
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wfx.nBlockAlign = wfx.wBitsPerSample / 8 * wfx.nChannels;
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wfx.nAvgBytesPerSec = wfx.nSamplesPerSec * wfx.nBlockAlign;
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dsb_p->SetFormat(&wfx);
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memset(&dsbd, 0, sizeof(dsbd));
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dsbd.dwSize = sizeof(dsbd);
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dsbd.dwFlags = DSBCAPS_GETCURRENTPOSITION2 | DSBCAPS_CTRLFREQUENCY | DSBCAPS_GLOBALFOCUS | DSBCAPS_LOCSOFTWARE;
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dsbd.dwBufferBytes = device.latency * device.rings * sizeof(uint32_t);
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dsbd.guid3DAlgorithm = GUID_NULL;
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dsbd.lpwfxFormat = &wfx;
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ds->CreateSoundBuffer(&dsbd, &dsb_b, 0);
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dsb_b->SetFrequency(settings.frequency);
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dsb_b->SetCurrentPosition(0);
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clear();
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return true;
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}
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void term() {
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if(device.buffer) {
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delete[] device.buffer;
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device.buffer = 0;
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}
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if(dsb_b) { dsb_b->Stop(); dsb_b->Release(); dsb_b = 0; }
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if(dsb_p) { dsb_p->Stop(); dsb_p->Release(); dsb_p = 0; }
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if(ds) { ds->Release(); ds = 0; }
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}
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pAudioDS() {
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ds = 0;
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dsb_p = 0;
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dsb_b = 0;
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device.buffer = 0;
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device.bufferoffset = 0;
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device.readring = 0;
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device.writering = 0;
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device.distance = 0;
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settings.handle = GetDesktopWindow();
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settings.synchronize = false;
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settings.frequency = 22050;
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settings.latency = 120;
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}
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};
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DeclareAudio(DS)
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};
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