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initial import
git-svn-id: file:///home/notaz/opt/svn/PicoDrive@2 be3aeb3a-fb24-0410-a615-afba39da0efa
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130
platform/win32/GenaDrive/DSound.cpp
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130
platform/win32/GenaDrive/DSound.cpp
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#include "app.h"
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#ifndef _XBOX
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#pragma warning (disable:4201)
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#include <mmsystem.h>
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#include <dsound.h>
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#endif
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static IDirectSound *DSound=NULL;
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static IDirectSoundBuffer *LoopBuffer=NULL;
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static int LoopLen=0,LoopWrite=0; // Next position in loop to write
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short *DSoundNext=NULL; // Buffer for next sound data to put in loop
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//int DSoundSeg=0; // Seg length in samples
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static int LoopBlank()
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{
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void *mema=NULL,*memb=NULL;
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DWORD sizea=0,sizeb=0;
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LoopBuffer->Lock(0,LoopLen<<2, &mema,&sizea, &memb,&sizeb, 0);
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if (mema) memset(mema,0,sizea);
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LoopBuffer->Unlock(mema,sizea, memb,sizeb);
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return 0;
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}
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int DSoundInit()
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{
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DSBUFFERDESC dsbd;
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WAVEFORMATEX wfx;
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memset(&dsbd,0,sizeof(dsbd));
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memset(&wfx,0,sizeof(wfx));
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// Make wave format:
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wfx.wFormatTag=WAVE_FORMAT_PCM;
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wfx.nChannels=(unsigned short)((PicoOpt&8) ? 2 : 1); // Stereo/mono
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wfx.nSamplesPerSec=PsndRate;
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wfx.wBitsPerSample=16;
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wfx.nBlockAlign=(WORD)((wfx.nChannels*wfx.wBitsPerSample)>>3);
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wfx.nAvgBytesPerSec=wfx.nBlockAlign*wfx.nSamplesPerSec;
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// Make buffer for the next seg to put into the loop:
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DSoundNext=(short *)malloc(PsndLen<<2); if (DSoundNext==NULL) return 1;
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memset(DSoundNext,0,PsndLen<<2);
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// Create the DirectSound interface:
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DirectSoundCreate(NULL,&DSound,NULL);
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if (DSound==NULL) return 1;
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LoopLen=PsndLen<<1; // 2 segs
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#ifndef _XBOX
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LoopLen<<=1; // 4 segs
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DSound->SetCooperativeLevel(FrameWnd,DSSCL_PRIORITY);
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dsbd.dwFlags=DSBCAPS_GLOBALFOCUS; // Play in background
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#endif
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// Create the looping buffer:
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dsbd.dwSize=sizeof(dsbd);
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dsbd.dwBufferBytes=LoopLen<<wfx.nChannels; // 16bit stereo?
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dsbd.lpwfxFormat=&wfx;
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DSound->CreateSoundBuffer(&dsbd,&LoopBuffer,NULL);
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if (LoopBuffer==NULL) return 1;
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LoopBlank();
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LoopBuffer->Play(0,0,DSBPLAY_LOOPING);
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return 0;
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}
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void DSoundExit()
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{
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if (LoopBuffer) LoopBuffer->Stop();
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RELEASE(LoopBuffer)
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RELEASE(DSound)
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free(DSoundNext); DSoundNext=NULL;
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}
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static int WriteSeg()
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{
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void *mema=NULL,*memb=NULL;
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DWORD sizea=0,sizeb=0;
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// Lock the segment at 'LoopWrite' and copy the next segment in
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LoopBuffer->Lock(LoopWrite<<((PicoOpt&8) ? 2 : 1),PsndLen<<((PicoOpt&8) ? 2 : 1), &mema,&sizea, &memb,&sizeb, 0);
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if (mema) memcpy(mema,DSoundNext,sizea);
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LoopBuffer->Unlock(mema,sizea, memb,0);
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return 0;
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}
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int DSoundUpdate()
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{
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DWORD play=0;
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int pos=0;
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if (LoopBuffer==NULL) return 1;
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LoopBuffer->GetCurrentPosition(&play,NULL);
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pos=play>>((PicoOpt&8) ? 2 : 1);
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// 'LoopWrite' is the next seg in the loop that we want to write
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// First check that the sound 'play' pointer has moved out of it:
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if (pos>=LoopWrite && pos<LoopWrite+PsndLen) return 1; // No, it hasn't
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WriteSeg();
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// Advance LoopWrite to next seg:
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LoopWrite+=PsndLen; if (LoopWrite+PsndLen>LoopLen) LoopWrite=0;
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return 0;
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}
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void DSoundMute()
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{
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LoopBuffer->Stop();
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}
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void DSoundUnMute()
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{
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LoopBuffer->Play(0,0,DSBPLAY_LOOPING);
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}
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