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872 lines
23 KiB
C++
872 lines
23 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: X360 XAudio Version
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//
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//=====================================================================================//
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#include "audio_pch.h"
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#include "snd_dev_xaudio.h"
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#include "UtlLinkedList.h"
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#include "session.h"
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#include "server.h"
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#include "client.h"
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#include "matchmaking.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// The outer code mixes in PAINTBUFFER_SIZE (# of samples) chunks (see MIX_PaintChannels), we will never need more than
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// that many samples in a buffer. This ends up being about 20ms per buffer
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#define XAUDIO2_BUFFER_SAMPLES 8192
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// buffer return has a latency, so need a decent pool
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#define MAX_XAUDIO2_BUFFERS 32
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#define SURROUND_HEADPHONES 0
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#define SURROUND_STEREO 2
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#define SURROUND_DIGITAL5DOT1 5
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// 5.1 means there are a max of 6 channels
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#define MAX_DEVICE_CHANNELS 6
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ConVar snd_xaudio_spew_packets( "snd_xaudio_spew_packets", "0", 0, "Spew XAudio packet delivery" );
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//-----------------------------------------------------------------------------
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// Implementation of XAudio
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//-----------------------------------------------------------------------------
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class CAudioXAudio : public CAudioDeviceBase
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{
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public:
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~CAudioXAudio( void );
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bool IsActive( void ) { return true; }
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bool Init( void );
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void Shutdown( void );
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void Pause( void );
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void UnPause( void );
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int PaintBegin( float mixAheadTime, int soundtime, int paintedtime );
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int GetOutputPosition( void );
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void ClearBuffer( void );
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void TransferSamples( int end );
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const char *DeviceName( void );
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int DeviceChannels( void ) { return m_deviceChannels; }
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int DeviceSampleBits( void ) { return m_deviceSampleBits; }
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int DeviceSampleBytes( void ) { return m_deviceSampleBits/8; }
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int DeviceDmaSpeed( void ) { return m_deviceDmaSpeed; }
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int DeviceSampleCount( void ) { return m_deviceSampleCount; }
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void XAudioPacketCallback( int hCompletedBuffer );
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static CAudioXAudio *m_pSingleton;
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CXboxVoice *GetVoiceData( void ) { return &m_VoiceData; }
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IXAudio2 *GetXAudio2( void ) { return m_pXAudio2; }
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private:
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int TransferStereo( const portable_samplepair_t *pFront, int paintedTime, int endTime, char *pOutptuBuffer );
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int TransferSurroundInterleaved( const portable_samplepair_t *pFront, const portable_samplepair_t *pRear, const portable_samplepair_t *pCenter, int paintedTime, int endTime, char *pOutputBuffer );
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int m_deviceChannels; // channels per hardware output buffer (1 for quad/5.1, 2 for stereo)
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int m_deviceSampleBits; // bits per sample (16)
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int m_deviceSampleCount; // count of mono samples in output buffer
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int m_deviceDmaSpeed; // samples per second per output buffer
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int m_clockDivider;
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IXAudio2 *m_pXAudio2;
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IXAudio2MasteringVoice *m_pMasteringVoice;
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IXAudio2SourceVoice *m_pSourceVoice;
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XAUDIO2_BUFFER m_Buffers[MAX_XAUDIO2_BUFFERS];
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BYTE *m_pOutputBuffer;
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int m_bufferSizeBytes; // size of a single hardware output buffer, in bytes
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CInterlockedUInt m_BufferTail;
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CInterlockedUInt m_BufferHead;
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CXboxVoice m_VoiceData;
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};
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CAudioXAudio *CAudioXAudio::m_pSingleton = NULL;
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//-----------------------------------------------------------------------------
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// XAudio packet completion callback
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//-----------------------------------------------------------------------------
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class XAudio2VoiceCallback : public IXAudio2VoiceCallback
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{
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public:
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XAudio2VoiceCallback() {}
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~XAudio2VoiceCallback() {}
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void OnStreamEnd() {}
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void OnVoiceProcessingPassEnd() {}
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void OnVoiceProcessingPassStart( UINT32 SamplesRequired ) {}
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void OnBufferEnd( void *pBufferContext )
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{
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CAudioXAudio::m_pSingleton->XAudioPacketCallback( (int)pBufferContext );
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}
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void OnBufferStart( void *pBufferContext ) {}
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void OnLoopEnd( void *pBufferContext ) {}
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void OnVoiceError( void *pBufferContext, HRESULT Error ) {}
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};
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XAudio2VoiceCallback s_XAudio2VoiceCallback;
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//-----------------------------------------------------------------------------
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// Create XAudio Device
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//-----------------------------------------------------------------------------
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IAudioDevice *Audio_CreateXAudioDevice( void )
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{
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MEM_ALLOC_CREDIT();
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if ( !CAudioXAudio::m_pSingleton )
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{
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CAudioXAudio::m_pSingleton = new CAudioXAudio;
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}
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if ( !CAudioXAudio::m_pSingleton->Init() )
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{
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delete CAudioXAudio::m_pSingleton;
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CAudioXAudio::m_pSingleton = NULL;
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}
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return CAudioXAudio::m_pSingleton;
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}
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CXboxVoice *Audio_GetXVoice( void )
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{
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if ( CAudioXAudio::m_pSingleton )
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{
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return CAudioXAudio::m_pSingleton->GetVoiceData();
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}
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return NULL;
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}
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IXAudio2 *Audio_GetXAudio2( void )
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{
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if ( CAudioXAudio::m_pSingleton )
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{
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return CAudioXAudio::m_pSingleton->GetXAudio2();
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Destructor
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//-----------------------------------------------------------------------------
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CAudioXAudio::~CAudioXAudio( void )
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{
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m_pSingleton = NULL;
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}
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//-----------------------------------------------------------------------------
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// Initialize XAudio
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//-----------------------------------------------------------------------------
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bool CAudioXAudio::Init( void )
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{
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XAUDIOSPEAKERCONFIG xAudioConfig = 0;
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XAudioGetSpeakerConfig( &xAudioConfig );
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snd_surround.SetValue( ( xAudioConfig & XAUDIOSPEAKERCONFIG_DIGITAL_DOLBYDIGITAL ) ? SURROUND_DIGITAL5DOT1 : SURROUND_STEREO );
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m_bHeadphone = false;
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m_bSurround = false;
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m_bSurroundCenter = false;
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switch ( snd_surround.GetInt() )
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{
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case SURROUND_HEADPHONES:
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m_bHeadphone = true;
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m_deviceChannels = 2;
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break;
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default:
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case SURROUND_STEREO:
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m_deviceChannels = 2;
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break;
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case SURROUND_DIGITAL5DOT1:
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m_bSurround = true;
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m_bSurroundCenter = true;
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m_deviceChannels = 6;
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break;
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}
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m_deviceSampleBits = 16;
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m_deviceDmaSpeed = SOUND_DMA_SPEED;
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// initialize the XAudio Engine
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// Both threads on core 2
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m_pXAudio2 = NULL;
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HRESULT hr = XAudio2Create( &m_pXAudio2, 0, XboxThread5 );
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if ( FAILED( hr ) )
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return false;
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// create the mastering voice, this will upsample to the devices target hw output rate
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m_pMasteringVoice = NULL;
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hr = m_pXAudio2->CreateMasteringVoice( &m_pMasteringVoice );
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if ( FAILED( hr ) )
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return false;
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// 16 bit PCM
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WAVEFORMATEX waveFormatEx = { 0 };
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waveFormatEx.wFormatTag = WAVE_FORMAT_PCM;
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waveFormatEx.nChannels = m_deviceChannels;
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waveFormatEx.nSamplesPerSec = m_deviceDmaSpeed;
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waveFormatEx.wBitsPerSample = 16;
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waveFormatEx.nBlockAlign = ( waveFormatEx.nChannels * waveFormatEx.wBitsPerSample ) / 8;
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waveFormatEx.nAvgBytesPerSec = waveFormatEx.nSamplesPerSec * waveFormatEx.nBlockAlign;
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waveFormatEx.cbSize = 0;
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m_pSourceVoice = NULL;
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hr = m_pXAudio2->CreateSourceVoice(
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&m_pSourceVoice,
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&waveFormatEx,
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0,
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XAUDIO2_DEFAULT_FREQ_RATIO,
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&s_XAudio2VoiceCallback,
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NULL,
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NULL );
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if ( FAILED( hr ) )
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return false;
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float volumes[MAX_DEVICE_CHANNELS];
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for ( int i = 0; i < MAX_DEVICE_CHANNELS; i++ )
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{
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if ( !m_bSurround && i >= 2 )
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{
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volumes[i] = 0;
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}
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else
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{
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volumes[i] = 1.0;
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}
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}
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m_pSourceVoice->SetChannelVolumes( m_deviceChannels, volumes );
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m_bufferSizeBytes = XAUDIO2_BUFFER_SAMPLES * (m_deviceSampleBits/8) * m_deviceChannels;
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m_pOutputBuffer = new BYTE[MAX_XAUDIO2_BUFFERS * m_bufferSizeBytes];
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ClearBuffer();
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V_memset( m_Buffers, 0, MAX_XAUDIO2_BUFFERS * sizeof( XAUDIO2_BUFFER ) );
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for ( int i = 0; i < MAX_XAUDIO2_BUFFERS; i++ )
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{
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m_Buffers[i].pAudioData = m_pOutputBuffer + i*m_bufferSizeBytes;
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m_Buffers[i].pContext = (LPVOID)i;
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}
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m_BufferHead = 0;
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m_BufferTail = 0;
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// number of mono samples output buffer may hold
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m_deviceSampleCount = MAX_XAUDIO2_BUFFERS * (m_bufferSizeBytes/(DeviceSampleBytes()));
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// NOTE: This really shouldn't be tied to the # of bufferable samples.
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// This just needs to be large enough so that it doesn't fake out the sampling in
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// GetSoundTime(). Basically GetSoundTime() assumes a cyclical time stamp and finds wraparound cases
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// but that means it needs to get called much more often than once per cycle. So this number should be
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// much larger than the framerate in terms of output time
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m_clockDivider = m_deviceSampleCount / DeviceChannels();
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// not really part of XAudio2, but mixer xma lacks one-time init, so doing it here
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XMAPlaybackInitialize();
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hr = m_pSourceVoice->Start( 0 );
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if ( FAILED( hr ) )
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return false;
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DevMsg( "XAudio Device Initialized:\n" );
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DevMsg( " %s\n"
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" %d channel(s)\n"
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" %d bits/sample\n"
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" %d samples/sec\n", DeviceName(), DeviceChannels(), DeviceSampleBits(), DeviceDmaSpeed() );
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m_VoiceData.VoiceInit();
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// success
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return true;
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}
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//-----------------------------------------------------------------------------
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// Shutdown XAudio
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//-----------------------------------------------------------------------------
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void CAudioXAudio::Shutdown( void )
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{
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if ( m_pSourceVoice )
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{
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m_pSourceVoice->Stop( 0 );
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m_pSourceVoice->DestroyVoice();
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m_pSourceVoice = NULL;
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delete[] m_pOutputBuffer;
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}
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if ( m_pMasteringVoice )
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{
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m_pMasteringVoice->DestroyVoice();
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m_pMasteringVoice = NULL;
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}
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// need to release ref to XAudio2
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m_VoiceData.VoiceShutdown();
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if ( m_pXAudio2 )
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{
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m_pXAudio2->Release();
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m_pXAudio2 = NULL;
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}
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if ( this == CAudioXAudio::m_pSingleton )
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{
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CAudioXAudio::m_pSingleton = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// XAudio has completed a packet. Assuming these are sequential
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//-----------------------------------------------------------------------------
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void CAudioXAudio::XAudioPacketCallback( int hCompletedBuffer )
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{
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// packet completion expected to be sequential
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Assert( hCompletedBuffer == (int)( m_PacketTail % MAX_XAUDIO2_BUFFERS ) );
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m_BufferTail++;
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if ( snd_xaudio_spew_packets.GetBool() )
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{
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if ( m_BufferTail == m_BufferHead )
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{
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Warning( "XAudio: Starved\n" );
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}
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else
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{
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Msg( "XAudio: Packet Callback, Submit: %2d, Free: %2d\n", m_BufferHead - m_BufferTail, MAX_XAUDIO2_BUFFERS - ( m_BufferHead - m_BufferTail ) );
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}
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}
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if ( m_BufferTail == m_BufferHead )
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{
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// very bad, out of packets, xaudio is starving
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// mix thread didn't keep up with audio clock and submit packets
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// submit a silent buffer to keep stream playing and audio clock running
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int head = m_BufferHead++;
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XAUDIO2_BUFFER *pBuffer = &m_Buffers[head % MAX_XAUDIO2_BUFFERS];
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V_memset( pBuffer->pAudioData, 0, m_bufferSizeBytes );
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pBuffer->AudioBytes = m_bufferSizeBytes;
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m_pSourceVoice->SubmitSourceBuffer( pBuffer );
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}
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}
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//-----------------------------------------------------------------------------
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// Return the "write" cursor. Used to clock the audio mixing.
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// The actual hw write cursor and the number of samples it fetches is unknown.
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//-----------------------------------------------------------------------------
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int CAudioXAudio::GetOutputPosition( void )
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{
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XAUDIO2_VOICE_STATE state;
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state.SamplesPlayed = 0;
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m_pSourceVoice->GetState( &state );
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return ( state.SamplesPlayed % m_clockDivider );
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}
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//-----------------------------------------------------------------------------
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// Pause playback
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//-----------------------------------------------------------------------------
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void CAudioXAudio::Pause( void )
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{
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if ( m_pSourceVoice )
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{
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m_pSourceVoice->Stop( 0 );
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}
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}
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//-----------------------------------------------------------------------------
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// Resume playback
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//-----------------------------------------------------------------------------
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void CAudioXAudio::UnPause( void )
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{
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if ( m_pSourceVoice )
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{
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m_pSourceVoice->Start( 0 );
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}
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}
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//-----------------------------------------------------------------------------
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// Calc the paint position
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//-----------------------------------------------------------------------------
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int CAudioXAudio::PaintBegin( float mixAheadTime, int soundtime, int paintedtime )
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{
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// soundtime = total full samples that have been played out to hardware at dmaspeed
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// paintedtime = total full samples that have been mixed at speed
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// endtime = target for full samples in mixahead buffer at speed
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int mixaheadtime = mixAheadTime * DeviceDmaSpeed();
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int endtime = soundtime + mixaheadtime;
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if ( endtime <= paintedtime )
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{
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return endtime;
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}
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int fullsamps = DeviceSampleCount() / DeviceChannels();
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if ( ( endtime - soundtime ) > fullsamps )
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{
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endtime = soundtime + fullsamps;
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}
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if ( ( endtime - paintedtime ) & 0x03 )
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{
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// The difference between endtime and painted time should align on
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// boundaries of 4 samples. This is important when upsampling from 11khz -> 44khz.
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endtime -= ( endtime - paintedtime ) & 0x03;
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}
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return endtime;
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}
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//-----------------------------------------------------------------------------
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// Fill the output buffers with silence
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//-----------------------------------------------------------------------------
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void CAudioXAudio::ClearBuffer( void )
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{
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V_memset( m_pOutputBuffer, 0, MAX_XAUDIO2_BUFFERS * m_bufferSizeBytes );
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}
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//-----------------------------------------------------------------------------
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// Fill the output buffer with L/R samples
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//-----------------------------------------------------------------------------
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int CAudioXAudio::TransferStereo( const portable_samplepair_t *pFrontBuffer, int paintedTime, int endTime, char *pOutputBuffer )
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{
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int linearCount;
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int i;
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int val;
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int volumeFactor = S_GetMasterVolume() * 256;
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int *pFront = (int *)pFrontBuffer;
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short *pOutput = (short *)pOutputBuffer;
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// get size of output buffer in full samples (LR pairs)
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// number of sequential sample pairs that can be wrriten
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linearCount = g_AudioDevice->DeviceSampleCount() >> 1;
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// clamp output count to requested number of samples
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if ( linearCount > endTime - paintedTime )
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{
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linearCount = endTime - paintedTime;
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}
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// linearCount is now number of mono 16 bit samples (L and R) to xfer.
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linearCount <<= 1;
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// transfer mono 16bit samples multiplying each sample by volume.
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for ( i=0; i<linearCount; i+=2 )
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{
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// L Channel
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val = ( pFront[i] * volumeFactor ) >> 8;
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*pOutput++ = CLIP( val );
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// R Channel
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val = ( pFront[i+1] * volumeFactor ) >> 8;
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*pOutput++ = CLIP( val );
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}
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return linearCount * DeviceSampleBytes();
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}
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//-----------------------------------------------------------------------------
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// Fill the output buffer with interleaved surround samples
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//-----------------------------------------------------------------------------
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int CAudioXAudio::TransferSurroundInterleaved( const portable_samplepair_t *pFrontBuffer, const portable_samplepair_t *pRearBuffer, const portable_samplepair_t *pCenterBuffer, int paintedTime, int endTime, char *pOutputBuffer )
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{
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int linearCount;
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int i, j;
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int val;
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int volumeFactor = S_GetMasterVolume() * 256;
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int *pFront = (int *)pFrontBuffer;
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int *pRear = (int *)pRearBuffer;
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int *pCenter = (int *)pCenterBuffer;
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short *pOutput = (short *)pOutputBuffer;
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// number of mono samples per channel
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// number of sequential samples that can be wrriten
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linearCount = m_bufferSizeBytes/( DeviceSampleBytes() * DeviceChannels() );
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// clamp output count to requested number of samples
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if ( linearCount > endTime - paintedTime )
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{
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linearCount = endTime - paintedTime;
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}
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for ( i = 0, j = 0; i < linearCount; i++, j += 2 )
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{
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// FL
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val = ( pFront[j] * volumeFactor ) >> 8;
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*pOutput++ = CLIP( val );
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// FR
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val = ( pFront[j+1] * volumeFactor ) >> 8;
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*pOutput++ = CLIP( val );
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// Center
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val = ( pCenter[j] * volumeFactor) >> 8;
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*pOutput++ = CLIP( val );
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// Let the hardware mix the sub from the main channels since
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// we don't have any sub-specific sounds, or direct sub-addressing
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*pOutput++ = 0;
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// RL
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val = ( pRear[j] * volumeFactor ) >> 8;
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*pOutput++ = CLIP( val );
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// RR
|
|
val = ( pRear[j+1] * volumeFactor ) >> 8;
|
|
*pOutput++ = CLIP( val );
|
|
}
|
|
|
|
return linearCount * DeviceSampleBytes() * DeviceChannels();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Transfer up to a full paintbuffer (PAINTBUFFER_SIZE) of samples out to the xaudio buffer(s).
|
|
//-----------------------------------------------------------------------------
|
|
void CAudioXAudio::TransferSamples( int endTime )
|
|
{
|
|
XAUDIO2_BUFFER *pBuffer;
|
|
|
|
if ( m_BufferHead - m_BufferTail >= MAX_XAUDIO2_BUFFERS )
|
|
{
|
|
DevWarning( "XAudio: No Free Buffers!\n" );
|
|
return;
|
|
}
|
|
|
|
int sampleCount = endTime - g_paintedtime;
|
|
if ( sampleCount > XAUDIO2_BUFFER_SAMPLES )
|
|
{
|
|
DevWarning( "XAudio: Overflowed mix buffer!\n" );
|
|
endTime = g_paintedtime + XAUDIO2_BUFFER_SAMPLES;
|
|
}
|
|
|
|
unsigned int nBuffer = m_BufferHead++;
|
|
pBuffer = &m_Buffers[nBuffer % MAX_XAUDIO2_BUFFERS];
|
|
|
|
if ( !m_bSurround )
|
|
{
|
|
pBuffer->AudioBytes = TransferStereo( PAINTBUFFER, g_paintedtime, endTime, (char *)pBuffer->pAudioData );
|
|
}
|
|
else
|
|
{
|
|
pBuffer->AudioBytes = TransferSurroundInterleaved( PAINTBUFFER, REARPAINTBUFFER, CENTERPAINTBUFFER, g_paintedtime, endTime, (char *)pBuffer->pAudioData );
|
|
}
|
|
|
|
// submit buffer
|
|
m_pSourceVoice->SubmitSourceBuffer( pBuffer );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Get our device name
|
|
//-----------------------------------------------------------------------------
|
|
const char *CAudioXAudio::DeviceName( void )
|
|
{
|
|
if ( m_bSurround )
|
|
{
|
|
return "XAudio: 5.1 Channel Surround";
|
|
}
|
|
|
|
return "XAudio: Stereo";
|
|
}
|
|
|
|
CXboxVoice::CXboxVoice()
|
|
{
|
|
m_pXHVEngine = NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Initialize Voice
|
|
//-----------------------------------------------------------------------------
|
|
void CXboxVoice::VoiceInit( void )
|
|
{
|
|
if ( !m_pXHVEngine )
|
|
{
|
|
// Set the processing modes
|
|
XHV_PROCESSING_MODE rgMode = XHV_VOICECHAT_MODE;
|
|
|
|
// Set up parameters for the voice chat engine
|
|
XHV_INIT_PARAMS xhvParams = {0};
|
|
xhvParams.dwMaxRemoteTalkers = MAX_PLAYERS;
|
|
xhvParams.dwMaxLocalTalkers = XUSER_MAX_COUNT;
|
|
xhvParams.localTalkerEnabledModes = &rgMode;
|
|
xhvParams.remoteTalkerEnabledModes = &rgMode;
|
|
xhvParams.dwNumLocalTalkerEnabledModes = 1;
|
|
xhvParams.dwNumRemoteTalkerEnabledModes = 1;
|
|
xhvParams.pXAudio2 = CAudioXAudio::m_pSingleton->GetXAudio2();
|
|
|
|
// Create the engine
|
|
HRESULT hr = XHV2CreateEngine( &xhvParams, NULL, &m_pXHVEngine );
|
|
if ( hr != S_OK )
|
|
{
|
|
Warning( "Couldn't load XHV engine!\n" );
|
|
}
|
|
}
|
|
|
|
VoiceResetLocalData( );
|
|
}
|
|
|
|
void CXboxVoice::VoiceShutdown( void )
|
|
{
|
|
if ( !m_pXHVEngine )
|
|
return;
|
|
|
|
m_pXHVEngine->Release();
|
|
m_pXHVEngine = NULL;
|
|
}
|
|
|
|
void CXboxVoice::AddPlayerToVoiceList( CClientInfo *pClient, bool bLocal )
|
|
{
|
|
XHV_PROCESSING_MODE local_proc_mode = XHV_VOICECHAT_MODE;
|
|
|
|
for ( int i = 0; i < pClient->m_cPlayers; ++i )
|
|
{
|
|
if ( pClient->m_xuids[i] == 0 )
|
|
continue;
|
|
|
|
if ( bLocal == true )
|
|
{
|
|
if ( m_pXHVEngine->RegisterLocalTalker( pClient->m_iControllers[i] ) == S_OK )
|
|
{
|
|
m_pXHVEngine->StartLocalProcessingModes( pClient->m_iControllers[i], &local_proc_mode, 1 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( m_pXHVEngine->RegisterRemoteTalker( pClient->m_xuids[i], NULL, NULL, NULL ) == S_OK )
|
|
{
|
|
m_pXHVEngine->StartRemoteProcessingModes( pClient->m_xuids[i], &local_proc_mode, 1 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CXboxVoice::RemovePlayerFromVoiceList( CClientInfo *pClient, bool bLocal )
|
|
{
|
|
for ( int i = 0; i < pClient->m_cPlayers; ++i )
|
|
{
|
|
if ( pClient->m_xuids[i] == 0 )
|
|
continue;
|
|
|
|
if ( bLocal == true )
|
|
{
|
|
m_pXHVEngine->UnregisterLocalTalker( pClient->m_iControllers[i] );
|
|
}
|
|
else
|
|
{
|
|
m_pXHVEngine->UnregisterRemoteTalker( pClient->m_xuids[i] );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CXboxVoice::PlayIncomingVoiceData( XUID xuid, const byte *pbData, DWORD pdwSize )
|
|
{
|
|
XUID localXUID;
|
|
|
|
XUserGetXUID( XBX_GetPrimaryUserId(), &localXUID );
|
|
|
|
//Hack: Don't play stuff that comes from ourselves.
|
|
if ( localXUID == xuid )
|
|
return;
|
|
|
|
m_pXHVEngine->SubmitIncomingChatData( xuid, pbData, &pdwSize );
|
|
}
|
|
|
|
|
|
void CXboxVoice::UpdateHUDVoiceStatus( void )
|
|
{
|
|
for ( int iClient = 0; iClient < cl.m_nMaxClients; iClient++ )
|
|
{
|
|
bool bSelf = (cl.m_nPlayerSlot == iClient);
|
|
|
|
int iIndex = iClient + 1;
|
|
XUID id = g_pMatchmaking->PlayerIdToXuid( iIndex );
|
|
|
|
if ( id != 0 )
|
|
{
|
|
bool bTalking = false;
|
|
|
|
if ( bSelf == true )
|
|
{
|
|
//Make sure the player's own label is not on.
|
|
g_pSoundServices->OnChangeVoiceStatus( iIndex, false );
|
|
|
|
iIndex = -1;
|
|
|
|
if ( IsPlayerTalking( XBX_GetPrimaryUserId(), true ) )
|
|
{
|
|
bTalking = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( IsPlayerTalking( id, false ) )
|
|
{
|
|
bTalking = true;
|
|
}
|
|
}
|
|
|
|
g_pSoundServices->OnChangeVoiceStatus( iIndex, bTalking );
|
|
}
|
|
else
|
|
{
|
|
g_pSoundServices->OnChangeVoiceStatus( iIndex, false );
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CXboxVoice::VoiceUpdateData( void )
|
|
{
|
|
DWORD dwNumPackets = 0;
|
|
DWORD dwBytes = 0;
|
|
WORD wVoiceBytes = 0;
|
|
bool bShouldSend = false;
|
|
DWORD dwVoiceFlags = m_pXHVEngine->GetDataReadyFlags();
|
|
|
|
//Update UI stuff.
|
|
UpdateHUDVoiceStatus();
|
|
|
|
for ( uint i = 0; i < XUSER_MAX_COUNT; ++i )
|
|
{
|
|
// We currently only allow one player per console
|
|
if ( i != XBX_GetPrimaryUserId() )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( IsHeadsetPresent( i ) == false )
|
|
continue;
|
|
|
|
if ( !(dwVoiceFlags & ( 1 << i )) )
|
|
continue;
|
|
|
|
dwBytes = m_ChatBufferSize - m_wLocalDataSize;
|
|
|
|
if( dwBytes < XHV_VOICECHAT_MODE_PACKET_SIZE )
|
|
{
|
|
bShouldSend = true;
|
|
}
|
|
else
|
|
{
|
|
m_pXHVEngine->GetLocalChatData( i, m_ChatBuffer + m_wLocalDataSize, &dwBytes, &dwNumPackets );
|
|
m_wLocalDataSize += ((WORD)dwBytes) & MAXWORD;
|
|
|
|
if( m_wLocalDataSize > ( ( m_ChatBufferSize * 7 ) / 10 ) )
|
|
{
|
|
bShouldSend = true;
|
|
}
|
|
}
|
|
|
|
wVoiceBytes += m_wLocalDataSize & MAXWORD;
|
|
break;
|
|
}
|
|
|
|
return bShouldSend ||
|
|
( wVoiceBytes &&
|
|
( GetTickCount() - m_dwLastVoiceSend ) > MAX_VOICE_BUFFER_TIME );
|
|
}
|
|
|
|
void CXboxVoice::SetPlaybackPriority( XUID remoteTalker, DWORD dwUserIndex, XHV_PLAYBACK_PRIORITY playbackPriority )
|
|
{
|
|
m_pXHVEngine->SetPlaybackPriority( remoteTalker, dwUserIndex, playbackPriority );
|
|
}
|
|
|
|
void CXboxVoice::GetRemoteTalkers( int *pNumTalkers, XUID *pRemoteTalkers )
|
|
{
|
|
m_pXHVEngine->GetRemoteTalkers( (DWORD*)pNumTalkers, pRemoteTalkers );
|
|
}
|
|
|
|
void CXboxVoice::GetVoiceData( CLC_VoiceData *pMessage )
|
|
{
|
|
byte *puchVoiceData = NULL;
|
|
pMessage->m_nLength = m_wLocalDataSize;
|
|
XUserGetXUID( XBX_GetPrimaryUserId(), &pMessage->m_xuid );
|
|
|
|
puchVoiceData = m_ChatBuffer;
|
|
|
|
pMessage->m_DataOut.StartWriting( puchVoiceData, pMessage->m_nLength );
|
|
pMessage->m_nLength *= 8;
|
|
pMessage->m_DataOut.SeekToBit( pMessage->m_nLength ); // set correct writing position
|
|
}
|
|
|
|
void CXboxVoice::VoiceSendData( INetChannel *pChannel )
|
|
{
|
|
CLC_VoiceData voiceMsg;
|
|
GetVoiceData( &voiceMsg );
|
|
|
|
if ( pChannel )
|
|
{
|
|
pChannel->SendNetMsg( voiceMsg, false, true );
|
|
VoiceResetLocalData();
|
|
}
|
|
}
|
|
|
|
void CXboxVoice::VoiceResetLocalData( void )
|
|
{
|
|
m_wLocalDataSize = 0;
|
|
m_dwLastVoiceSend = GetTickCount();
|
|
Q_memset( m_ChatBuffer, 0, m_ChatBufferSize );
|
|
}
|
|
|
|
bool CXboxVoice::IsPlayerTalking( XUID uid, bool bLocal )
|
|
{
|
|
if ( bLocal == true )
|
|
{
|
|
return m_pXHVEngine->IsLocalTalking( XBX_GetPrimaryUserId() );
|
|
}
|
|
else
|
|
{
|
|
return !g_pMatchmaking->IsPlayerMuted( XBX_GetPrimaryUserId(), uid ) && m_pXHVEngine->IsRemoteTalking( uid );
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CXboxVoice::IsHeadsetPresent( int id )
|
|
{
|
|
return m_pXHVEngine->IsHeadsetPresent( id );
|
|
}
|
|
|
|
void CXboxVoice::RemoveAllTalkers( CClientInfo *pLocal )
|
|
{
|
|
int numRemoteTalkers;
|
|
XUID remoteTalkers[MAX_PLAYERS];
|
|
GetRemoteTalkers( &numRemoteTalkers, remoteTalkers );
|
|
|
|
for ( int iRemote = 0; iRemote < numRemoteTalkers; iRemote++ )
|
|
{
|
|
m_pXHVEngine->UnregisterRemoteTalker( remoteTalkers[iRemote] );
|
|
}
|
|
|
|
if ( pLocal )
|
|
{
|
|
for ( int i = 0; i < pLocal->m_cPlayers; ++i )
|
|
{
|
|
if ( pLocal->m_xuids[i] == 0 )
|
|
continue;
|
|
|
|
m_pXHVEngine->UnregisterLocalTalker( pLocal->m_iControllers[i] );
|
|
}
|
|
}
|
|
} |