godot/drivers/xaudio2/audio_driver_xaudio2.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

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4.0 KiB
C++

/*************************************************************************/
/* audio_driver_xaudio2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef AUDIO_DRIVER_XAUDIO2_H
#define AUDIO_DRIVER_XAUDIO2_H
#include "servers/audio/audio_server_sw.h"
#include "core/os/thread.h"
#include "core/os/mutex.h"
#include <windows.h>
#include <mmsystem.h>
#include <mmreg.h>
#include <xaudio2.h>
#include <wrl/client.h>
class AudioDriverXAudio2 : public AudioDriverSW {
enum {
AUDIO_BUFFERS = 2
};
struct XAudio2DriverVoiceCallback : public IXAudio2VoiceCallback {
HANDLE buffer_end_event;
XAudio2DriverVoiceCallback() : buffer_end_event(CreateEvent(NULL, FALSE, FALSE, NULL)) {}
void STDMETHODCALLTYPE OnBufferEnd(void* pBufferContext) { /*print_line("buffer ended");*/ SetEvent(buffer_end_event); }
//Unused methods are stubs
void STDMETHODCALLTYPE OnStreamEnd() {}
void STDMETHODCALLTYPE OnVoiceProcessingPassEnd() {}
void STDMETHODCALLTYPE OnVoiceProcessingPassStart(UINT32 SamplesRequired) {}
void STDMETHODCALLTYPE OnBufferStart(void * pBufferContext) {}
void STDMETHODCALLTYPE OnLoopEnd(void * pBufferContext) {}
void STDMETHODCALLTYPE OnVoiceError(void * pBufferContext, HRESULT Error) {}
};
Thread* thread;
Mutex* mutex;
int32_t* samples_in;
int16_t* samples_out[AUDIO_BUFFERS];
static void thread_func(void* p_udata);
int buffer_size;
unsigned int mix_rate;
OutputFormat output_format;
int channels;
bool active;
bool thread_exited;
mutable bool exit_thread;
bool pcm_open;
WAVEFORMATEX wave_format;
Microsoft::WRL::ComPtr<IXAudio2> xaudio;
int current_buffer;
IXAudio2MasteringVoice* mastering_voice;
XAUDIO2_BUFFER xaudio_buffer[AUDIO_BUFFERS];
IXAudio2SourceVoice* source_voice;
XAudio2DriverVoiceCallback voice_callback;
public:
const char* get_name() const;
virtual Error init();
virtual void start();
virtual int get_mix_rate() const;
virtual OutputFormat get_output_format() const;
virtual float get_latency();
virtual void lock();
virtual void unlock();
virtual void finish();
AudioDriverXAudio2();
~AudioDriverXAudio2();
};
#endif