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c7bc44d5ad
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!
110 lines
4.0 KiB
C++
110 lines
4.0 KiB
C++
/*************************************************************************/
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/* audio_driver_xaudio2.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef AUDIO_DRIVER_XAUDIO2_H
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#define AUDIO_DRIVER_XAUDIO2_H
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#include "servers/audio/audio_server_sw.h"
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#include "core/os/thread.h"
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#include "core/os/mutex.h"
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#include <windows.h>
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#include <mmsystem.h>
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#include <mmreg.h>
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#include <xaudio2.h>
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#include <wrl/client.h>
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class AudioDriverXAudio2 : public AudioDriverSW {
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enum {
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AUDIO_BUFFERS = 2
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};
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struct XAudio2DriverVoiceCallback : public IXAudio2VoiceCallback {
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HANDLE buffer_end_event;
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XAudio2DriverVoiceCallback() : buffer_end_event(CreateEvent(NULL, FALSE, FALSE, NULL)) {}
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void STDMETHODCALLTYPE OnBufferEnd(void* pBufferContext) { /*print_line("buffer ended");*/ SetEvent(buffer_end_event); }
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//Unused methods are stubs
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void STDMETHODCALLTYPE OnStreamEnd() {}
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void STDMETHODCALLTYPE OnVoiceProcessingPassEnd() {}
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void STDMETHODCALLTYPE OnVoiceProcessingPassStart(UINT32 SamplesRequired) {}
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void STDMETHODCALLTYPE OnBufferStart(void * pBufferContext) {}
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void STDMETHODCALLTYPE OnLoopEnd(void * pBufferContext) {}
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void STDMETHODCALLTYPE OnVoiceError(void * pBufferContext, HRESULT Error) {}
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};
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Thread* thread;
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Mutex* mutex;
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int32_t* samples_in;
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int16_t* samples_out[AUDIO_BUFFERS];
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static void thread_func(void* p_udata);
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int buffer_size;
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unsigned int mix_rate;
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OutputFormat output_format;
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int channels;
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bool active;
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bool thread_exited;
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mutable bool exit_thread;
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bool pcm_open;
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WAVEFORMATEX wave_format;
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Microsoft::WRL::ComPtr<IXAudio2> xaudio;
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int current_buffer;
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IXAudio2MasteringVoice* mastering_voice;
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XAUDIO2_BUFFER xaudio_buffer[AUDIO_BUFFERS];
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IXAudio2SourceVoice* source_voice;
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XAudio2DriverVoiceCallback voice_callback;
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public:
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const char* get_name() const;
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virtual Error init();
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virtual void start();
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virtual int get_mix_rate() const;
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virtual OutputFormat get_output_format() const;
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virtual float get_latency();
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virtual void lock();
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virtual void unlock();
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virtual void finish();
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AudioDriverXAudio2();
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~AudioDriverXAudio2();
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};
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#endif
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