Files
Xenia-Canary/src/xenia/apu/xaudio2/xaudio2_audio_driver.cc
2015-08-18 10:54:56 -07:00

190 lines
5.7 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2013 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/apu/xaudio2/xaudio2_audio_driver.h"
// Must be included before xaudio2.h so we get the right windows.h include.
#include "xenia/base/platform_win.h"
#include <xaudio2.h> // NOLINT(build/include_order)
#include "xenia/apu/apu_flags.h"
#include "xenia/base/clock.h"
#include "xenia/base/logging.h"
namespace xe {
namespace apu {
namespace xaudio2 {
class XAudio2AudioDriver::VoiceCallback : public IXAudio2VoiceCallback {
public:
explicit VoiceCallback(xe::threading::Semaphore* semaphore)
: semaphore_(semaphore) {}
~VoiceCallback() {}
void OnStreamEnd() {}
void OnVoiceProcessingPassEnd() {}
void OnVoiceProcessingPassStart(uint32_t samples_required) {}
void OnBufferEnd(void* context) {
auto ret = semaphore_->Release(1, nullptr);
assert_true(ret);
}
void OnBufferStart(void* context) {}
void OnLoopEnd(void* context) {}
void OnVoiceError(void* context, HRESULT result) {}
private:
xe::threading::Semaphore* semaphore_ = nullptr;
};
XAudio2AudioDriver::XAudio2AudioDriver(Memory* memory,
xe::threading::Semaphore* semaphore)
: AudioDriver(memory), semaphore_(semaphore) {
static_assert(frame_count_ == XAUDIO2_MAX_QUEUED_BUFFERS,
"xaudio header differs");
}
XAudio2AudioDriver::~XAudio2AudioDriver() = default;
const DWORD ChannelMasks[] = {
0, 0, SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_LOW_FREQUENCY, 0,
0, 0, SPEAKER_FRONT_LEFT | SPEAKER_FRONT_CENTER | SPEAKER_FRONT_RIGHT |
SPEAKER_LOW_FREQUENCY | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT,
0,
};
void XAudio2AudioDriver::Initialize() {
HRESULT hr;
voice_callback_ = new VoiceCallback(semaphore_);
hr = XAudio2Create(&audio_, 0, XAUDIO2_DEFAULT_PROCESSOR);
if (FAILED(hr)) {
XELOGE("XAudio2Create failed with %.8X", hr);
assert_always();
return;
}
XAUDIO2_DEBUG_CONFIGURATION config;
config.TraceMask = XAUDIO2_LOG_ERRORS | XAUDIO2_LOG_WARNINGS;
config.BreakMask = 0;
config.LogThreadID = FALSE;
config.LogTiming = TRUE;
config.LogFunctionName = TRUE;
config.LogFileline = TRUE;
audio_->SetDebugConfiguration(&config);
hr = audio_->CreateMasteringVoice(&mastering_voice_);
if (FAILED(hr)) {
XELOGE("CreateMasteringVoice failed with %.8X", hr);
assert_always();
return;
}
WAVEFORMATIEEEFLOATEX waveformat;
waveformat.Format.wFormatTag = WAVE_FORMAT_EXTENSIBLE;
waveformat.Format.nChannels = frame_channels_;
waveformat.Format.nSamplesPerSec = 48000;
waveformat.Format.wBitsPerSample = 32;
waveformat.Format.nBlockAlign =
(waveformat.Format.nChannels * waveformat.Format.wBitsPerSample) / 8;
waveformat.Format.nAvgBytesPerSec =
waveformat.Format.nSamplesPerSec * waveformat.Format.nBlockAlign;
waveformat.Format.cbSize =
sizeof(WAVEFORMATIEEEFLOATEX) - sizeof(WAVEFORMATEX);
waveformat.SubFormat = KSDATAFORMAT_SUBTYPE_IEEE_FLOAT;
waveformat.Samples.wValidBitsPerSample = waveformat.Format.wBitsPerSample;
waveformat.dwChannelMask = ChannelMasks[waveformat.Format.nChannels];
hr = audio_->CreateSourceVoice(
&pcm_voice_, &waveformat.Format,
0, // XAUDIO2_VOICE_NOSRC | XAUDIO2_VOICE_NOPITCH,
XAUDIO2_MAX_FREQ_RATIO, voice_callback_);
if (FAILED(hr)) {
XELOGE("CreateSourceVoice failed with %.8X", hr);
assert_always();
return;
}
hr = pcm_voice_->Start();
if (FAILED(hr)) {
XELOGE("Start failed with %.8X", hr);
assert_always();
return;
}
if (FLAGS_mute) {
pcm_voice_->SetVolume(0.0f);
}
}
void XAudio2AudioDriver::SubmitFrame(uint32_t frame_ptr) {
// Process samples! They are big-endian floats.
HRESULT hr;
XAUDIO2_VOICE_STATE state;
pcm_voice_->GetState(&state, XAUDIO2_VOICE_NOSAMPLESPLAYED);
assert_true(state.BuffersQueued < frame_count_);
auto input_frame = memory_->TranslateVirtual<float*>(frame_ptr);
auto output_frame = reinterpret_cast<float*>(frames_[current_frame_]);
auto interleave_channels = frame_channels_;
// interleave the data
for (uint32_t index = 0, o = 0; index < channel_samples_; ++index) {
for (uint32_t channel = 0, table = 0; channel < interleave_channels;
++channel, table += channel_samples_) {
output_frame[o++] = xe::byte_swap(input_frame[table + index]);
}
}
XAUDIO2_BUFFER buffer;
buffer.Flags = 0;
buffer.pAudioData = reinterpret_cast<BYTE*>(output_frame);
buffer.AudioBytes = frame_size_;
buffer.PlayBegin = 0;
buffer.PlayLength = channel_samples_;
buffer.LoopBegin = XAUDIO2_NO_LOOP_REGION;
buffer.LoopLength = 0;
buffer.LoopCount = 0;
buffer.pContext = 0;
hr = pcm_voice_->SubmitSourceBuffer(&buffer);
if (FAILED(hr)) {
XELOGE("SubmitSourceBuffer failed with %.8X", hr);
assert_always();
return;
}
current_frame_ = (current_frame_ + 1) % frame_count_;
// Update playback ratio to our time scalar.
// This will keep audio in sync with the game clock.
pcm_voice_->SetFrequencyRatio(
static_cast<float>(xe::Clock::guest_time_scalar()));
}
void XAudio2AudioDriver::Shutdown() {
pcm_voice_->Stop();
pcm_voice_->DestroyVoice();
pcm_voice_ = NULL;
mastering_voice_->DestroyVoice();
mastering_voice_ = NULL;
audio_->StopEngine();
audio_->Release();
delete voice_callback_;
}
} // namespace xaudio2
} // namespace apu
} // namespace xe