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#include "basetypes.h"
#include "commonmacros.h"
#if !defined( _X360 ) && defined( WIN32 )
#define _WIN32_DCOM
#include <windows.h>
#endif
#include <xaudio2.h>
#include "mix.h"
#include "soundsystem/lowlevel.h"
static IXAudio2 *g_pXAudio2 = NULL; static int g_XAudio2Refcount = 0; extern CInterlockedInt g_nDetectedAudioError; extern CInterlockedInt g_nDetectedBufferStarvation; //-----------------------------------------------------------------------------
// Purpose: Implementation of XAudio2 device for source2
//-----------------------------------------------------------------------------
class CAudioXAudio2 : public IAudioDevice2, public IXAudio2VoiceCallback { public: CAudioXAudio2() { g_XAudio2Refcount++;
m_pName = "XAudio2 Device"; m_nChannels = 2; m_bIsHeadphone = false; m_bSupportsBufferStarvationDetection = true; m_bIsCaptureDevice = false; m_nSampleBits = 16; m_nSampleRate = 44100; m_bIsActive = true; m_pMasterVoice = NULL; m_pSourceVoice = NULL; m_pBuffer = NULL; m_nBufferSizeBytes = 0; m_nBufferCount = 0; m_nSubmitIndex = 0; m_nActiveBuffers = 0; m_nBufferErrors = 0; m_bHasFocus = true; m_bVoiceStarted = false; } ~CAudioXAudio2( void ); bool Init( const audio_device_init_params_t ¶ms, int nDeviceIndex );
void Shutdown( void ) OVERRIDE; void OutputBuffer( int nChannels, CAudioMixBuffer *pChannelArray ) OVERRIDE; const wchar_t *GetDeviceID() const OVERRIDE { return m_deviceID; } int QueuedBufferCount() OVERRIDE; int EmptyBufferCount() OVERRIDE; void CancelOutput() OVERRIDE; void WaitForComplete() OVERRIDE; void UpdateFocus( bool bWindowHasFocus ) OVERRIDE; void ClearBuffer() OVERRIDE {} void OutputDebugInfo() const OVERRIDE; bool SetShouldPlayWhenNotInFocus( bool bPlayEvenWhenNotInFocus ) OVERRIDE { m_savedParams.m_bPlayEvenWhenNotInFocus = bPlayEvenWhenNotInFocus; return true; }
inline int BytesPerSample() { return BitsPerSample()>>3; } // Singleton object
// IXAudio2VoiceCallback
// Called just before this voice's processing pass begins.
virtual void __stdcall OnVoiceProcessingPassStart( UINT32 nBytesRequired ) OVERRIDE {} virtual void __stdcall OnVoiceProcessingPassEnd() OVERRIDE {} virtual void __stdcall OnStreamEnd() OVERRIDE {} virtual void __stdcall OnBufferStart( void* pBufferContext ) OVERRIDE { } virtual void __stdcall OnBufferEnd( void* pBufferContext ) OVERRIDE { Assert( m_nActiveBuffers > 0 ); m_nActiveBuffers--; if ( m_nActiveBuffers == 0 ) { m_nBufferErrors++; if ( m_nBufferErrors > 10 ) { g_nDetectedBufferStarvation++; } } } virtual void __stdcall OnLoopEnd( void* pBufferContext ) OVERRIDE {} virtual void __stdcall OnVoiceError( void* pBufferContext, HRESULT nError ) OVERRIDE { g_nDetectedAudioError = 1; Warning("Xaudio2 Voice Error %x\n", uint(nError) ); }
private:
// no copies of this class ever
CAudioXAudio2( const CAudioXAudio2 & ); CAudioXAudio2 & operator=( const CAudioXAudio2 & );
int SamplesPerBuffer() { return MIX_BUFFER_SIZE; } int BytesPerBuffer() { return m_nBufferSizeBytes; }
IXAudio2MasteringVoice *m_pMasterVoice; IXAudio2SourceVoice *m_pSourceVoice;
short *m_pBuffer; int m_nBufferSizeBytes; // size of a single hardware output buffer, in bytes
int m_nBufferCount; int m_nSubmitIndex; int m_nBufferErrors;
CInterlockedInt m_nActiveBuffers;
// for error recovery
audio_device_init_params_t m_savedParams; int m_nSavedPreferred; wchar_t m_deviceID[256]; char m_displayName[256]; bool m_bHasFocus; bool m_bVoiceStarted; };
class CXAudioCallbacks : public IXAudio2EngineCallback { public: CXAudioCallbacks() : m_bRegistered(false) {}
// IXAudio2EngineCallback
// ------------------------------------
STDMETHOD_(void, OnProcessingPassStart) (THIS); STDMETHOD_(void, OnProcessingPassEnd) (THIS); // Called in the event of a critical system error which requires XAudio2
// to be closed down and restarted. The error code is given in Error.
STDMETHOD_(void, OnCriticalError) (THIS_ HRESULT Error); // ------------------------------------
void Init( IXAudio2 *pInterface ) { pInterface->RegisterForCallbacks( this ); m_bRegistered = true; } void Shutdown( IXAudio2 *pInterface ) { if ( m_bRegistered ) { pInterface->UnregisterForCallbacks( this ); m_bRegistered = false; } }
bool m_bRegistered; };
void CXAudioCallbacks::OnProcessingPassStart() {} void CXAudioCallbacks::OnProcessingPassEnd() {}
void CXAudioCallbacks::OnCriticalError( HRESULT nError ) { g_nDetectedAudioError = 1; Warning("Xaudio2 Error %x\n", uint(nError) ); }
static CXAudioCallbacks g_XAudioErrors;
static bool InitXAudio() { if ( !g_pXAudio2 ) { HRESULT hr; InitCOM(); #ifdef _DEBUG
// UNDONE: Figure out why this fails - I believe it requires a separate install
if ( FAILED(hr = XAudio2Create( &g_pXAudio2, XAUDIO2_DEBUG_ENGINE, XAUDIO2_DEFAULT_PROCESSOR ) ) ) #endif
if ( FAILED(hr = XAudio2Create( &g_pXAudio2, 0, XAUDIO2_DEFAULT_PROCESSOR ) ) ) return false;
g_XAudioErrors.Init( g_pXAudio2 );
// if someone calls CoFreeUnusedLibrariesEx (some shell extensions do this), then XAudio2 will get freed, go ahead an load the library explicitly
// to prevent this unloading
#if defined(PLATFORM_WINDOWS_PC)
#ifdef _DEBUG
const char *pDLLName = "XAudioD2_7.dll"; #else
const char *pDLLName = "XAudio2_7.dll"; #endif
// The DLL is already loaded, check the name to make sure we aren't loading an additional DLL
if ( GetModuleHandle( pDLLName ) ) { LoadLibrary( pDLLName ); } #endif
} return true; }
static void ShutdownXAudio() { if ( g_pXAudio2 ) { g_XAudioErrors.Shutdown( g_pXAudio2 ); g_pXAudio2->Release(); g_pXAudio2 = NULL; ShutdownCOM(); } }
// enumerate the available devices so the app can select one
// fills out app-supplied list & returns count of available devices. If the list is too small, the count
// will signal the app to call again with a larger list
int Audio_EnumerateXAudio2Devices( audio_device_description_t *pDeviceListOut, int nListCount ) { if ( !InitXAudio() ) return 0;
UINT32 nDeviceCountWindows = 0; HRESULT hr = g_pXAudio2->GetDeviceCount(&nDeviceCountWindows); Assert( hr == S_OK ); if ( hr != S_OK ) return 0; int nDeviceCount = (int)nDeviceCountWindows; XAUDIO2_DEVICE_DETAILS deviceDetails;
bool bWroteDefault = false; int nMaxChannelDevice = -1;
// now get each device's details that will fit into the supplied list
int nIterateCount = min(nListCount, nDeviceCount); for ( int i = 0; i < nIterateCount; i++ ) { g_pXAudio2->GetDeviceDetails(i,&deviceDetails); V_wcscpy_safe( pDeviceListOut[i].m_deviceName, deviceDetails.DeviceID ); V_wcstostr( deviceDetails.DisplayName, -1, pDeviceListOut[i].m_friendlyName, sizeof(pDeviceListOut[i].m_friendlyName) ); pDeviceListOut[i].m_nChannelCount = deviceDetails.OutputFormat.Format.nChannels; pDeviceListOut[i].m_bIsDefault = false; pDeviceListOut[i].m_bIsAvailable = true; pDeviceListOut[i].m_nSubsystemId = AUDIO_SUBSYSTEM_XAUDIO;
// anything marked as default game device will be selected by default
if ( deviceDetails.Role & DefaultGameDevice ) { pDeviceListOut[i].m_bIsDefault = true; bWroteDefault = true; } if ( nMaxChannelDevice < 0 || deviceDetails.OutputFormat.Format.nChannels > pDeviceListOut[nMaxChannelDevice].m_nChannelCount ) { nMaxChannelDevice = i; } } // no default? Select first device with max # of channels
// If there are no channels then nMaxChannelDevice will be negative so we need to
// check before using it as an index.
if ( !bWroteDefault && nMaxChannelDevice >= 0 && nMaxChannelDevice < nListCount ) { pDeviceListOut[nMaxChannelDevice].m_bIsDefault = true; }
return nIterateCount; }
//-----------------------------------------------------------------------------
// Class factory
//-----------------------------------------------------------------------------
IAudioDevice2 *Audio_CreateXAudio2Device( const audio_device_init_params_t ¶ms ) { if ( !InitXAudio() ) return NULL;
int nPreferredDevice = 0; UINT32 nDeviceCountWindows = 0; int nCount = 0; HRESULT hr = g_pXAudio2->GetDeviceCount(&nDeviceCountWindows); CUtlVector<audio_device_description_t> desc; if ( hr == S_OK ) { desc.SetCount( nDeviceCountWindows );
nCount = Audio_EnumerateXAudio2Devices( desc.Base(), desc.Count() ); } // If there are no devices then device Init will fail. We might as well
// fail early.
// This was happening when running test_source2.bat in a loop and
// disconnecting partway through the past -- as soon as the machine was
// running headless the enumeration would return zero devices.
if ( !nCount ) return NULL; for ( int i = 0; i < nCount; i++ ) { if ( desc[i].m_bIsDefault ) { nPreferredDevice = i; } } if ( params.m_bOverrideDevice ) { for ( int i = 0; i < nCount; i++ ) { if ( !V_wcscmp( desc[i].m_deviceName, params.m_overrideDeviceName ) ) { nPreferredDevice = i; break; } } }
CAudioXAudio2 *pDevice = new CAudioXAudio2;
if ( pDevice->Init( params, nPreferredDevice ) ) return pDevice;
delete pDevice; return NULL; }
CAudioXAudio2::~CAudioXAudio2() { Shutdown(); if ( m_pBuffer ) { MemAlloc_FreeAligned( m_pBuffer ); } g_XAudio2Refcount--; if ( !g_XAudio2Refcount ) { ShutdownXAudio(); } }
bool CAudioXAudio2::Init( const audio_device_init_params_t ¶ms, int nDeviceIndex ) { HRESULT hr; // NOTE: sample rate was XAUDIO2_DEFAULT_SAMPLERATE
if ( FAILED(hr = g_pXAudio2->CreateMasteringVoice( &m_pMasterVoice, XAUDIO2_DEFAULT_CHANNELS, XAUDIO2_DEFAULT_SAMPLERATE, 0, nDeviceIndex, NULL ) ) ) return false;
XAUDIO2_DEVICE_DETAILS deviceDetails; g_pXAudio2->GetDeviceDetails( nDeviceIndex, &deviceDetails ); V_wcscpy_safe( m_deviceID, deviceDetails.DeviceID ); V_wcstostr( deviceDetails.DisplayName, -1, m_displayName, sizeof(m_displayName) ); // save for error recovery
m_nSavedPreferred = nDeviceIndex; m_savedParams = params;
XAUDIO2_VOICE_DETAILS details; m_pMasterVoice->GetVoiceDetails( &details ); WAVEFORMATEX wfx = { 0 };
// setup the format structure
{ int nChannels = details.InputChannels; if ( params.m_bOverrideSpeakerConfig ) { nChannels = SpeakerConfigValueToChannelCount( params.m_nOverrideSpeakerConfig ); if ( params.m_nOverrideSpeakerConfig == 0 ) { m_bIsHeadphone = true; } } m_nChannels = nChannels; }
wfx.wFormatTag = WAVE_FORMAT_PCM; wfx.nChannels = m_nChannels; wfx.nSamplesPerSec = SampleRate(); wfx.wBitsPerSample = BitsPerSample(); wfx.nBlockAlign = wfx.wBitsPerSample / 8 * wfx.nChannels; wfx.nAvgBytesPerSec = wfx.nSamplesPerSec * wfx.nBlockAlign; wfx.cbSize = 0; if( FAILED( hr = g_pXAudio2->CreateSourceVoice( &m_pSourceVoice, &wfx, 0, XAUDIO2_DEFAULT_FREQ_RATIO, this ) ) ) { return false; }
m_nBufferCount = params.m_nOutputBufferCount; int nBufferSize = MIX_BUFFER_SIZE * m_nChannels * BytesPerSample(); m_nBufferSizeBytes = nBufferSize; m_nChannels = wfx.nChannels; Assert( m_nChannels <= SOUND_DEVICE_MAX_CHANNELS );
m_pBuffer = (short *)MemAlloc_AllocAligned( nBufferSize * m_nBufferCount, 16 ); m_nActiveBuffers = 0; m_nSubmitIndex = 0; m_bVoiceStarted = false; return true; }
void CAudioXAudio2::Shutdown() { if ( m_pMasterVoice ) { if ( m_pSourceVoice ) { m_pSourceVoice->Stop(); m_pSourceVoice->DestroyVoice(); m_pSourceVoice = nullptr; m_bVoiceStarted = false; } m_pMasterVoice->DestroyVoice(); m_pMasterVoice = nullptr; } }
void CAudioXAudio2::OutputDebugInfo() const { Msg( "XAudio2 Sound Device: %s\n", m_displayName ); Msg( "Channels:\t%d\n", ChannelCount() ); Msg( "Bits/Sample:\t%d\n", BitsPerSample() ); Msg( "Rate:\t\t%d\n", SampleRate() ); }
void CAudioXAudio2::OutputBuffer( int nChannels, CAudioMixBuffer *pChannelArray ) { // start the voice as soon as we have data to output
if ( !m_bVoiceStarted ) { m_pSourceVoice->Start(); m_bVoiceStarted = true; } int nBufferSize = BytesPerBuffer(); short *pWaveData = m_pBuffer + ( m_nSubmitIndex * (nBufferSize>>1) );
XAUDIO2_BUFFER buffer = {0}; buffer.pAudioData = (BYTE *)pWaveData; buffer.Flags = 0; buffer.AudioBytes = nBufferSize;
if ( nChannels == 2 && nChannels == m_nChannels ) { ConvertFloat32Int16_Clamp_Interleave2( pWaveData, pChannelArray[0].m_flData, pChannelArray[1].m_flData, MIX_BUFFER_SIZE ); } else { ConvertFloat32Int16_Clamp_InterleaveStride( pWaveData, m_nChannels, MIX_BUFFER_SIZE, pChannelArray[0].m_flData, nChannels, MIX_BUFFER_SIZE ); }
m_nActiveBuffers++; m_pSourceVoice->SubmitSourceBuffer( &buffer ); m_nSubmitIndex = ( m_nSubmitIndex + 1 ) % m_nBufferCount; }
int CAudioXAudio2::QueuedBufferCount() { // NOTE: If callbacks work on all clients then we do not need to do the potentially expensive GetState() call
// we already know if buffers are retired
// UNDONE: If this is causing problems, just change to #if 0 - the other code in this changelist will not interact with anything
#if 1
return m_nActiveBuffers; #else
XAUDIO2_VOICE_STATE state; m_pSourceVoice->GetState( &state ); return state.BuffersQueued; #endif
}
int CAudioXAudio2::EmptyBufferCount() { return m_nBufferCount - QueuedBufferCount(); }
void CAudioXAudio2::CancelOutput() { m_pSourceVoice->FlushSourceBuffers(); }
void CAudioXAudio2::WaitForComplete() { m_pSourceVoice->Discontinuity(); while( QueuedBufferCount() ) { ThreadSleep(0); } }
void CAudioXAudio2::UpdateFocus( bool bWindowHasFocus ) { if ( m_pMasterVoice && !m_savedParams.m_bPlayEvenWhenNotInFocus ) { if ( bWindowHasFocus != m_bHasFocus ) { m_bHasFocus = bWindowHasFocus;
float flVolume = 1.0f; m_pMasterVoice->GetVolume( &flVolume ); m_pMasterVoice->SetVolume( bWindowHasFocus ? 1.0f : 0.0f ); } } }
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