Counter Strike : Global Offensive Source Code
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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 &params, 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 &params )
{
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 &params, 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 );
}
}
}