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/*--------------------------------------------------------------+
| audplay.c Simple routines to play audio using an AVIStream to | | get data. Uses global variables, so only one instance at a | | time. (Usually, there's only one sound card, so this isn't | | so bad. | +--------------------------------------------------------------*/
#include <windows.h>
#include <windowsx.h>
#include <win32.h>
#include <mmsystem.h>
#include <vfw.h>
#include "audplay.h"
/*--------------------------------------------------------------+
| ****************** AUDIO PLAYING SUPPORT ******************** | +--------------------------------------------------------------*/
static HWAVEOUT shWaveOut = 0; /* Current MCI device ID */ static LONG slBegin; static LONG slCurrent; static LONG slEnd; static BOOL sfLooping; static BOOL sfPlaying = FALSE;
#define MAX_AUDIO_BUFFERS 16
#define MIN_AUDIO_BUFFERS 2
#define AUDIO_BUFFER_SIZE 16384
static UINT swBuffers; // total # buffers
static UINT swBuffersOut; // buffers device has
static UINT swNextBuffer; // next buffer to fill
static LPWAVEHDR salpAudioBuf[MAX_AUDIO_BUFFERS];
static PAVISTREAM spavi; // stream we're playing
static LONG slSampleSize; // size of an audio sample
static LONG sdwBytesPerSec; static LONG sdwSamplesPerSec;
#ifndef WIN32
extern LONG FAR PASCAL muldiv32(LONG, LONG, LONG); #endif
/*---------------------------------------------------------------+
| aviaudioCloseDevice -- close the open audio device, if any. | +---------------------------------------------------------------*/ void NEAR aviaudioCloseDevice(void) { UINT w;
if (shWaveOut) { while (swBuffers > 0) { --swBuffers; waveOutUnprepareHeader(shWaveOut, salpAudioBuf[swBuffers], sizeof(WAVEHDR)); GlobalFreePtr((LPBYTE) salpAudioBuf[swBuffers]); } w = waveOutClose(shWaveOut);
// DPF("AudioCloseDevice: waveOutClose returns %u\n", w);
shWaveOut = NULL; } }
/*--------------------------------------------------------------+
| aviaudioOpenDevice -- get ready to play waveform data. | +--------------------------------------------------------------*/ BOOL FAR aviaudioOpenDevice(HWND hwnd, PAVISTREAM pavi) { UINT w; LPVOID lpFormat; LONG cbFormat; AVISTREAMINFO strhdr;
if (!pavi) // no wave data to play
return FALSE;
if (shWaveOut) // already something playing
return TRUE;
spavi = pavi;
AVIStreamInfo(pavi, &strhdr, sizeof(strhdr));
slSampleSize = (LONG) strhdr.dwSampleSize; if (slSampleSize <= 0 || slSampleSize > AUDIO_BUFFER_SIZE) return FALSE;
AVIStreamFormatSize(pavi, 0, &cbFormat);
lpFormat = GlobalAllocPtr(GHND, cbFormat); if (!lpFormat) return FALSE;
AVIStreamReadFormat(pavi, 0, lpFormat, &cbFormat);
sdwSamplesPerSec = ((LPWAVEFORMAT) lpFormat)->nSamplesPerSec; sdwBytesPerSec = ((LPWAVEFORMAT) lpFormat)->nAvgBytesPerSec;
w = waveOutOpen(&shWaveOut, WAVE_MAPPER, lpFormat, (DWORD) (UINT) hwnd, 0L, CALLBACK_WINDOW);
//
// Maybe we failed because someone is playing sound already.
// Shut any sound off, and try once more before giving up.
//
if (w) { sndPlaySound(NULL, 0); w = waveOutOpen(&shWaveOut, WAVE_MAPPER, lpFormat, (DWORD) (UINT) hwnd, 0L, CALLBACK_WINDOW); } // DPF("waveOutOpen returns %u, shWaveOut = %u\n", w, shWaveOut);
if (w != 0) { /* Show error message here? */ return FALSE; }
for (swBuffers = 0; swBuffers < MAX_AUDIO_BUFFERS; swBuffers++) { if (!(salpAudioBuf[swBuffers] = (LPWAVEHDR)GlobalAllocPtr(GMEM_MOVEABLE | GMEM_SHARE, (DWORD)(sizeof(WAVEHDR) + AUDIO_BUFFER_SIZE)))) break; salpAudioBuf[swBuffers]->dwFlags = WHDR_DONE; salpAudioBuf[swBuffers]->lpData = (LPBYTE) salpAudioBuf[swBuffers] + sizeof(WAVEHDR); salpAudioBuf[swBuffers]->dwBufferLength = AUDIO_BUFFER_SIZE; if (!waveOutPrepareHeader(shWaveOut, salpAudioBuf[swBuffers], sizeof(WAVEHDR))) continue; GlobalFreePtr((LPBYTE) salpAudioBuf[swBuffers]); break; }
// DPF("Allocated %u %lu-byte buffers.\n", swBuffers, (DWORD) AUDIO_BUFFER_SIZE);
if (swBuffers < MIN_AUDIO_BUFFERS) { aviaudioCloseDevice(); return FALSE; }
swBuffersOut = 0; swNextBuffer = 0;
sfPlaying = FALSE;
return TRUE; }
//
// Return the time in milliseconds corresponding to the currently playing
// audio sample, or -1 if no audio is playing.
// WARNING: Some sound cards are pretty inaccurate!
//
LONG FAR aviaudioTime(void) { MMTIME mmtime;
if (!sfPlaying) return -1;
mmtime.wType = TIME_SAMPLES;
waveOutGetPosition(shWaveOut, &mmtime, sizeof(mmtime));
if (mmtime.wType == TIME_SAMPLES) return AVIStreamSampleToTime(spavi, slBegin) + muldiv32(mmtime.u.sample, 1000, sdwSamplesPerSec); else if (mmtime.wType == TIME_BYTES) return AVIStreamSampleToTime(spavi, slBegin) + muldiv32(mmtime.u.cb, 1000, sdwBytesPerSec); else return -1; }
//
// Fill up any empty audio buffers and ship them out to the device.
//
BOOL NEAR aviaudioiFillBuffers(void) { LONG lRead; UINT w; LONG lSamplesToPlay;
/* We're not playing, so do nothing. */ if (!sfPlaying) return TRUE;
// DPF3("%u/%u (%lu-%lu)\n", swBuffersOut, swBuffers, slCurrent, slEnd);
while (swBuffersOut < swBuffers) { if (slCurrent >= slEnd) { if (sfLooping) { /* Looping, so go to the beginning. */ slCurrent = slBegin; } else break; }
/* Figure out how much data should go in this buffer */ lSamplesToPlay = slEnd - slCurrent; if (lSamplesToPlay > AUDIO_BUFFER_SIZE / slSampleSize) lSamplesToPlay = AUDIO_BUFFER_SIZE / slSampleSize;
AVIStreamRead(spavi, slCurrent, lSamplesToPlay, salpAudioBuf[swNextBuffer]->lpData, AUDIO_BUFFER_SIZE, &salpAudioBuf[swNextBuffer]->dwBufferLength, &lRead); if (lRead != lSamplesToPlay) { // DPF("Error from WAVE_READ\n");
return FALSE; } slCurrent += lRead; w = waveOutWrite(shWaveOut, salpAudioBuf[swNextBuffer],sizeof(WAVEHDR)); if (w != 0) { // DPF("Error from waveOutWrite\n");
return FALSE; } ++swBuffersOut; ++swNextBuffer; if (swNextBuffer >= swBuffers) swNextBuffer = 0; }
if (swBuffersOut == 0 && slCurrent >= slEnd) aviaudioStop();
/* We've filled all of the buffers we can or want to. */ return TRUE; }
/*--------------------------------------------------------------+
| aviaudioPlay -- Play audio, starting at a given frame | | | +--------------------------------------------------------------*/ BOOL FAR aviaudioPlay(HWND hwnd, PAVISTREAM pavi, LONG lStart, LONG lEnd, BOOL fWait) { if (!aviaudioOpenDevice(hwnd, pavi)) return FALSE;
if (lStart < 0) lStart = AVIStreamStart(pavi);
if (lEnd < 0) lEnd = AVIStreamEnd(pavi);
// DPF2("Audio play%s from %ld to %ld (samples)\n", ((LPSTR) (fWait ? " wait" : "")), lStart, lEnd);
if (lStart >= lEnd) return TRUE;
if (!sfPlaying) {
//
// We're beginning play, so pause until we've filled the buffers
// for a seamless start
//
waveOutPause(shWaveOut); slBegin = lStart; slCurrent = lStart; slEnd = lEnd; sfPlaying = TRUE; } else { if (lStart > slEnd) { // DPF("Gap in wave that is supposed to be played!\n");
} slEnd = lEnd; }
// sfLooping = fLoop;
aviaudioiFillBuffers();
//
// Now unpause the audio and away it goes!
//
waveOutRestart(shWaveOut);
//
// Caller wants us not to return until play is finished
//
if (fWait) { while (swBuffersOut > 0) Yield(); }
return TRUE; }
/*--------------------------------------------------------------+
| aviaudioMessage -- handle wave messages received by | | window controlling audio playback. When audio buffers are | | done, this routine calls aviaudioiFillBuffers to fill them | | up again. | +--------------------------------------------------------------*/ void FAR aviaudioMessage(HWND hwnd, unsigned msg, WPARAM wParam, LPARAM lParam) { if (msg == MM_WOM_DONE) { --swBuffersOut; aviaudioiFillBuffers(); } }
/*--------------------------------------------------------------+
| aviaudioStop -- stop playing, close the device. | +--------------------------------------------------------------*/ void FAR aviaudioStop(void) { UINT w;
if (shWaveOut != 0) {
w = waveOutReset(shWaveOut);
sfPlaying = FALSE; // DPF("AudioStop: waveOutReset() returns %u \n", w);
aviaudioCloseDevice(); } }
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