Replace SDL2 audio with XAudio2 on Windows

This commit is contained in:
Lior Halphon 2022-06-23 01:13:59 +03:00
parent 8f8b7f6b33
commit 9ae2c9fd54
2 changed files with 112 additions and 1 deletions

View File

@ -17,9 +17,11 @@ ifeq ($(PLATFORM),windows32)
_ := $(shell chcp 65001) _ := $(shell chcp 65001)
EXESUFFIX:=.exe EXESUFFIX:=.exe
NATIVE_CC = clang -IWindows -Wno-deprecated-declarations --target=i386-pc-windows NATIVE_CC = clang -IWindows -Wno-deprecated-declarations --target=i386-pc-windows
SDL_AUDIO_DRIVER ?= xaudio2
else else
EXESUFFIX:= EXESUFFIX:=
NATIVE_CC := cc NATIVE_CC := cc
SDL_AUDIO_DRIVER ?= sdl
endif endif
PB12_COMPRESS := build/pb12$(EXESUFFIX) PB12_COMPRESS := build/pb12$(EXESUFFIX)
@ -47,7 +49,6 @@ endif
include version.mk include version.mk
export VERSION export VERSION
CONF ?= debug CONF ?= debug
SDL_AUDIO_DRIVER ?= sdl
BIN := build/bin BIN := build/bin
OBJ := build/obj OBJ := build/obj

110
SDL/audio/xaudio2.c Normal file
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@ -0,0 +1,110 @@
#include "audio.h"
#include <Windows.h>
#include <xaudio2.h>
#define AUDIO_FREQUENCY 96000
static IXAudio2 *xaudio2 = NULL;
static IXAudio2MasteringVoice *master_voice = NULL;
static IXAudio2SourceVoice *source_voice = NULL;
static bool playing = false;
static GB_sample_t sample_pool[0x2000];
static unsigned pos = 0;
#define BATCH_SIZE 256
static const WAVEFORMATEX wave_format = {
.wFormatTag = WAVE_FORMAT_PCM,
.nChannels = 2,
.nSamplesPerSec = AUDIO_FREQUENCY,
.nAvgBytesPerSec = AUDIO_FREQUENCY * 4,
.nBlockAlign = 4,
.wBitsPerSample = 16,
.cbSize = 0
};
bool GB_audio_is_playing(void)
{
return playing;
}
void GB_audio_set_paused(bool paused)
{
if (paused) {
playing = false;
IXAudio2SourceVoice_Stop(source_voice, 0, XAUDIO2_COMMIT_NOW);
GB_audio_clear_queue();
}
else {
playing = true;
IXAudio2SourceVoice_Start(source_voice, 0, XAUDIO2_COMMIT_NOW);
}
}
void GB_audio_clear_queue(void)
{
pos = 0;
IXAudio2SourceVoice_FlushSourceBuffers(source_voice);
}
unsigned GB_audio_get_frequency(void)
{
return AUDIO_FREQUENCY;
}
size_t GB_audio_get_queue_length(void)
{
static XAUDIO2_VOICE_STATE state;
IXAudio2SourceVoice_GetState(source_voice, &state, XAUDIO2_VOICE_NOSAMPLESPLAYED);
return state.BuffersQueued * BATCH_SIZE + (pos & (BATCH_SIZE - 1));
}
void GB_audio_queue_sample(GB_sample_t *sample)
{
if (!playing) return;
static XAUDIO2_BUFFER buffer = {.AudioBytes = sizeof(*sample) * BATCH_SIZE, };
sample_pool[pos] = *sample;
buffer.pAudioData = (void *)&sample_pool[pos & ~(BATCH_SIZE - 1)];
pos++;
pos &= 0x1fff;
if ((pos & (BATCH_SIZE - 1)) == 0) {
IXAudio2SourceVoice_SubmitSourceBuffer(source_voice, &buffer, NULL);
}
}
void GB_audio_init(void)
{
HRESULT hr = CoInitializeEx(NULL, COINIT_APARTMENTTHREADED);
if (FAILED(hr)) {
fprintf(stderr, "CoInitializeEx failed: %lx\n", hr);
return;
}
hr = XAudio2Create(&xaudio2, 0, XAUDIO2_DEFAULT_PROCESSOR);
if (FAILED(hr)) {
fprintf(stderr, "XAudio2Create failed: %lx\n", hr);
return;
}
hr = IXAudio2_CreateMasteringVoice(xaudio2, &master_voice,
2, // 2 channels
AUDIO_FREQUENCY,
0, // Flags
0, // Device index
NULL, // Effect chain
AudioCategory_GameMedia // Category
);
if (FAILED(hr)) {
fprintf(stderr, "CreateMasteringVoice failed: %lx\n", hr);
return;
}
hr = IXAudio2_CreateSourceVoice(xaudio2, &source_voice, &wave_format, 0, XAUDIO2_DEFAULT_FREQ_RATIO, NULL, NULL, NULL);
if (FAILED(hr)) {
fprintf(stderr, "CreateSourceVoice failed: %lx\n", hr);
return;
}
}