/*************************************************************************/ /* audio_driver_xaudio2.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "audio_driver_xaudio2.h" #include "os/os.h" #include "project_settings.h" const char *AudioDriverXAudio2::get_name() const { return "XAudio2"; } Error AudioDriverXAudio2::init() { active = false; thread_exited = false; exit_thread = false; pcm_open = false; samples_in = NULL; mix_rate = 48000; // FIXME: speaker_mode seems unused in the Xaudio2 driver so far speaker_mode = SPEAKER_MODE_STEREO; channels = 2; int latency = GLOBAL_DEF_RST("audio/output_latency", 25); buffer_size = closest_power_of_2(latency * mix_rate / 1000); samples_in = memnew_arr(int32_t, buffer_size * channels); for (int i = 0; i < AUDIO_BUFFERS; i++) { samples_out[i] = memnew_arr(int16_t, buffer_size * channels); xaudio_buffer[i].AudioBytes = buffer_size * channels * sizeof(int16_t); xaudio_buffer[i].pAudioData = (const BYTE *)(samples_out[i]); xaudio_buffer[i].Flags = 0; } HRESULT hr; hr = XAudio2Create(&xaudio, 0, XAUDIO2_DEFAULT_PROCESSOR); if (hr != S_OK) { ERR_EXPLAIN("Error creating XAudio2 engine."); ERR_FAIL_V(ERR_UNAVAILABLE); } hr = xaudio->CreateMasteringVoice(&mastering_voice); if (hr != S_OK) { ERR_EXPLAIN("Error creating XAudio2 mastering voice."); ERR_FAIL_V(ERR_UNAVAILABLE); } wave_format.nChannels = channels; wave_format.cbSize = 0; wave_format.nSamplesPerSec = mix_rate; wave_format.wFormatTag = WAVE_FORMAT_PCM; wave_format.wBitsPerSample = 16; wave_format.nBlockAlign = channels * wave_format.wBitsPerSample >> 3; wave_format.nAvgBytesPerSec = mix_rate * wave_format.nBlockAlign; hr = xaudio->CreateSourceVoice(&source_voice, &wave_format, 0, XAUDIO2_MAX_FREQ_RATIO, &voice_callback); if (hr != S_OK) { ERR_EXPLAIN("Error creating XAudio2 source voice. " + itos(hr)); ERR_FAIL_V(ERR_UNAVAILABLE); } mutex = Mutex::create(); thread = Thread::create(AudioDriverXAudio2::thread_func, this); return OK; }; void AudioDriverXAudio2::thread_func(void *p_udata) { AudioDriverXAudio2 *ad = (AudioDriverXAudio2 *)p_udata; uint64_t usdelay = (ad->buffer_size / float(ad->mix_rate)) * 1000000; while (!ad->exit_thread) { if (!ad->active) { for (int i = 0; i < AUDIO_BUFFERS; i++) { ad->xaudio_buffer[i].Flags = XAUDIO2_END_OF_STREAM; } } else { ad->lock(); ad->audio_server_process(ad->buffer_size, ad->samples_in); ad->unlock(); for (unsigned int i = 0; i < ad->buffer_size * ad->channels; i++) { ad->samples_out[ad->current_buffer][i] = ad->samples_in[i] >> 16; } ad->xaudio_buffer[ad->current_buffer].Flags = 0; ad->xaudio_buffer[ad->current_buffer].AudioBytes = ad->buffer_size * ad->channels * sizeof(int16_t); ad->xaudio_buffer[ad->current_buffer].pAudioData = (const BYTE *)(ad->samples_out[ad->current_buffer]); ad->xaudio_buffer[ad->current_buffer].PlayBegin = 0; ad->source_voice->SubmitSourceBuffer(&(ad->xaudio_buffer[ad->current_buffer])); ad->current_buffer = (ad->current_buffer + 1) % AUDIO_BUFFERS; XAUDIO2_VOICE_STATE state; while (ad->source_voice->GetState(&state), state.BuffersQueued > AUDIO_BUFFERS - 1) { WaitForSingleObject(ad->voice_callback.buffer_end_event, INFINITE); } } }; ad->thread_exited = true; }; void AudioDriverXAudio2::start() { active = true; HRESULT hr = source_voice->Start(0); if (hr != S_OK) { ERR_EXPLAIN("XAudio2 start error " + itos(hr)); ERR_FAIL(); } }; int AudioDriverXAudio2::get_mix_rate() const { return mix_rate; }; AudioDriver::SpeakerMode AudioDriverXAudio2::get_speaker_mode() const { return speaker_mode; }; float AudioDriverXAudio2::get_latency() { XAUDIO2_PERFORMANCE_DATA perf_data; xaudio->GetPerformanceData(&perf_data); if (perf_data.CurrentLatencyInSamples) { return (float)(perf_data.CurrentLatencyInSamples / ((float)mix_rate)); } else { return 0; } } void AudioDriverXAudio2::lock() { if (!thread || !mutex) return; mutex->lock(); }; void AudioDriverXAudio2::unlock() { if (!thread || !mutex) return; mutex->unlock(); }; void AudioDriverXAudio2::finish() { if (!thread) return; exit_thread = true; Thread::wait_to_finish(thread); if (source_voice) { source_voice->Stop(0); source_voice->DestroyVoice(); } if (samples_in) { memdelete_arr(samples_in); }; if (samples_out[0]) { for (int i = 0; i < AUDIO_BUFFERS; i++) { memdelete_arr(samples_out[i]); } }; mastering_voice->DestroyVoice(); memdelete(thread); if (mutex) memdelete(mutex); thread = NULL; }; AudioDriverXAudio2::AudioDriverXAudio2() { mutex = NULL; thread = NULL; wave_format = { 0 }; for (int i = 0; i < AUDIO_BUFFERS; i++) { xaudio_buffer[i] = { 0 }; samples_out[i] = 0; } current_buffer = 0; }; AudioDriverXAudio2::~AudioDriverXAudio2(){ };