Exemple #1
0
// Submits any buffers that have currently been queued,
// assuming they are needed based on current queue depth
void sound_xaudio2::submit_needed()
{
	XAUDIO2_VOICE_STATE state;
	m_sourceVoice->GetState(&state, XAUDIO2_VOICE_NOSAMPLESPLAYED);

	std::lock_guard<std::mutex> lock(m_buffer_lock);

	// If we have buffers queued into XAudio and our current in-memory buffer
	// isn't yet full, there's no need to submit it
	if (state.BuffersQueued >= 1 && m_queue.empty())
		return;

	// We do however want to achieve some kind of minimal latency, so if the queued buffers
	// are greater than 2, flush them to re-sync the audio
	if (state.BuffersQueued > 2)
	{
		m_sourceVoice->FlushSourceBuffers();
		m_overflows++;
	}

	// Roll the buffer
	roll_buffer();

	// Submit the next buffer
	submit_next_queued();
}
Exemple #2
0
// Submits any buffers that have currently been queued,
// assuming they are needed based on current queue depth
void sound_xaudio2::submit_needed()
{
	XAUDIO2_VOICE_STATE state;
	m_sourceVoice->GetState(&state, XAUDIO2_VOICE_NOSAMPLESPLAYED);

	// If we have a buffer on the queue, no reason to submit
	if (state.BuffersQueued >= 1)
		return;

	std::lock_guard<std::mutex> lock(m_buffer_lock);

	// Roll the buffer
	roll_buffer();

	// Submit the next buffer
	submit_next_queued();
}