Esempio n. 1
0
static void DX6_WaitAudio_EventWait(_THIS)
{
	DWORD status;
	HRESULT result;

	/* Try to restore a lost sound buffer */
	IDirectSoundBuffer_GetStatus(mixbuf, &status);
	if ( (status&DSBSTATUS_BUFFERLOST) ) {
		IDirectSoundBuffer_Restore(mixbuf);
		IDirectSoundBuffer_GetStatus(mixbuf, &status);
		if ( (status&DSBSTATUS_BUFFERLOST) ) {
			return;
		}
	}
	if ( ! (status&DSBSTATUS_PLAYING) ) {
		result = IDirectSoundBuffer_Play(mixbuf, 0, 0, DSBPLAY_LOOPING);
		if ( result != DS_OK ) {
#ifdef DEBUG_SOUND
			SetDSerror("DirectSound Play", result);
#endif
			return;
		}
	}
	WaitForSingleObject(audio_event, INFINITE);
}
Esempio n. 2
0
static void
DSOUND_WaitDevice(_THIS)
{
    DWORD status = 0;
    DWORD cursor = 0;
    DWORD junk = 0;
    HRESULT result = DS_OK;

    /* Semi-busy wait, since we have no way of getting play notification
       on a primary mixing buffer located in hardware (DirectX 5.0)
     */
    result = IDirectSoundBuffer_GetCurrentPosition(this->hidden->mixbuf,
                                                   &junk, &cursor);
    if (result != DS_OK) {
        if (result == DSERR_BUFFERLOST) {
            IDirectSoundBuffer_Restore(this->hidden->mixbuf);
        }
#ifdef DEBUG_SOUND
        SetDSerror("DirectSound GetCurrentPosition", result);
#endif
        return;
    }

    while ((cursor / this->hidden->mixlen) == this->hidden->lastchunk) {
        /* FIXME: find out how much time is left and sleep that long */
        SDL_Delay(1);

        /* Try to restore a lost sound buffer */
        IDirectSoundBuffer_GetStatus(this->hidden->mixbuf, &status);
        if ((status & DSBSTATUS_BUFFERLOST)) {
            IDirectSoundBuffer_Restore(this->hidden->mixbuf);
            IDirectSoundBuffer_GetStatus(this->hidden->mixbuf, &status);
            if ((status & DSBSTATUS_BUFFERLOST)) {
                break;
            }
        }
        if (!(status & DSBSTATUS_PLAYING)) {
            result = IDirectSoundBuffer_Play(this->hidden->mixbuf, 0, 0,
                                             DSBPLAY_LOOPING);
            if (result == DS_OK) {
                continue;
            }
#ifdef DEBUG_SOUND
            SetDSerror("DirectSound Play", result);
#endif
            return;
        }

        /* Find out where we are playing */
        result = IDirectSoundBuffer_GetCurrentPosition(this->hidden->mixbuf,
                                                       &junk, &cursor);
        if (result != DS_OK) {
            SetDSerror("DirectSound GetCurrentPosition", result);
            return;
        }
    }
}
Esempio n. 3
0
static void DX5_WaitAudio_BusyWait(_THIS)
{
	DWORD status;
	DWORD cursor, junk;
	HRESULT result;

	/* Semi-busy wait, since we have no way of getting play notification
	   on a primary mixing buffer located in hardware (DirectX 5.0)
	*/
	result = IDirectSoundBuffer_GetCurrentPosition(mixbuf, &cursor, &junk);
	if ( result != DS_OK ) {
		if ( result == DSERR_BUFFERLOST ) {
			IDirectSoundBuffer_Restore(mixbuf);
		}
#ifdef DEBUG_SOUND
		SetDSerror("DirectSound GetCurrentPosition", result);
#endif
		return;
	}
	cursor /= mixlen;

	while ( cursor == playing ) {
		/* FIXME: find out how much time is left and sleep that long */
		SDL_Delay(10);

		/* Try to restore a lost sound buffer */
		IDirectSoundBuffer_GetStatus(mixbuf, &status);
		if ( (status&DSBSTATUS_BUFFERLOST) ) {
			IDirectSoundBuffer_Restore(mixbuf);
			IDirectSoundBuffer_GetStatus(mixbuf, &status);
			if ( (status&DSBSTATUS_BUFFERLOST) ) {
				break;
			}
		}
		if ( ! (status&DSBSTATUS_PLAYING) ) {
			result = IDirectSoundBuffer_Play(mixbuf, 0, 0, DSBPLAY_LOOPING);
			if ( result == DS_OK ) {
				continue;
			}
#ifdef DEBUG_SOUND
			SetDSerror("DirectSound Play", result);
#endif
			return;
		}

		/* Find out where we are playing */
		result = IDirectSoundBuffer_GetCurrentPosition(mixbuf,
								&cursor, &junk);
		if ( result != DS_OK ) {
			SetDSerror("DirectSound GetCurrentPosition", result);
			return;
		}
		cursor /= mixlen;
	}
}
Esempio n. 4
0
IDirectSoundBuffer *SndObjGetFreeBuffer(SNDOBJ *pSO)
{
    IDirectSoundBuffer *pDSB;

    if (pSO == NULL)
        return NULL;

    if (pDSB = pSO->Buffers[pSO->iCurrent])
    {
        HRESULT hres;
        DWORD dwStatus;

        hres = IDirectSoundBuffer_GetStatus(pDSB, &dwStatus);

        if (FAILED(hres))
            dwStatus = 0;

        if ((dwStatus & DSBSTATUS_PLAYING) == DSBSTATUS_PLAYING)
        {
            if (pSO->iAlloc > 1)
            {
                if (++pSO->iCurrent >= pSO->iAlloc)
                    pSO->iCurrent = 0;

                pDSB = pSO->Buffers[pSO->iCurrent];
                hres = IDirectSoundBuffer_GetStatus(pDSB, &dwStatus);

                if (SUCCEEDED(hres) && (dwStatus & DSBSTATUS_PLAYING) == DSBSTATUS_PLAYING)
                {
                    IDirectSoundBuffer_Stop(pDSB);
                    IDirectSoundBuffer_SetCurrentPosition(pDSB, 0);
                }
            }
            else
            {
                pDSB = NULL;
            }
        }

        if (pDSB && (dwStatus & DSBSTATUS_BUFFERLOST))
        {
            if (FAILED(IDirectSoundBuffer_Restore(pDSB)) ||
                !DSFillSoundBuffer(pDSB, pSO->pbWaveData, pSO->cbWaveSize))
            {
                pDSB = NULL;
            }
        }
    }

    return pDSB;
}
Esempio n. 5
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static void DS_Exit(void)
{
	DWORD statusInfo;

	if(updateBufferHandle) {
		/* Signal thread to exit and wait for the exit */
		if (threadInUse) {
			threadInUse = 0;
			MUTEX_UNLOCK(vars);
			SetEvent (notifyUpdateHandle);
			WaitForSingleObject (updateBufferHandle, INFINITE);
			MUTEX_LOCK(vars);
		}

		CloseHandle(updateBufferHandle),
		updateBufferHandle = NULL;
	}
	if (notifyUpdateHandle) {
		CloseHandle(notifyUpdateHandle),
		notifyUpdateHandle = NULL;
	}

	if (pSoundBufferNotify) {
		IDirectSoundNotify_Release(pSoundBufferNotify);
		pSoundBufferNotify = NULL;
	}
	if(pSoundBuffer) {
		if(IDirectSoundBuffer_GetStatus(pSoundBuffer,&statusInfo)==DS_OK)
			if(statusInfo&DSBSTATUS_PLAYING)
				IDirectSoundBuffer_Stop(pSoundBuffer);
		IDirectSoundBuffer_Release(pSoundBuffer);
		pSoundBuffer = NULL;
	}

	if(pPrimarySoundBuffer) {
		if(IDirectSoundBuffer_GetStatus(pPrimarySoundBuffer,&statusInfo)==DS_OK)
			if(statusInfo&DSBSTATUS_PLAYING)
				IDirectSoundBuffer_Stop(pPrimarySoundBuffer);
		IDirectSoundBuffer_Release(pPrimarySoundBuffer);
		pPrimarySoundBuffer = NULL;
	}

	if (pSoundCard) {
		IDirectSound_Release(pSoundCard);
		pSoundCard = NULL;
	}

	VC_Exit();
}
Esempio n. 6
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void I_UpdateSoundParams(int channel, int vol, int sep, int pitch)
{
// proff 07/04/98: Added for CYGWIN32 compatibility
#ifdef HAVE_LIBDSOUND

  int DSB_Status;
  if (noDSound == true)
    return;

// proff 07/26/98: Added volume check
  if (vol==0)
    {
      IDirectSoundBuffer_Stop(lpSecondaryDSB[channel]);
      return;
    }
  IDirectSoundBuffer_SetVolume(lpSecondaryDSB[channel],VOL(vol));
  IDirectSoundBuffer_SetPan(lpSecondaryDSB[channel],SEP(sep));
  IDirectSoundBuffer_SetFrequency
    (lpSecondaryDSB[channel], ChannelInfo[channel].samplerate+PITCH(pitch));
  if (ChannelInfo[channel].playing == true)
    {
      IDirectSoundBuffer_GetStatus(lpSecondaryDSB[channel], &DSB_Status);
      if ((DSB_Status & DSBSTATUS_PLAYING) == 0)
	IDirectSoundBuffer_Play(lpSecondaryDSB[channel], 0, 0, 0);
    }
#endif // HAVE_LIBDSOUND
}
Esempio n. 7
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static HRESULT WINAPI DSoundRender_Stop(IBaseFilter * iface)
{
    HRESULT hr = S_OK;
    DSoundRenderImpl *This = (DSoundRenderImpl *)iface;

    TRACE("(%p/%p)->()\n", This, iface);

    EnterCriticalSection(&This->filter.csFilter);
    {
        DWORD state = 0;
        if (This->dsbuffer)
        {
            hr = IDirectSoundBuffer_GetStatus(This->dsbuffer, &state);
            if (SUCCEEDED(hr))
            {
                if (state & DSBSTATUS_PLAYING)
                    hr = IDirectSoundBuffer_Stop(This->dsbuffer);
            }
        }
        if (SUCCEEDED(hr))
            This->filter.state = State_Stopped;

        /* Complete our transition */
        SetEvent(This->state_change);
        SetEvent(This->blocked);
        MediaSeekingPassThru_ResetMediaTime(This->seekthru_unk);
    }
    LeaveCriticalSection(&This->filter.csFilter);
    
    return hr;
}
static guint
gst_directsound_sink_delay (GstAudioSink * asink)
{
  GstDirectSoundSink *dsoundsink;
  HRESULT hRes;
  DWORD dwCurrentPlayCursor;
  DWORD dwBytesInQueue = 0;
  gint nNbSamplesInQueue = 0;
  DWORD dwStatus;

  dsoundsink = GST_DIRECTSOUND_SINK (asink);

  /* get current buffer status */
  hRes = IDirectSoundBuffer_GetStatus (dsoundsink->pDSBSecondary, &dwStatus);

  if (dwStatus & DSBSTATUS_PLAYING) {
    /*evaluate the number of samples in queue in the circular buffer */
    hRes = IDirectSoundBuffer_GetCurrentPosition (dsoundsink->pDSBSecondary,
        &dwCurrentPlayCursor, NULL);

    if (hRes == S_OK) {
      if (dwCurrentPlayCursor < dsoundsink->current_circular_offset)
        dwBytesInQueue =
            dsoundsink->current_circular_offset - dwCurrentPlayCursor;
      else
        dwBytesInQueue =
            dsoundsink->current_circular_offset + (dsoundsink->buffer_size -
            dwCurrentPlayCursor);

      nNbSamplesInQueue = dwBytesInQueue / dsoundsink->bytes_per_sample;
    }
  }

  return nNbSamplesInQueue;
}
Esempio n. 9
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static HRESULT WINAPI DSoundRender_Pause(IBaseFilter * iface)
{
    HRESULT hr = S_OK;
    DSoundRenderImpl *This = (DSoundRenderImpl *)iface;
    
    TRACE("(%p/%p)->()\n", This, iface);

    EnterCriticalSection(&This->filter.csFilter);
    if (This->filter.state != State_Paused)
    {
        DWORD state = 0;
        if (This->filter.state == State_Stopped)
        {
            This->pInputPin->end_of_stream = 0;
        }

        if (This->dsbuffer)
        {
            hr = IDirectSoundBuffer_GetStatus(This->dsbuffer, &state);
            if (SUCCEEDED(hr))
            {
                if (state & DSBSTATUS_PLAYING)
                    hr = IDirectSoundBuffer_Stop(This->dsbuffer);
            }
        }
        if (SUCCEEDED(hr))
            This->filter.state = State_Paused;

        ResetEvent(This->blocked);
        ResetEvent(This->state_change);
    }
    LeaveCriticalSection(&This->filter.csFilter);

    return hr;
}
Esempio n. 10
0
/*
 * バッファをリストアする
 */
static BOOL RestoreBuffers(int nBuffer)
{
	DWORD dwStatus;
	HRESULT hRet;

	assert(pDSBuffer[nBuffer] != NULL);
	assert(nBuffer >= 0 && nBuffer < MIXER_STREAMS);

	hRet = IDirectSoundBuffer_GetStatus(pDSBuffer[nBuffer], &dwStatus);
	if(hRet != DS_OK)
		return FALSE;
	if(dwStatus & DSBSTATUS_BUFFERLOST)
    {
		/*
		 * アプリケーションがアクティブになったばかりなので
		 * DirectSoundのコントロールを取得できない可能性がある。
		 * よって、コントロールを取得できるまでスリープする。
		 */
		while(1) {
			Sleep(10);
            hRet = IDirectSoundBuffer_Restore(pDSBuffer[nBuffer]);
            if(hRet != DSERR_BUFFERLOST)
				break;
		}
    }
    return TRUE;
}
Esempio n. 11
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DWORD DSW_GetOutputStatus( DSoundWrapper *dsw )
{
	DWORD status;
	if (IDirectSoundBuffer_GetStatus( dsw->dsw_OutputBuffer, &status ) != DS_OK)
		return( DSERR_INVALIDPARAM );
	else
		return( status );
}
Esempio n. 12
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int I2_IsSourcePlaying(sndsource_t *buf)
{
    DWORD status;
    IDirectSoundBuffer_GetStatus(buf->source, &status);
    // Restore the buffer if it's lost, but that shouldn't really matter since
    // it'll be released when it stops playing.
    if(status & DSBSTATUS_BUFFERLOST) IDirectSoundBuffer_Restore(buf->source);
    return (status & DSBSTATUS_PLAYING) != 0;
}
Esempio n. 13
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static inline HRESULT DSoundRender_GetPos(DSoundRenderImpl *This, DWORD *pPlayPos, REFERENCE_TIME *pRefTime)
{
    HRESULT hr;

    EnterCriticalSection(&This->filter.csFilter);
    {
        DWORD state;
        DWORD write_pos;

        hr = IDirectSoundBuffer_GetStatus(This->dsbuffer, &state);
        if (SUCCEEDED(hr) && !(state & DSBSTATUS_PLAYING) && This->filter.state == State_Running)
        {
            TRACE("Not playing, kickstarting the engine\n");

            hr = IDirectSoundBuffer_Play(This->dsbuffer, 0, 0, DSBPLAY_LOOPING);
            if (FAILED(hr))
                ERR("Can't play sound buffer (%x)\n", hr);
        }

        if (SUCCEEDED(hr))
            hr = IDirectSoundBuffer_GetCurrentPosition(This->dsbuffer, pPlayPos, &write_pos);
        if (hr == S_OK)
        {
            DWORD play_pos = *pPlayPos;

            if (play_pos < This->last_play_pos)
                This->play_loops++;
            This->last_play_pos = play_pos;

            /* If we really fell behind, start at the next possible position
             * Also happens when just starting playback for the first time,
             * or when flushing
             */
            if ((This->play_loops*This->buf_size)+play_pos >=
                (This->write_loops*This->buf_size)+This->write_pos)
                This->write_pos = write_pos;

            if (pRefTime)
            {
                REFERENCE_TIME play_time;
                play_time = ((REFERENCE_TIME)This->play_loops*10000000) +
                            ((REFERENCE_TIME)play_pos*10000000/This->buf_size);

                /* Don't let time run backwards */
                if(play_time-This->play_time > 0)
                    This->play_time = play_time;
                else
                    hr = S_FALSE;

                *pRefTime = This->play_time;
            }
        }
    }
    LeaveCriticalSection(&This->filter.csFilter);

    return hr;
}
Esempio n. 14
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/**
\brief fill sound buffer
\param data pointer to the sound data to copy
\param len length of the data to copy in bytes
\return number of copyed bytes
*/
static int write_buffer(struct ao *ao, unsigned char *data, int len)
{
    struct priv *p = ao->priv;
    HRESULT res;
    LPVOID lpvPtr1;
    DWORD dwBytes1;
    LPVOID lpvPtr2;
    DWORD dwBytes2;

    p->underrun_check = 0;

    // Lock the buffer
    res = IDirectSoundBuffer_Lock(p->hdsbuf, p->write_offset, len, &lpvPtr1,
                                  &dwBytes1, &lpvPtr2, &dwBytes2, 0);
    // If the buffer was lost, restore and retry lock.
    if (DSERR_BUFFERLOST == res) {
        IDirectSoundBuffer_Restore(p->hdsbuf);
        res = IDirectSoundBuffer_Lock(p->hdsbuf, p->write_offset, len, &lpvPtr1,
                                      &dwBytes1, &lpvPtr2, &dwBytes2, 0);
    }


    if (SUCCEEDED(res)) {
        if (!AF_FORMAT_IS_AC3(ao->format)) {
            memcpy(lpvPtr1, data, dwBytes1);
            if (lpvPtr2 != NULL)
                memcpy(lpvPtr2, (char *)data + dwBytes1, dwBytes2);

            p->write_offset += dwBytes1 + dwBytes2;
            if (p->write_offset >= p->buffer_size)
                p->write_offset = dwBytes2;
        } else {
            // Write to pointers without reordering.
            memcpy(lpvPtr1, data, dwBytes1);
            if (NULL != lpvPtr2)
                memcpy(lpvPtr2, data + dwBytes1, dwBytes2);
            p->write_offset += dwBytes1 + dwBytes2;
            if (p->write_offset >= p->buffer_size)
                p->write_offset = dwBytes2;
        }

        // Release the data back to DirectSound.
        res = IDirectSoundBuffer_Unlock(p->hdsbuf, lpvPtr1, dwBytes1, lpvPtr2,
                                        dwBytes2);
        if (SUCCEEDED(res)) {
            // Success.
            DWORD status;
            IDirectSoundBuffer_GetStatus(p->hdsbuf, &status);
            if (!(status & DSBSTATUS_PLAYING))
                res = IDirectSoundBuffer_Play(p->hdsbuf, 0, 0, DSBPLAY_LOOPING);
            return dwBytes1 + dwBytes2;
        }
    }
    // Lock, Unlock, or Restore failed.
    return 0;
}
Esempio n. 15
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void DSSoundFeedVoiceData(unsigned char* pSound,long lBytes)
{
	LPVOID lpvPtr1, lpvPtr2;
	unsigned long dwBytes1,dwBytes2;
	unsigned long *lpSS, *lpSD;
	unsigned long dw,cplay,cwrite;
	HRESULT hr;
	unsigned long status;

	IDirectSoundBuffer_GetStatus(lpDSBSECONDARY1,&status);
	if (status & DSBSTATUS_BUFFERLOST)
	{
		if (IDirectSoundBuffer_Restore(lpDSBSECONDARY1) != DS_OK) return;
		IDirectSoundBuffer_Play(lpDSBSECONDARY1,0,0,DSBPLAY_LOOPING);
	}

	IDirectSoundBuffer_GetCurrentPosition(lpDSBSECONDARY1,&cplay,&cwrite);

	if(LastWrite == 0xffffffff) LastWrite=cwrite;

	hr = IDirectSoundBuffer_Lock(lpDSBSECONDARY1,LastWrite,lBytes,
        &lpvPtr1, &dwBytes1, &lpvPtr2, &dwBytes2, 0);

	if (hr != DS_OK)
	{
		LastWrite=0xffffffff;
		return;
	}

	lpSS = (unsigned long *)pSound;
	lpSD = (unsigned long *)lpvPtr1;
	dw = dwBytes1 >> 2;

	while(dw)
	{
		*lpSD++=*lpSS++;
		dw--;
	}

	if (lpvPtr2)
	{
		lpSD = (unsigned long *)lpvPtr2;
		dw = dwBytes2 >> 2;

		while(dw)
		{
			*lpSD++ = *lpSS++;
			dw--;
		}
	}

	IDirectSoundBuffer_Unlock(lpDSBSECONDARY1,lpvPtr1,dwBytes1,lpvPtr2,dwBytes2);
	LastWrite += lBytes;
	if(LastWrite >= SOUNDSIZE) LastWrite -= SOUNDSIZE;
	LastPlay = cplay;
}
Esempio n. 16
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static	int	ChannelPlaying( Channel *channel )
{
	DWORD status, Error;

	if(!channel)
		return( 0 );

	Error = IDirectSoundBuffer_GetStatus( channel->buffer, &status);
	if( Error != DS_OK)
		return 0;
	return( status & DSBSTATUS_PLAYING  );
}
Esempio n. 17
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/*
====================
SndSys_LockRenderBuffer

Get the exclusive lock on "snd_renderbuffer"
====================
*/
qboolean SndSys_LockRenderBuffer (void)
{
#ifdef SUPPORTDIRECTX
	int reps;
	HRESULT hresult;
	DWORD	dwStatus;

	if (pDSBuf)
	{
		// if the buffer was lost or stopped, restore it and/or restart it
		if (IDirectSoundBuffer_GetStatus (pDSBuf, &dwStatus) != DS_OK)
			Con_Print("Couldn't get sound buffer status\n");

		if (dwStatus & DSBSTATUS_BUFFERLOST)
		{
			Con_Print("DSound buffer is lost!!\n");
			IDirectSoundBuffer_Restore (pDSBuf);
		}

		if (!(dwStatus & DSBSTATUS_PLAYING))
			IDirectSoundBuffer_Play(pDSBuf, 0, 0, DSBPLAY_LOOPING);

		reps = 0;

		while ((hresult = IDirectSoundBuffer_Lock(pDSBuf, 0, gSndBufSize, (LPVOID*)&dsound_pbuf, &dsound_dwSize, (LPVOID*)&dsound_pbuf2, &dsound_dwSize2, 0)) != DS_OK)
		{
			if (hresult != DSERR_BUFFERLOST)
			{
				Con_Print("S_LockBuffer: DS: Lock Sound Buffer Failed\n");
				S_Shutdown ();
				S_Startup ();
				return false;
			}

			if (++reps > 10000)
			{
				Con_Print("S_LockBuffer: DS: couldn't restore buffer\n");
				S_Shutdown ();
				S_Startup ();
				return false;
			}
		}

		if ((void*)dsound_pbuf != snd_renderbuffer->ring)
			Sys_Error("SndSys_LockRenderBuffer: the ring address has changed!!!\n");
		return true;
	}
#endif

	return wav_init;
}
Esempio n. 18
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//added 2000/01/15 Matt Mueller -- remove some duplication (and fix a big memory leak, in the kill=0 one case)
static int DS_release_slot(int slot,int kill){
	if (SoundSlots[slot].lpsb) {
		DWORD s;
		IDirectSoundBuffer_GetStatus(SoundSlots[slot].lpsb, &s);
		if (s & DSBSTATUS_PLAYING){
			if (kill)
				IDirectSoundBuffer_Stop(SoundSlots[slot].lpsb);
			else
				return 0;
		}
		IDirectSoundBuffer_Release(SoundSlots[slot].lpsb);
		SoundSlots[slot].lpsb = NULL;
	}
	SoundSlots[slot].playing = 0;
	return 1;
}
Esempio n. 19
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void CheckDStatus(void)
{
  DWORD status;
  status=0;
  IDirectSoundBuffer_GetStatus(ppbufw, &status);

  if(status&DSBSTATUS_BUFFERLOST)
  {
   IDirectSoundBuffer_Restore(ppbufw);
  }

  if(!(status&DSBSTATUS_PLAYING))
  {
   ToWritePos=0;
   IDirectSoundBuffer_SetFormat(ppbufw,&wf);
   IDirectSoundBuffer_Play(ppbufw,0,0,DSBPLAY_LOOPING);
  }
}
Esempio n. 20
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void DSOUND_Restore(void)
{
// if the buffer was lost or stopped, restore it and/or restart it
        DWORD       dwStatus;

        if (!pDSBuf) return;

	if (IDirectSoundBuffer_GetStatus (pDSBuf, &dwStatus) != DD_OK)
        	Con_Printf ("Couldn't get sound buffer status\n");

	if (dwStatus & DSBSTATUS_BUFFERLOST)
		IDirectSoundBuffer_Restore (pDSBuf);

	if (!(dwStatus & DSBSTATUS_PLAYING))
		IDirectSoundBuffer_Play (pDSBuf, 0, 0, DSBPLAY_LOOPING);

        return;
}
Esempio n. 21
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static int dsound_get_status_out (LPDIRECTSOUNDBUFFER dsb, DWORD *statusp,
                                  dsound *s)
{
    HRESULT hr;

    hr = IDirectSoundBuffer_GetStatus (dsb, statusp);
    if (FAILED (hr)) {
        dsound_logerr (hr, "Could not get playback buffer status\n");
        return -1;
    }

    if (*statusp & DSERR_BUFFERLOST) {
        dsound_restore_out(dsb, s);
        return -1;
    }

    return 0;
}
Esempio n. 22
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/**************************************************************************
 * 				MCICDA_GetStatus		[internal]
 */
static	DWORD    MCICDA_GetStatus(WINE_MCICDAUDIO* wmcda)
{
    CDROM_SUB_Q_DATA_FORMAT     fmt;
    SUB_Q_CHANNEL_DATA          data;
    DWORD                       br;
    DWORD                       mode = MCI_MODE_NOT_READY;

    fmt.Format = IOCTL_CDROM_CURRENT_POSITION;
    if(wmcda->hThread != 0) {
        DWORD status;
        HRESULT hr;

        hr = IDirectSoundBuffer_GetStatus(wmcda->dsBuf, &status);
        if(SUCCEEDED(hr)) {
            if(!(status&DSBSTATUS_PLAYING)) {
                if(WaitForSingleObject(wmcda->stopEvent, 0) == WAIT_OBJECT_0)
                    mode = MCI_MODE_STOP;
                else
                    mode = MCI_MODE_PAUSE;
            }
            else
                mode = MCI_MODE_PLAY;
        }
    }
    else if (!DeviceIoControl(wmcda->handle, IOCTL_CDROM_READ_Q_CHANNEL, &fmt, sizeof(fmt),
                              &data, sizeof(data), &br, NULL)) {
        if (GetLastError() == ERROR_NOT_READY) mode = MCI_MODE_OPEN;
    } else {
        switch (data.CurrentPosition.Header.AudioStatus)
        {
        case AUDIO_STATUS_IN_PROGRESS:          mode = MCI_MODE_PLAY;   break;
        case AUDIO_STATUS_PAUSED:               mode = MCI_MODE_PAUSE;  break;
        case AUDIO_STATUS_NO_STATUS:
        case AUDIO_STATUS_PLAY_COMPLETE:        mode = MCI_MODE_STOP;   break;
        case AUDIO_STATUS_PLAY_ERROR:
        case AUDIO_STATUS_NOT_SUPPORTED:
        default:
            break;
        }
    }
    return mode;
}
Esempio n. 23
0
static int dsound_get_status_out (LPDIRECTSOUNDBUFFER dsb, DWORD *statusp)
{
    HRESULT hr;
    int i;

    for (i = 0; i < conf.getstatus_retries; ++i) {
        hr = IDirectSoundBuffer_GetStatus (dsb, statusp);
        if (FAILED (hr)) {
            dsound_logerr (hr, "Could not get playback buffer status\n");
            return -1;
        }

        if (*statusp & DSERR_BUFFERLOST) {
            if (dsound_restore_out (dsb)) {
                return -1;
            }
            continue;
        }
        break;
    }

    return 0;
}
Esempio n. 24
0
static HRESULT TimeGet( aout_stream_sys_t *sys, vlc_tick_t *delay )
{
    DWORD read, status;
    HRESULT hr;
    ssize_t size;

    hr = IDirectSoundBuffer_GetStatus( sys->p_dsbuffer, &status );
    if( hr != DS_OK )
        return hr;
    if( !(status & DSBSTATUS_PLAYING) )
        return DSERR_INVALIDCALL ;

    hr = IDirectSoundBuffer_GetCurrentPosition( sys->p_dsbuffer, &read, NULL );
    if( hr != DS_OK )
        return hr;

    size = (ssize_t)read - sys->i_last_read;

    /* GetCurrentPosition cannot be trusted if the return doesn't change
     * Just return an error */
    if( size ==  0 )
        return DSERR_GENERIC ;
    else if( size < 0 )
      size += DS_BUF_SIZE;

    sys->i_data -= size;
    sys->i_last_read = read;

    if( sys->i_data < 0 )
        /* underrun */
        Flush(sys);

    *delay = vlc_tick_from_samples( sys->i_data / sys->i_bytes_per_sample, sys->i_rate );

    return DS_OK;
}
static guint
gst_directsound_sink_write (GstAudioSink * asink, gpointer data, guint length)
{
  GstDirectSoundSink *dsoundsink;
  DWORD dwStatus;
  HRESULT hRes;
  LPVOID pLockedBuffer1 = NULL, pLockedBuffer2 = NULL;
  DWORD dwSizeBuffer1, dwSizeBuffer2;
  DWORD dwCurrentPlayCursor;

  dsoundsink = GST_DIRECTSOUND_SINK (asink);

  /* Fix endianness */
  if (dsoundsink->buffer_format == GST_IEC958)
    _swab (data, data, length);

  GST_DSOUND_LOCK (dsoundsink);

  /* get current buffer status */
  hRes = IDirectSoundBuffer_GetStatus (dsoundsink->pDSBSecondary, &dwStatus);

  /* get current play cursor position */
  hRes = IDirectSoundBuffer_GetCurrentPosition (dsoundsink->pDSBSecondary,
      &dwCurrentPlayCursor, NULL);

  if (SUCCEEDED (hRes) && (dwStatus & DSBSTATUS_PLAYING)) {
    DWORD dwFreeBufferSize;

  calculate_freesize:
    /* calculate the free size of the circular buffer */
    if (dwCurrentPlayCursor < dsoundsink->current_circular_offset)
      dwFreeBufferSize =
          dsoundsink->buffer_size - (dsoundsink->current_circular_offset -
          dwCurrentPlayCursor);
    else
      dwFreeBufferSize =
          dwCurrentPlayCursor - dsoundsink->current_circular_offset;

    if (length >= dwFreeBufferSize) {
      Sleep (100);
      hRes = IDirectSoundBuffer_GetCurrentPosition (dsoundsink->pDSBSecondary,
          &dwCurrentPlayCursor, NULL);

      hRes =
          IDirectSoundBuffer_GetStatus (dsoundsink->pDSBSecondary, &dwStatus);
      if (SUCCEEDED (hRes) && (dwStatus & DSBSTATUS_PLAYING))
        goto calculate_freesize;
      else {
        dsoundsink->first_buffer_after_reset = FALSE;
        GST_DSOUND_UNLOCK (dsoundsink);
        return 0;
      }
    }
  }

  if (dwStatus & DSBSTATUS_BUFFERLOST) {
    hRes = IDirectSoundBuffer_Restore (dsoundsink->pDSBSecondary);      /*need a loop waiting the buffer is restored?? */

    dsoundsink->current_circular_offset = 0;
  }

  hRes = IDirectSoundBuffer_Lock (dsoundsink->pDSBSecondary,
      dsoundsink->current_circular_offset, length, &pLockedBuffer1,
      &dwSizeBuffer1, &pLockedBuffer2, &dwSizeBuffer2, 0L);

  if (SUCCEEDED (hRes)) {
    // Write to pointers without reordering.
    memcpy (pLockedBuffer1, data, dwSizeBuffer1);
    if (pLockedBuffer2 != NULL)
      memcpy (pLockedBuffer2, (LPBYTE) data + dwSizeBuffer1, dwSizeBuffer2);

    // Update where the buffer will lock (for next time)
    dsoundsink->current_circular_offset += dwSizeBuffer1 + dwSizeBuffer2;
    dsoundsink->current_circular_offset %= dsoundsink->buffer_size;     /* Circular buffer */

    hRes = IDirectSoundBuffer_Unlock (dsoundsink->pDSBSecondary, pLockedBuffer1,
        dwSizeBuffer1, pLockedBuffer2, dwSizeBuffer2);
  }

  /* if the buffer was not in playing state yet, call play on the buffer 
     except if this buffer is the fist after a reset (base class call reset and write a buffer when setting the sink to pause) */
  if (!(dwStatus & DSBSTATUS_PLAYING) &&
      dsoundsink->first_buffer_after_reset == FALSE) {
    hRes = IDirectSoundBuffer_Play (dsoundsink->pDSBSecondary, 0, 0,
        DSBPLAY_LOOPING);
  }

  dsoundsink->first_buffer_after_reset = FALSE;

  GST_DSOUND_UNLOCK (dsoundsink);

  return length;
}