示例#1
0
/*  CXAudio2::SetupSound
applies current sound settings by recreating the voice objects and buffers
-----
returns true if successful, false otherwise
*/
bool CXAudio2::SetupSound()
{
	if(!initDone)
		return false;

	DeInitVoices();

	blockCount = 8;
	UINT32 blockTime = 64 / blockCount;

	singleBufferSamples = (Settings.SoundPlaybackRate * blockTime * (Settings.Stereo ? 2 : 1)) / 1000;
	singleBufferBytes = singleBufferSamples * (Settings.SixteenBitSound ? 2 : 1);
	sum_bufferSize = singleBufferBytes * blockCount;

    if (InitVoices())
    {
		soundBuffer = new uint8[sum_bufferSize];
		writeOffset = 0;
    }
	else {
		DeInitVoices();
		return false;
	}

	bufferCount = 0;

	BeginPlayback();

    return true;
}
void CTestMmfAclntCaps0014::DoProcess(TInt aError)
	{
	if (aError == KErrNone)
		{
		InternalState nextState = iState;
		switch (iState)
			{
		case EWaitingForServer:
			CreatePlayer();
			nextState = EInitPlayer;
			break;
		case EInitPlayer : 
			BeginPlayback();
			nextState = EPlaying;
			break;
		case EPlaying :
			iVerdict = EPass;
			CActiveScheduler::Stop();
			break;
			}
		iState = nextState;
		}
	else 
		{
		iVerdict = EFail;
		INFO_PRINTF2(_L("Unexpected failure in test, error code %d"), aError);
		CActiveScheduler::Stop();
		}
	}
示例#3
0
void CASW_Video::ReturnToLoopVideo( void )
{
	if ( !m_bIsLoopVideo )
	{
		m_bIsLoopVideo = true;
		BeginPlayback( m_nLoopVideo );
	} 
}
示例#4
0
void CASW_Video::OnVideoOver()
{
	if ( m_bIsTransition )
	{
		m_bIsTransition = false;
		BeginPlayback( m_nLastTempVideo );
	}
	else if ( !m_bIsLoopVideo )
	{
		m_bIsLoopVideo = true;
		BeginPlayback( m_nLoopVideo );
	}
	else if ( m_nNumLoopAlternatives > 0 && RandomFloat() < m_fAlternateChance )
	{
		PlayTempVideo( m_nLoopVideo + RandomInt( 1, m_nNumLoopAlternatives ) );
	}
	else
	{
		bik->SetFrame( GetVideoFaceBIKHandles()->GetBIKHandle( m_nLoopVideo ), 0.0f );
	}
}
void PlaybackInput(Win32State* state, GameController* input)
{
    DWORD bytesRead = 0;

    if(ReadFile(state->playbackHandle, input, sizeof(*input), &bytesRead, 0))
    {
        if(bytesRead == 0)
        {
            u32 playbackIndex = state->playbackIndex;
            EndPlayback(state);
            BeginPlayback(state, playbackIndex);
            ReadFile(state->playbackHandle, input, sizeof(*input), &bytesRead, 0);
        }
    }
}
示例#6
0
void CASW_Video::PlayTempVideo( int nFaceType, int nTransitionFaceType /*= -1*/ )
{
	if ( GetCurrentVideo() == nFaceType )
	{
		return;
	}

	m_nLastTempVideo = nFaceType;
	m_nTransitionVideo = nTransitionFaceType;

	m_bIsLoopVideo = false;

	m_bIsTransition = ( m_nTransitionVideo != -1 );

	BeginPlayback( m_bIsTransition ? m_nTransitionVideo : m_nLastTempVideo );
}
示例#7
0
void CASW_Video::SetLoopVideo( int nFaceType, int nNumLoopAlternatives /*= 0*/, float fAlternateChance /*= 1.0f*/ )
{
	m_nNumLoopAlternatives = nNumLoopAlternatives;
	m_fAlternateChance = fAlternateChance;

	if ( m_nLoopVideo == nFaceType )
	{
		return;
	}

	m_nLoopVideo = nFaceType;

	if ( m_bIsLoopVideo && m_bStarted )
	{
		BeginPlayback( m_nLoopVideo );
	}
}
示例#8
0
void CASW_Video::Update()
{
#if !defined( _X360 ) || defined( BINK_ENABLED_FOR_X360 )
	if ( !m_bStarted )
	{
		BeginPlayback( m_nLoopVideo );
	}

	// Update our frame
	GetVideoFaceBIKHandles()->Buffer();

	if ( bik->Update( GetVideoFaceBIKHandles()->GetBIKHandle( GetCurrentVideo() ) ) == false )
	{
		// Issue a close command
		OnVideoOver();
	}
#endif
}
示例#9
0
文件: sndblst.c 项目: Moteesh/reactos
static NTSTATUS InitDevice(
    IN PWSTR RegistryPath,
    IN PVOID Context)
{
//    PDEVICE_INSTANCE Instance = Context;
    PDEVICE_OBJECT DeviceObject; // = Context;
    PDEVICE_EXTENSION Parameters; // = DeviceObject->DeviceExtension;
    UNICODE_STRING DeviceName = RTL_CONSTANT_STRING(L"\\Device\\WaveOut0");   // CHANGE THESE?
    UNICODE_STRING SymlinkName = RTL_CONSTANT_STRING(L"\\??\\WaveOut0");

//    CONFIG Config;
    RTL_QUERY_REGISTRY_TABLE Table[2];
    NTSTATUS s;
    USHORT DSP_Version = 0;
    UCHAR DSP_Major = 0, DSP_Minor = 0;

    // This is TEMPORARY, to ensure that we don't process more than 1 device.
    // This limitation should be removed in future.
    if (DeviceCount > 0)
    {
        DPRINT("Sorry - only 1 device supported by Sound Blaster driver at present :(\n");
        return STATUS_NOT_IMPLEMENTED;
    }

    DPRINT("Creating IO device\n");

    s = IoCreateDevice(Context, // driverobject
			  sizeof(DEVICE_EXTENSION),
			  &DeviceName,
			  FILE_DEVICE_SOUND, // Correct?
			  0,
			  FALSE,
			  &DeviceObject);

    if (!NT_SUCCESS(s))
        return s;

    DPRINT("Device Extension at 0x%x\n", DeviceObject->DeviceExtension);
    Parameters = DeviceObject->DeviceExtension;

    DPRINT("Creating DOS link\n");

    /* Create the dos device link */
    s = IoCreateSymbolicLink(&SymlinkName,
		       &DeviceName);

	if (!NT_SUCCESS(s))
    {
        IoDeleteDevice(DeviceObject);
        return s;
    }

    DPRINT("Initializing device\n");

//    DPRINT("Allocating memory for parameters structure\n");
    // Bodged:
//    Parameters = (PDEVICE_EXTENSION)ExAllocatePool(NonPagedPool, sizeof(DEVICE_EXTENSION));
//    DeviceObject->DeviceExtension = Parameters;
//    Parameters = Instance->DriverObject->DriverExtension;

    DPRINT("DeviceObject at 0x%x, DeviceExtension at 0x%x\n", DeviceObject, Parameters);

    if (! Parameters)
    {
        DPRINT("NULL POINTER!\n");
        return STATUS_INSUFFICIENT_RESOURCES;
    }

//    Instance->DriverObject->DriverExtension = Parameters;

    DPRINT("Setting reg path\n");
    Parameters->RegistryPath = RegistryPath;
//    Parameters->DriverObject = Instance->DriverObject;

    DPRINT("Zeroing table memory and setting query routine\n");
    RtlZeroMemory(Table, sizeof(Table));
    Table[0].QueryRoutine = LoadSettings;

    DPRINT("Setting port and IRQ defaults\n");
    Parameters->Port = DEFAULT_PORT;
    Parameters->IRQ = DEFAULT_IRQ;
    Parameters->DMA = DEFAULT_DMA;
    Parameters->BufferSize = DEFAULT_BUFSIZE;

// Only to be enabled once we can get support for multiple cards working :)
/*
    DPRINT("Loading settings from: %S\n", RegistryPath);

    s = RtlQueryRegistryValues(RTL_REGISTRY_ABSOLUTE, RegistryPath, Table,
                                &Parameters, NULL);

    if (! NT_SUCCESS(s))
        return s;
*/

    DPRINT("Port 0x%x  IRQ %d  DMA %d\n", Parameters->Port, Parameters->IRQ, Parameters->DMA);

//    Instance->P

    // Initialize the card
    DSP_Version = InitSoundCard(Parameters->Port);
    if (! DSP_Version)
    {
        DPRINT("Sound card initialization FAILED!\n");
        // Set state indication somehow
        // Failure - what error code do we give?!
        // return STATUS_????
        IoDeleteDevice(DeviceObject);
        return STATUS_UNSUCCESSFUL;
    }

    DSP_Major = DSP_Version / 256;
    DSP_Minor = DSP_Version % 256;

    // Do stuff related to version here...

    DPRINT("Allocating DMA\n");
    if (! CreateDMA(DeviceObject))
        DPRINT("FAILURE!\n");

    // TEMPORARY TESTING STUFF: should be in BlasterCreate
    EnableSpeaker(Parameters->Port, TRUE);
    SetOutputSampleRate(Parameters->Port, 2205);
    BeginPlayback(Parameters->Port, 16, 2, Parameters->BufferSize);

    DeviceCount ++;

    return STATUS_SUCCESS;
}
示例#10
0
// WINDOWS MAIN FUNCTION
// hInst = current instance of the program
// hPrevInst = previous instance which is not used anymore.
// cmdLine = holds command line arguments to be passed in to the program
// cmdShow = holds an integer to specify if we want to show this window.
int CALLBACK WinMain(HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR cmdLine, int cmdShow)
{
    WNDCLASS wc = {0};
    wc.style = CS_HREDRAW | CS_VREDRAW;
    wc.hInstance = hInst;
    wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
    wc.lpszClassName = wndClassName;
    wc.hCursor = 0; //TODO: Add cursors and icons to this program.
    wc.hIcon = 0;
    wc.lpfnWndProc = (WNDPROC)wndProc;

    RegisterClass(&wc);

    HWND window = CreateWindow(wndClassName, wndTitle,
                               WS_OVERLAPPEDWINDOW,
                               CW_USEDEFAULT, CW_USEDEFAULT,
                               wndWidth, wndHeight,
                               0, 0, hInst, 0);
    
    if(window)
    {
        ShowWindow(window, SW_SHOW);
        UpdateWindow(window);

        // NOTE: Initializing SDL
        if(SDL_Init(SDL_INIT_VIDEO) != 0 )
        {
            DestroyWindow(window);
            return -2;
        }

        IMG_Init(IMG_INIT_JPG | IMG_INIT_PNG);
        
        sdlWindow = SDL_CreateWindowFrom((void*)window);

        char error[MAX_PATH];
        stringCopy(error, SDL_GetError());
        OutputDebugStringA(error);

        if(!sdlWindow)
        {
            SDL_Quit();
            DestroyWindow(window);
            return -3;
        }
        
        renderer = SDL_CreateRenderer(sdlWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);

        if(!renderer)
        {
            SDL_DestroyWindow(sdlWindow);
            SDL_Quit();
            DestroyWindow(window);
            return -4;
        }

        i32 RefreshRate = 0;
        HDC dc = GetDC(window);
        i32 winRefreshRate = GetDeviceCaps(dc, VREFRESH);

        if( winRefreshRate > 1 )
        {
            RefreshRate = winRefreshRate / 2;
        }
        else
        {
            RefreshRate = 30;
        }

        r32 targetSecsPerFrame = 1.0f / RefreshRate;

        GameMemory memory = {};
        memory.permanentSize = Megabytes(64);
        memory.transientSize = Megabytes(64);
        memory.totalSize = memory.permanentSize + memory.transientSize;
        
        gameMemoryBlock = VirtualAlloc( 0, memory.totalSize, MEM_COMMIT | MEM_RESERVE, PAGE_EXECUTE_READWRITE);

        if(!gameMemoryBlock)
        {
            SDL_DestroyRenderer(renderer);
            SDL_DestroyWindow(sdlWindow);
            SDL_Quit();
            DestroyWindow(window);
            return -5;
        }

        memory.permanentBlock = gameMemoryBlock;
        memory.transientBlock = (i8*)gameMemoryBlock + memory.permanentSize;
        memory.readEntireFile = ReadEntireFile;
        memory.freeFile = FreeFile;
        memory.writeEntireFile = WriteEntireFile;

        Win32Dims windowDims = GetWindowDimensions(window);
        
        Render render = {};
        render.renderer = renderer;
        render.screenW = windowDims.width;
        render.screenH = windowDims.height;
        
        GameController input = {0};
        input.dt = targetSecsPerFrame;
        
        Win32State state = {0};
        state.memoryBlock = gameMemoryBlock;
        state.memorySize = memory.totalSize;

        GameCodeDLL gameCode =  Win32LoadGameCode("Game.dll", "Game_temp.dll", "lock.tmp");
        
        isRunning = true;

        r32 sleepIsGranular = (timeBeginPeriod(1) == TIMERR_NOERROR);
        
        LARGE_INTEGER lastCounter = Win32GetClock();

        i64 lastCycles = __rdtsc();
        
        LARGE_INTEGER performanceFreqPerSecRes;
        QueryPerformanceFrequency(&performanceFreqPerSecRes);
        globalPerformanceCountFreq = performanceFreqPerSecRes.QuadPart;
        
        // NOTE: PROGRAM LOOP!!
        while(isRunning)
        {
            // NOTE: compare File times for us to be able to reload the new game code
            FILETIME currentFileTime = Win32GetLastWriteTime("Game.dll");
            if(CompareFileTime(&currentFileTime, &gameCode.lastWriteTime) != 0)
            {
                Win32UnloadGameCode(&gameCode);
                gameCode = Win32LoadGameCode("Game.dll", "Game_temp.dll", "lock.tmp");
            }
            
            MSG msg = {0};
            while(PeekMessage(&msg, window, 0, 0, PM_REMOVE))
            {
                switch(msg.message)
                {
                    case WM_CLOSE:
                    {
                        isRunning = false;
                    }break;

                    case WM_KEYUP:
                    case WM_KEYDOWN:
                    case WM_SYSKEYUP:
                    case WM_SYSKEYDOWN:
                    {
                        u32 vkCode = (u32)msg.wParam;   // This contains the keycode for the key that the user pressed.
                        bool isDown = ((msg.lParam & (1 << 31)) == 0);  // Check to see if the key is down now.
                        bool wasDown = ((msg.lParam & (1 << 30)) != 0); // Check to see if the key was down previously.

                        if(isDown != wasDown)
                        {
                            if(vkCode == 'W')
                            {
                                input.moveUp.isDown = isDown;
                            }
                            else if(vkCode == 'S')
                            {
                                input.moveDown.isDown = isDown;
                            }
                            else if(vkCode == 'A')
                            {
                                input.moveLeft.isDown = isDown;
                            }
                            else if(vkCode == 'D')
                            {
                                input.moveRight.isDown = isDown;
                            }
                            if(vkCode == VK_UP)
                            {
                                input.actionUp.isDown = isDown;
                            }
                            else if(vkCode == VK_DOWN)
                            {
                                input.actionDown.isDown = isDown;
                            }
                            else if(vkCode == VK_LEFT)
                            {
                                input.actionLeft.isDown = isDown;
                            }
                            else if(vkCode == VK_RIGHT)
                            {
                                input.actionRight.isDown = isDown;
                            }
                            else if(vkCode == VK_ESCAPE)
                            {
                                input.back.isDown = isDown;
                            }
                            else if(vkCode == 'O')
                            {
                                if(isDown)
                                {
                                    if(state.recordingIndex == 0)
                                    {
                                        BeginRecording(&state, 1);
                                    }
                                    else
                                    {
                                        EndRecording(&state);
                                        BeginPlayback(&state, 1);
                                    }
                                }
                            }
                            else if(vkCode == 'P')
                            {
                                if(isDown)
                                {
                                    if(state.playbackIndex > 0)
                                    {
                                        EndPlayback(&state);
                                        ZeroMemory(&input, sizeof(input));
                                    }
                                }
                            }
                        }

                        if(isDown)
                        {
                            bool AltKeyWasDown = ((msg.lParam & (1 << 29)) != 0);
                            if(vkCode == VK_RETURN && AltKeyWasDown)
                            {
                                if(msg.hwnd)
                                {
                                    isFullscreen = !isFullscreen;
                                    Win32FullscreenToggle(msg.hwnd);
                                }
                            }
                        }

                    }break;

                    default:
                    {
                        TranslateMessage(&msg);
                        DispatchMessage(&msg);
                    }
                }
            }

            if(input.back.isDown)
            {
                isRunning = false;
                PostQuitMessage(0);
            }

            if(state.recordingIndex > 0)
            {
                RecordingInput(&state, &input);
            }
            else if(state.playbackIndex > 0)
            {
                PlaybackInput(&state, &input);
            }

            Win32Dims windowDims = GetWindowDimensions(window);
            Win32UpdateWindow(windowDims, (i32*)&render.screenW, (i32*)&render.screenH);
            
            if(gameCode.UpdateRender)
            {
                gameCode.UpdateRender(&memory, &input, &render);
            }

            LARGE_INTEGER workCounter = Win32GetClock();
            r32 workSecsElapsed = Win32GetSecondsElapsed(lastCounter, workCounter);

            r32 secondsElapsed = workSecsElapsed;
            if(secondsElapsed < targetSecsPerFrame)
            {
                if(sleepIsGranular)
                {
                    DWORD sleepMS = (DWORD)(1000.0f * (targetSecsPerFrame - secondsElapsed));
                    if(sleepMS > 0)
                    {
                        Sleep(sleepMS);
                    }
                }

                r32 testSecsElapsed = Win32GetSecondsElapsed(lastCounter, Win32GetClock());
                if(testSecsElapsed < targetSecsPerFrame)
                {
                    //TODO: LOG MISSED SLEEP HERE!!
                }

                while(secondsElapsed < targetSecsPerFrame)
                {
                    secondsElapsed = Win32GetSecondsElapsed(lastCounter, Win32GetClock());
                }
            }
            else
            {
                //TODO: MISSED FRAME RATE!!
            }
            
            LARGE_INTEGER endCounter = Win32GetClock();

            i64 endCycles = __rdtsc();
            
            r64 elapsedCounts = (r64)(endCounter.QuadPart - lastCounter.QuadPart);
            r64 elapsedCycles = (r64)(endCycles - lastCycles);

            r32 MSperFrame = ((1000.0f * Win32GetSecondsElapsed(lastCounter, endCounter)));
            r32 FPS = (r32)(globalPerformanceCountFreq / elapsedCounts);
            r32 MegaCyclesPerFrame = (r32)(elapsedCycles / (1000.0f * 1000.0f));
            
            char buffer[256];
            sprintf_s(buffer, "%.02fms, %.02ffps, %.02fmcpf\n", MSperFrame, FPS, MegaCyclesPerFrame);            
            OutputDebugStringA(buffer);
            
            lastCounter = endCounter;
            lastCycles = endCycles;
            
        } // NOTE: END OF WHILE LOOP

        //IMPORTANT: Unload this when we exit the program.
        Win32UnloadGameCode(&gameCode);        
    }
    else
    {
        // TODO: Handle Error Loggin here!!
        return -1;
    }

    if(gameMemoryBlock)
    {
        VirtualFree(gameMemoryBlock, 0, MEM_RELEASE);
    }
    
    //Close
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(sdlWindow);
    IMG_Quit();
    SDL_Quit();
    DestroyWindow(window);

    return 0;
}