dolphin/Source/Core/AudioCommon/Src/AudioCommon.cpp
mylek4 1991a4f3a5 Added XAudio2 backend.
Windows audio backend with lower latency.

Audio never glitches on my machine but the number of buffers may be set too aggressively. If you run into problems try turning up NUM_BUFFERS in the h file and leave some feedback.

From my tests games seem to prefer filling the buffer with smaller chunks. For this to work the callback that fills the buffer needs to either spin or run async so I went with async.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6371 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-11-10 08:28:26 +00:00

126 lines
3.5 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "AudioCommon.h"
#include "Mixer.h"
#include "NullSoundStream.h"
#include "DSoundStream.h"
#include "XAudio2Stream.h"
#include "AOSoundStream.h"
#include "AlsaSoundStream.h"
#ifdef __APPLE__
#include "CoreAudioSoundStream.h"
#endif
#include "OpenALStream.h"
#include "PulseAudioStream.h"
namespace AudioCommon
{
SoundStream *InitSoundStream(CMixer *mixer)
{
// This looks evil.
if (!mixer)
mixer = new CMixer();
std::string backend = ac_Config.sBackend;
if (backend == BACKEND_OPENAL && OpenALStream::isValid())
soundStream = new OpenALStream(mixer);
else if (backend == BACKEND_NULLSOUND && NullSound::isValid())
soundStream = new NullSound(mixer, g_dspInitialize.hWnd);
else if (backend == BACKEND_DIRECTSOUND && DSound::isValid())
soundStream = new DSound(mixer, g_dspInitialize.hWnd);
else if (backend == BACKEND_XAUDIO2 && XAudio2::isValid())
soundStream = new XAudio2(mixer);
else if (backend == BACKEND_AOSOUND && AOSound::isValid())
soundStream = new AOSound(mixer);
else if (backend == BACKEND_ALSA && AlsaSound::isValid())
soundStream = new AlsaSound(mixer);
#ifdef __APPLE__
else if (backend == BACKEND_COREAUDIO && CoreAudioSound::isValid())
soundStream = new CoreAudioSound(mixer);
#endif
else if (backend == BACKEND_PULSEAUDIO && PulseAudio::isValid())
soundStream = new PulseAudio(mixer);
if (soundStream != NULL)
{
ac_Config.Update();
if (soundStream->Start())
{
// Start the sound recording
/*
if (ac_Config.record) {
soundStream->StartLogAudio(FULL_DUMP_DIR g_Config.recordFile);
}
*/
return soundStream;
}
PanicAlert("Could not initialize backend %s.", backend.c_str());
}
PanicAlert("Sound backend %s is not valid.", backend.c_str());
delete soundStream;
soundStream = NULL;
return NULL;
}
void ShutdownSoundStream()
{
INFO_LOG(DSPHLE, "Shutting down sound stream");
if (soundStream)
{
soundStream->Stop();
soundStream->StopLogAudio();
delete soundStream;
soundStream = NULL;
}
INFO_LOG(DSPHLE, "Done shutting down sound stream");
}
std::vector<std::string> GetSoundBackends()
{
std::vector<std::string> backends;
if (NullSound::isValid())
backends.push_back(BACKEND_NULLSOUND);
if (DSound::isValid())
backends.push_back(BACKEND_DIRECTSOUND);
if (XAudio2::isValid())
backends.push_back(BACKEND_XAUDIO2);
if (OpenALStream::isValid())
backends.push_back(BACKEND_OPENAL);
if (AOSound::isValid())
backends.push_back(BACKEND_AOSOUND);
if (AlsaSound::isValid())
backends.push_back(BACKEND_ALSA);
#ifdef __APPLE__
if (CoreAudioSound::isValid())
backends.push_back(BACKEND_COREAUDIO);
#endif
if (PulseAudio::isValid())
backends.push_back(BACKEND_PULSEAUDIO);
return backends;
}
bool UseJIT() {
return ac_Config.m_EnableJIT;
}
}