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* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage. * D3DX11SaveTextureToFile usage is dropped and not replaced. * If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly. * If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions. * GLew updated to 1.10.0 * compiler switches added: /volatile:iso, /d2Zi+ * LTCG available via msbuild property: DolphinRelease * SDL updated to 2.0.0 * All Externals (excl. OpenAL and SDL) are built from source. * Now uses STL version of std::{mutex,condition_variable,thread} * Now uses Build as root directory for *all* intermediate files * Binary directory is populated as post-build msbuild action * .gitignore is simplified * UnitTests project is no longer compiled
75 lines
1.3 KiB
C++
75 lines
1.3 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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// This audio backend uses XAudio2 via XAUDIO2_DLL
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// It works on Windows 8+, where it is included as an OS component.
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// This backend is always compiled, but only available if running on Win8+
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#pragma once
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#include <memory>
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#include "Thread.h"
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#include "SoundStream.h"
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#ifdef _WIN32
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struct StreamingVoiceContext;
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struct IXAudio2;
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struct IXAudio2MasteringVoice;
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#endif
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class XAudio2 : public SoundStream
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{
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#ifdef _WIN32
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private:
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class Releaser
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{
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public:
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template <typename R>
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void operator()(R* ptr)
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{
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ptr->Release();
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}
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};
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std::unique_ptr<IXAudio2, Releaser> m_xaudio2;
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std::unique_ptr<StreamingVoiceContext> m_voice_context;
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IXAudio2MasteringVoice *m_mastering_voice;
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Common::Event m_sound_sync_event;
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float m_volume;
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const bool m_cleanup_com;
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static HMODULE m_xaudio2_dll;
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static void *PXAudio2Create;
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static bool InitLibrary();
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public:
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XAudio2(CMixer *mixer);
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virtual ~XAudio2();
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virtual bool Start();
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virtual void Stop();
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virtual void Update();
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virtual void Clear(bool mute);
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virtual void SetVolume(int volume);
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virtual bool usesMixer() const { return true; }
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static bool isValid() { return InitLibrary(); }
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#else
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public:
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XAudio2(CMixer *mixer)
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: SoundStream(mixer)
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{}
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#endif
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};
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