mirror of
https://github.com/Oibaf66/frodo-wii.git
synced 2024-11-14 07:35:12 +01:00
570 lines
13 KiB
C++
570 lines
13 KiB
C++
/*
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* SID_WIN32.h - 6581 emulation, WIN32 specific stuff
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*
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* Frodo (C) 1994-1997,2002-2005 Christian Bauer
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include <dsound.h>
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#include "VIC.h"
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#include "main.h"
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#define FRAG_FREQ SCREEN_FREQ // one frag per frame
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#define FRAGMENT_SIZE (SAMPLE_FREQ/FRAG_FREQ) // samples, not bytes
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#define FRAG_INTERVAL (1000/FRAG_FREQ) // in milliseconds
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#define BUFFER_FRAGS FRAG_FREQ // frags the in buffer
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#define BUFFER_SIZE (2*FRAGMENT_SIZE*BUFFER_FRAGS) // bytes, not samples
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#define MAX_LEAD_AVG BUFFER_FRAGS // lead average count
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// This won't hurt DirectX 2 but it will help when using the DirectX 3 runtime.
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#if !defined(DSBCAPS_GETCURRENTPOSITION2)
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#define DSBCAPS_GETCURRENTPOSITION2 0x00010000
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#endif
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class DigitalPlayer {
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public:
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virtual ~DigitalPlayer() = 0;
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virtual BOOL Ready() = 0;
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virtual int GetCurrentPosition() = 0;
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virtual void Write(void *buffer, int position, int length) = 0;
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virtual void Pause() = 0;
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virtual void Resume() = 0;
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};
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DigitalPlayer::~DigitalPlayer()
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{
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}
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class DirectSound: public DigitalPlayer {
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public:
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DirectSound();
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~DirectSound();
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BOOL Ready();
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int GetCurrentPosition();
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void Write(void *buffer, int position, int length);
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void Pause();
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void Resume();
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private:
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BOOL ready;
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LPDIRECTSOUND pDS;
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LPDIRECTSOUNDBUFFER pPrimaryBuffer;
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LPDIRECTSOUNDBUFFER pSoundBuffer;
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};
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class WaveOut: public DigitalPlayer {
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public:
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WaveOut();
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~WaveOut();
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BOOL Ready();
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int GetCurrentPosition();
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void Write(void *buffer, int position, int length);
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void Pause();
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void Resume();
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private:
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void UnprepareHeader(int index);
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void UnprepareHeaders();
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private:
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BOOL ready;
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HWAVEOUT hWaveOut;
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char wave_buffer[BUFFER_SIZE];
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WAVEHDR wave_header[SCREEN_FREQ];
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int last_unprepared;
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};
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void DigitalRenderer::init_sound()
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{
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ready = FALSE;
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sound_buffer = new SWORD[2*FRAGMENT_SIZE];
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ThePlayer = 0;
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to_output = 0;
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divisor = 0;
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lead = new int[MAX_LEAD_AVG];
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StartPlayer();
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}
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DigitalRenderer::~DigitalRenderer()
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{
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StopPlayer();
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delete[] sound_buffer;
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delete[] lead;
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}
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void DigitalRenderer::StartPlayer()
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{
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direct_sound = ThePrefs.DirectSound;
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if (ThePrefs.DirectSound)
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ThePlayer = new DirectSound;
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else
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ThePlayer = new WaveOut;
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ready = ThePlayer->Ready();
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sb_pos = 0;
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memset(lead, 0, sizeof(lead));
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lead_pos = 0;
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}
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void DigitalRenderer::StopPlayer()
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{
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delete ThePlayer;
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ready = FALSE;
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}
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void DigitalRenderer::EmulateLine()
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{
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if (!ready)
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return;
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sample_buf[sample_in_ptr] = volume;
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sample_in_ptr = (sample_in_ptr + 1) % SAMPLE_BUF_SIZE;
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#if 0
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// Now see how many samples have to be added for this line.
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// XXX: This is too much computation here, precompute it.
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divisor += SAMPLE_FREQ;
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while (divisor >= 0)
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divisor -= TOTAL_RASTERS*SCREEN_FREQ, to_output++;
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// Calculate the sound data only when we have enough to fill
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// the buffer entirely.
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if (to_output < FRAGMENT_SIZE)
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return;
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to_output -= FRAGMENT_SIZE;
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VBlank();
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#endif
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}
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void DigitalRenderer::VBlank()
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{
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if (!ready)
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return;
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// Delete and recreate the player if preferences have changed.
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if (direct_sound != ThePrefs.DirectSound) {
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StopPlayer();
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StartPlayer();
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}
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// Convert latency preferences from milliseconds to frags.
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int lead_smooth = ThePrefs.LatencyAvg/FRAG_INTERVAL;
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int lead_hiwater = ThePrefs.LatencyMax/FRAG_INTERVAL;
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int lead_lowater = ThePrefs.LatencyMin/FRAG_INTERVAL;
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// Compute the current lead in frags.
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int current_position = ThePlayer->GetCurrentPosition();
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if (current_position == -1)
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return;
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int lead_in_bytes = (sb_pos - current_position + BUFFER_SIZE) % BUFFER_SIZE;
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if (lead_in_bytes >= BUFFER_SIZE/2)
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lead_in_bytes -= BUFFER_SIZE;
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int lead_in_frags = lead_in_bytes / int(2*FRAGMENT_SIZE);
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lead[lead_pos++] = lead_in_frags;
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if (lead_pos == lead_smooth)
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lead_pos = 0;
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// Compute the average lead in frags.
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int avg_lead = 0;
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for (int i = 0; i < lead_smooth; i++)
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avg_lead += lead[i];
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avg_lead /= lead_smooth;
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//Debug("lead = %d, avg = %d\n", lead_in_frags, avg_lead);
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// If we're getting too far ahead of the audio skip a frag.
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if (avg_lead > lead_hiwater) {
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for (int i = 0; i < lead_smooth; i++)
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lead[i]--;
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Debug("Skipping a frag...\n");
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return;
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}
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// Calculate one frag.
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int nsamples = FRAGMENT_SIZE;
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calc_buffer(sound_buffer, 2*FRAGMENT_SIZE);
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// If we're getting too far behind the audio add an extra frag.
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if (avg_lead < lead_lowater) {
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for (int i = 0; i < lead_smooth; i++)
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lead[i]++;
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Debug("Adding an extra frag...\n");
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calc_buffer(sound_buffer + FRAGMENT_SIZE, 2*FRAGMENT_SIZE);
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nsamples += FRAGMENT_SIZE;
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}
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// Write the frags to the player and update out write position.
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ThePlayer->Write(sound_buffer, sb_pos, 2*nsamples);
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sb_pos = (sb_pos + 2*nsamples) % BUFFER_SIZE;
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}
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void DigitalRenderer::Pause()
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{
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if (!ready)
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return;
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ThePlayer->Pause();
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}
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void DigitalRenderer::Resume()
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{
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if (!ready)
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return;
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ThePlayer->Resume();
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}
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// Direct sound implemenation.
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DirectSound::DirectSound()
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{
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ready = FALSE;
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pDS = NULL;
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pPrimaryBuffer = NULL;
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pSoundBuffer = NULL;
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HRESULT dsrval = DirectSoundCreate(NULL, &pDS, NULL);
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if (dsrval != DS_OK) {
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DebugResult("DirectSoundCreate failed", dsrval);
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return;
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}
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// Set cooperative level trying to get exclusive or normal mode.
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DWORD level = ThePrefs.ExclusiveSound ? DSSCL_EXCLUSIVE : DSSCL_NORMAL;
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dsrval = pDS->SetCooperativeLevel(hwnd, level);
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if (dsrval != DS_OK) {
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DebugResult("SetCooperativeLevel failed", dsrval);
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return;
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}
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WAVEFORMATEX wfx;
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memset(&wfx, 0, sizeof(wfx));
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wfx.wFormatTag = WAVE_FORMAT_PCM;
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wfx.nChannels = 1;
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wfx.nSamplesPerSec = 44100;
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wfx.wBitsPerSample = 16;
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wfx.nBlockAlign = wfx.nChannels*wfx.wBitsPerSample/8;
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wfx.nAvgBytesPerSec = wfx.nBlockAlign*wfx.nSamplesPerSec;
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wfx.cbSize = 0;
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DSBUFFERDESC dsbd;
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memset(&dsbd, 0, sizeof(dsbd));
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dsbd.dwSize = sizeof(dsbd);
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dsbd.dwFlags = DSBCAPS_PRIMARYBUFFER;
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dsbd.dwBufferBytes = 0;
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dsbd.lpwfxFormat = NULL;
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dsrval = pDS->CreateSoundBuffer(&dsbd, &pPrimaryBuffer, NULL);
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if (dsrval != DS_OK) {
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DebugResult("CreateSoundBuffer for primary failed", dsrval);
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return;
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}
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dsrval = pPrimaryBuffer->SetFormat(&wfx);
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if (dsrval != DS_OK) {
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DebugResult("SetFormat on primary failed", dsrval);
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//return;
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}
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dsrval = pPrimaryBuffer->Play(0, 0, DSBPLAY_LOOPING);
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if (dsrval != DS_OK) {
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DebugResult("Play primary failed", dsrval);
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return;
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}
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dsbd.dwSize = sizeof(dsbd);
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dsbd.dwFlags = DSBCAPS_GETCURRENTPOSITION2;
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dsbd.dwBufferBytes = BUFFER_SIZE;
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dsbd.lpwfxFormat = &wfx;
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dsrval = pDS->CreateSoundBuffer(&dsbd, &pSoundBuffer, NULL);
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if (dsrval != DS_OK) {
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DebugResult("CreateSoundBuffer failed", dsrval);
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return;
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}
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ready = TRUE;
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}
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DirectSound::~DirectSound()
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{
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if (pDS != NULL) {
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if (pSoundBuffer != NULL) {
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pSoundBuffer->Release();
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pSoundBuffer = NULL;
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}
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if (pPrimaryBuffer != NULL) {
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pPrimaryBuffer->Release();
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pPrimaryBuffer = NULL;
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}
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pDS->Release();
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pDS = NULL;
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}
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}
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BOOL DirectSound::Ready()
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{
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return ready;
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}
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int DirectSound::GetCurrentPosition()
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{
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DWORD dwPlayPos, dwWritePos;
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HRESULT dsrval = pSoundBuffer->GetCurrentPosition(&dwPlayPos, &dwWritePos);
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if (dsrval != DS_OK) {
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DebugResult("GetCurrentPostion failed", dsrval);
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return -1;
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}
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return dwWritePos;
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}
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void DirectSound::Write(void *buffer, int position, int length)
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{
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// Lock sound buffer.
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LPVOID pMem1, pMem2;
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DWORD dwSize1, dwSize2;
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HRESULT dsrval = pSoundBuffer->Lock(position, length,
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&pMem1, &dwSize1, &pMem2, &dwSize2, 0);
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if (dsrval != DS_OK) {
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DebugResult("Sound Lock failed", dsrval);
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return;
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}
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// Copy the sample buffer into the sound buffer.
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BYTE *pSample = (BYTE *) buffer;
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memcpy(pMem1, pSample, dwSize1);
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if (dwSize2 != 0)
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memcpy(pMem2, pSample + dwSize1, dwSize2);
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// Unlock the sound buffer.
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dsrval = pSoundBuffer->Unlock(pMem1, dwSize1, pMem2, dwSize2);
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if (dsrval != DS_OK) {
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DebugResult("Unlock failed\n", dsrval);
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return;
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}
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// Play the sound buffer.
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dsrval = pSoundBuffer->Play(0, 0, DSBPLAY_LOOPING);
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if (dsrval != DS_OK) {
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DebugResult("Play failed", dsrval);
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return;
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}
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}
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void DirectSound::Pause()
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{
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HRESULT dsrval = pSoundBuffer->Stop();
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if (dsrval != DS_OK)
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DebugResult("Stop failed", dsrval);
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dsrval = pPrimaryBuffer->Stop();
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if (dsrval != DS_OK)
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DebugResult("Stop primary failed", dsrval);
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}
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void DirectSound::Resume()
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{
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HRESULT dsrval = pPrimaryBuffer->Play(0, 0, DSBPLAY_LOOPING);
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if (dsrval != DS_OK)
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DebugResult("Play primary failed", dsrval);
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dsrval = pSoundBuffer->Play(0, 0, DSBPLAY_LOOPING);
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if (dsrval != DS_OK)
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DebugResult("Play failed", dsrval);
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}
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// Wave output implemenation.
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WaveOut::WaveOut()
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{
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ready = FALSE;
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WAVEFORMATEX wfx;
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memset(&wfx, 0, sizeof(wfx));
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wfx.wFormatTag = WAVE_FORMAT_PCM;
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wfx.nChannels = 1;
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wfx.nSamplesPerSec = 44100;
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wfx.wBitsPerSample = 16;
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wfx.nBlockAlign = wfx.nChannels*wfx.wBitsPerSample/8;
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wfx.nAvgBytesPerSec = wfx.nBlockAlign*wfx.nSamplesPerSec;
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wfx.cbSize = 0;
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MMRESULT worval = waveOutOpen(&hWaveOut, WAVE_MAPPER, &wfx, 0, 0, 0);
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if (worval != MMSYSERR_NOERROR) {
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Debug("waveOutOpen returned %d\n", worval);
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return;
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}
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memset(wave_header, 0, sizeof(wave_header));
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last_unprepared = 0;
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ready = TRUE;
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}
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WaveOut::~WaveOut()
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{
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waveOutReset(hWaveOut);
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UnprepareHeaders();
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waveOutClose(hWaveOut);
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}
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BOOL WaveOut::Ready()
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{
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return ready;
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}
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int WaveOut::GetCurrentPosition()
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{
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MMTIME mmtime;
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memset(&mmtime, 0, sizeof(mmtime));
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mmtime.wType = TIME_BYTES;
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MMRESULT worval = waveOutGetPosition(hWaveOut, &mmtime, sizeof(mmtime));
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if (worval != MMSYSERR_NOERROR) {
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Debug("waveOutGetPosition(%d) returned %d\n", worval);
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return -1;
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}
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int current_position = mmtime.u.cb % BUFFER_SIZE;
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return current_position;
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}
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void WaveOut::Write(void *buffer, int position, int length)
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{
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// If we are called for a double length buffer split it in half.
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if (length == 4*FRAGMENT_SIZE) {
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int half = length/2;
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Write(buffer, position, half);
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Write(((char *) buffer) + half, position + half, half);
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return;
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}
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// Free up as many previous frags as possible.
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for (;;) {
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WAVEHDR &wh = wave_header[last_unprepared];
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if (!(wh.dwFlags & WHDR_DONE))
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break;
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UnprepareHeader(last_unprepared);
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last_unprepared++;
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if (last_unprepared == BUFFER_FRAGS)
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last_unprepared = 0;
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}
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// Make sure the current header isn't in use.
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int index = position/(2*FRAGMENT_SIZE);
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WAVEHDR &wh = wave_header[index];
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if (wh.dwFlags & WHDR_DONE)
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UnprepareHeader(index);
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if (wh.dwFlags != 0) {
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Debug("wave header %d is in use!\n", index);
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return;
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}
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// Prepare the header and write the sound data.
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wh.lpData = wave_buffer + position;
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wh.dwBufferLength = length;
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wh.dwFlags = 0;
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memcpy(wh.lpData, buffer, length);
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MMRESULT worval = waveOutPrepareHeader(hWaveOut, &wh, sizeof(wh));
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if (worval != MMSYSERR_NOERROR) {
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Debug("waveOutPrepareHeader(%d) returned %d\n", index, worval);
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return;
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}
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worval = waveOutWrite(hWaveOut, &wh, sizeof(wh));
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if (worval != MMSYSERR_NOERROR) {
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Debug("waveOutWrite(%d) returned %d\n", index, worval);
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return;
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}
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}
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void WaveOut::Pause()
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{
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waveOutPause(hWaveOut);
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}
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void WaveOut::Resume()
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{
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waveOutRestart(hWaveOut);
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}
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void WaveOut::UnprepareHeader(int index)
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{
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WAVEHDR &wh = wave_header[index];
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MMRESULT worval = waveOutUnprepareHeader(hWaveOut, &wh, sizeof(wh));
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if (worval != MMSYSERR_NOERROR) {
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Debug("waveOutUnprepareHeader(%d) returned %d\n", index, worval);
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return;
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}
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memset(&wh, 0, sizeof(wh));
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}
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void WaveOut::UnprepareHeaders()
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{
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for (int i = 0; i < BUFFER_FRAGS; i++) {
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WAVEHDR &wh = wave_header[i];
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if (wh.dwFlags & WHDR_DONE)
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UnprepareHeader(i);
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}
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}
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#if 0
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// Log player implemenation.
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void Log::Write()
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{
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// Dump the sound output to the log for debugging.
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{
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int last = sound_buffer[0];
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int count = 1;
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for (int i = 1; i < nsamples; i++) {
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if (sound_buffer[i] == last) {
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count++;
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continue;
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}
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Debug("[%dx%d] ", count, last);
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count = 1;
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last = sound_buffer[i];
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}
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Debug("[%dx%d] ", count, last);
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}
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}
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#endif
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#if 0
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// File player implemenation.
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void Log::Write()
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{
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// Log the sound output to a file for debugging.
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{
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static FILE *ofp = NULL;
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if (ofp == NULL) {
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ofp = fopen("debug.sid", "wb");
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if (ofp == NULL)
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Debug("fopen failed\n");
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}
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if (ofp != NULL) {
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Debug("Write sound data to file\n");
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if (fwrite(sound_buffer, 1, 2*nsamples, ofp) != 2*nsamples)
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Debug("fwrite failed\n");
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}
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}
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}
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#endif
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