1 /***********************************************************************************
2   Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
3 
4   (c) Copyright 1996 - 2002  Gary Henderson (gary.henderson@ntlworld.com),
5                              Jerremy Koot (jkoot@snes9x.com)
6 
7   (c) Copyright 2002 - 2004  Matthew Kendora
8 
9   (c) Copyright 2002 - 2005  Peter Bortas (peter@bortas.org)
10 
11   (c) Copyright 2004 - 2005  Joel Yliluoma (http://iki.fi/bisqwit/)
12 
13   (c) Copyright 2001 - 2006  John Weidman (jweidman@slip.net)
14 
15   (c) Copyright 2002 - 2006  funkyass (funkyass@spam.shaw.ca),
16                              Kris Bleakley (codeviolation@hotmail.com)
17 
18   (c) Copyright 2002 - 2010  Brad Jorsch (anomie@users.sourceforge.net),
19                              Nach (n-a-c-h@users.sourceforge.net),
20 
21   (c) Copyright 2002 - 2011  zones (kasumitokoduck@yahoo.com)
22 
23   (c) Copyright 2006 - 2007  nitsuja
24 
25   (c) Copyright 2009 - 2016  BearOso,
26                              OV2
27 
28 
29   BS-X C emulator code
30   (c) Copyright 2005 - 2006  Dreamer Nom,
31                              zones
32 
33   C4 x86 assembler and some C emulation code
34   (c) Copyright 2000 - 2003  _Demo_ (_demo_@zsnes.com),
35                              Nach,
36                              zsKnight (zsknight@zsnes.com)
37 
38   C4 C++ code
39   (c) Copyright 2003 - 2006  Brad Jorsch,
40                              Nach
41 
42   DSP-1 emulator code
43   (c) Copyright 1998 - 2006  _Demo_,
44                              Andreas Naive (andreasnaive@gmail.com),
45                              Gary Henderson,
46                              Ivar (ivar@snes9x.com),
47                              John Weidman,
48                              Kris Bleakley,
49                              Matthew Kendora,
50                              Nach,
51                              neviksti (neviksti@hotmail.com)
52 
53   DSP-2 emulator code
54   (c) Copyright 2003         John Weidman,
55                              Kris Bleakley,
56                              Lord Nightmare (lord_nightmare@users.sourceforge.net),
57                              Matthew Kendora,
58                              neviksti
59 
60   DSP-3 emulator code
61   (c) Copyright 2003 - 2006  John Weidman,
62                              Kris Bleakley,
63                              Lancer,
64                              z80 gaiden
65 
66   DSP-4 emulator code
67   (c) Copyright 2004 - 2006  Dreamer Nom,
68                              John Weidman,
69                              Kris Bleakley,
70                              Nach,
71                              z80 gaiden
72 
73   OBC1 emulator code
74   (c) Copyright 2001 - 2004  zsKnight,
75                              pagefault (pagefault@zsnes.com),
76                              Kris Bleakley
77                              Ported from x86 assembler to C by sanmaiwashi
78 
79   SPC7110 and RTC C++ emulator code used in 1.39-1.51
80   (c) Copyright 2002         Matthew Kendora with research by
81                              zsKnight,
82                              John Weidman,
83                              Dark Force
84 
85   SPC7110 and RTC C++ emulator code used in 1.52+
86   (c) Copyright 2009         byuu,
87                              neviksti
88 
89   S-DD1 C emulator code
90   (c) Copyright 2003         Brad Jorsch with research by
91                              Andreas Naive,
92                              John Weidman
93 
94   S-RTC C emulator code
95   (c) Copyright 2001 - 2006  byuu,
96                              John Weidman
97 
98   ST010 C++ emulator code
99   (c) Copyright 2003         Feather,
100                              John Weidman,
101                              Kris Bleakley,
102                              Matthew Kendora
103 
104   Super FX x86 assembler emulator code
105   (c) Copyright 1998 - 2003  _Demo_,
106                              pagefault,
107                              zsKnight
108 
109   Super FX C emulator code
110   (c) Copyright 1997 - 1999  Ivar,
111                              Gary Henderson,
112                              John Weidman
113 
114   Sound emulator code used in 1.5-1.51
115   (c) Copyright 1998 - 2003  Brad Martin
116   (c) Copyright 1998 - 2006  Charles Bilyue'
117 
118   Sound emulator code used in 1.52+
119   (c) Copyright 2004 - 2007  Shay Green (gblargg@gmail.com)
120 
121   S-SMP emulator code used in 1.54+
122   (c) Copyright 2016         byuu
123 
124   SH assembler code partly based on x86 assembler code
125   (c) Copyright 2002 - 2004  Marcus Comstedt (marcus@mc.pp.se)
126 
127   2xSaI filter
128   (c) Copyright 1999 - 2001  Derek Liauw Kie Fa
129 
130   HQ2x, HQ3x, HQ4x filters
131   (c) Copyright 2003         Maxim Stepin (maxim@hiend3d.com)
132 
133   NTSC filter
134   (c) Copyright 2006 - 2007  Shay Green
135 
136   GTK+ GUI code
137   (c) Copyright 2004 - 2016  BearOso
138 
139   Win32 GUI code
140   (c) Copyright 2003 - 2006  blip,
141                              funkyass,
142                              Matthew Kendora,
143                              Nach,
144                              nitsuja
145   (c) Copyright 2009 - 2016  OV2
146 
147   Mac OS GUI code
148   (c) Copyright 1998 - 2001  John Stiles
149   (c) Copyright 2001 - 2011  zones
150 
151 
152   Specific ports contains the works of other authors. See headers in
153   individual files.
154 
155 
156   Snes9x homepage: http://www.snes9x.com/
157 
158   Permission to use, copy, modify and/or distribute Snes9x in both binary
159   and source form, for non-commercial purposes, is hereby granted without
160   fee, providing that this license information and copyright notice appear
161   with all copies and any derived work.
162 
163   This software is provided 'as-is', without any express or implied
164   warranty. In no event shall the authors be held liable for any damages
165   arising from the use of this software or it's derivatives.
166 
167   Snes9x is freeware for PERSONAL USE only. Commercial users should
168   seek permission of the copyright holders first. Commercial use includes,
169   but is not limited to, charging money for Snes9x or software derived from
170   Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
171   using Snes9x as a promotion for your commercial product.
172 
173   The copyright holders request that bug fixes and improvements to the code
174   should be forwarded to them so everyone can benefit from the modifications
175   in future versions.
176 
177   Super NES and Super Nintendo Entertainment System are trademarks of
178   Nintendo Co., Limited and its subsidiary companies.
179  ***********************************************************************************/
180 
181 
182 #include "CXAudio2.h"
183 #include "../snes9x.h"
184 #include "../apu/apu.h"
185 #include "wsnes9x.h"
186 #include <process.h>
187 #include <Dxerr.h>
188 
189 /* CXAudio2
190 	Implements audio output through XAudio2.
191 	Basic idea: one master voice and one source voice are created;
192 	the source voice consumes buffers queued by PushBuffer, plays them through
193 	the master voice and calls OnBufferEnd after each buffer.
194 	ProcessSound copies new samples into the buffer and queues them for playback.
195 */
196 
197 /*  Construction/Destruction
198 */
CXAudio2(void)199 CXAudio2::CXAudio2(void)
200 {
201 	pXAudio2 = NULL;
202 	pSourceVoice = NULL;
203 	pMasterVoice = NULL;
204 
205 	sum_bufferSize = singleBufferBytes \
206 		= singleBufferSamples = blockCount = 0;
207 	soundBuffer = NULL;
208 	initDone = false;
209 }
210 
~CXAudio2(void)211 CXAudio2::~CXAudio2(void)
212 {
213 	DeInitXAudio2();
214 }
215 
216 /*  CXAudio2::InitXAudio2
217 initializes the XAudio2 object
218 -----
219 returns true if successful, false otherwise
220 */
InitXAudio2(void)221 bool CXAudio2::InitXAudio2(void)
222 {
223 	if(initDone)
224 		return true;
225 
226 	HRESULT hr;
227 	if ( FAILED(hr = XAudio2Create( &pXAudio2, 0 , XAUDIO2_DEFAULT_PROCESSOR ) ) ) {
228 		DXTRACE_ERR_MSGBOX(TEXT("Unable to create XAudio2 object."),hr);
229 		MessageBox (GUI.hWnd, TEXT("\
230 Unable to initialize XAudio2. You will not be able to hear any\n\
231 sound effects or music while playing.\n\n\
232 This is usually caused by not having a recent DirectX release installed."),
233 			TEXT("Snes9X - Unable to Initialize XAudio2"),
234             MB_OK | MB_ICONWARNING);
235 		return false;
236 	}
237 	initDone = true;
238 	return true;
239 }
240 
241 /*  CXAudio2::InitVoices
242 initializes the voice objects with the current audio settings
243 -----
244 returns true if successful, false otherwise
245 */
InitVoices(void)246 bool CXAudio2::InitVoices(void)
247 {
248 	HRESULT hr;
249 	if ( FAILED(hr = pXAudio2->CreateMasteringVoice( &pMasterVoice, (Settings.Stereo?2:1),
250 		Settings.SoundPlaybackRate, 0, 0 , NULL ) ) ) {
251 			DXTRACE_ERR_MSGBOX(TEXT("Unable to create mastering voice."),hr);
252 			return false;
253 	}
254 
255 	WAVEFORMATEX wfx;
256 	wfx.wFormatTag = WAVE_FORMAT_PCM;
257     wfx.nChannels = Settings.Stereo ? 2 : 1;
258     wfx.nSamplesPerSec = Settings.SoundPlaybackRate;
259     wfx.nBlockAlign = (Settings.SixteenBitSound ? 2 : 1) * (Settings.Stereo ? 2 : 1);
260     wfx.wBitsPerSample = Settings.SixteenBitSound ? 16 : 8;
261     wfx.nAvgBytesPerSec = wfx.nSamplesPerSec * wfx.nBlockAlign;
262     wfx.cbSize = 0;
263 
264 	if( FAILED(hr = pXAudio2->CreateSourceVoice(&pSourceVoice, (WAVEFORMATEX*)&wfx,
265 		XAUDIO2_VOICE_NOSRC , XAUDIO2_DEFAULT_FREQ_RATIO, this, NULL, NULL ) ) ) {
266 			DXTRACE_ERR_MSGBOX(TEXT("Unable to create source voice."),hr);
267 			return false;
268 	}
269 
270 	return true;
271 }
272 
273 /*  CXAudio2::DeInitXAudio2
274 deinitializes all objects
275 */
DeInitXAudio2(void)276 void CXAudio2::DeInitXAudio2(void)
277 {
278 	initDone = false;
279 	DeInitVoices();
280 	if(pXAudio2) {
281 		pXAudio2->Release();
282 		pXAudio2 = NULL;
283 	}
284 }
285 
286 /*  CXAudio2::DeInitVoices
287 deinitializes the voice objects and buffers
288 */
DeInitVoices(void)289 void CXAudio2::DeInitVoices(void)
290 {
291 	if(pSourceVoice) {
292 		StopPlayback();
293 		pSourceVoice->DestroyVoice();
294 		pSourceVoice = NULL;
295 	}
296 	if(pMasterVoice) {
297 		pMasterVoice->DestroyVoice();
298 		pMasterVoice = NULL;
299 	}
300 	if(soundBuffer) {
301 		delete [] soundBuffer;
302 		soundBuffer = NULL;
303 	}
304 }
305 
306 /*  CXAudio2::OnBufferEnd
307 callback function called by the source voice
308 IN:
309 pBufferContext		-	unused
310 */
OnBufferEnd(void * pBufferContext)311 void CXAudio2::OnBufferEnd(void *pBufferContext)
312 {
313 	InterlockedDecrement(&bufferCount);
314     SetEvent(GUI.SoundSyncEvent);
315 }
316 
317 /*  CXAudio2::PushBuffer
318 pushes one buffer onto the source voice playback queue
319 IN:
320 AudioBytes		-	size of the buffer
321 pAudioData		-	pointer to the buffer
322 pContext		-	context passed to the callback, currently unused
323 */
PushBuffer(UINT32 AudioBytes,BYTE * pAudioData,void * pContext)324 void CXAudio2::PushBuffer(UINT32 AudioBytes,BYTE *pAudioData,void *pContext)
325 {
326 	XAUDIO2_BUFFER xa2buffer={0};
327 	xa2buffer.AudioBytes=AudioBytes;
328 	xa2buffer.pAudioData=pAudioData;
329 	xa2buffer.pContext=pContext;
330 	InterlockedIncrement(&bufferCount);
331 	pSourceVoice->SubmitSourceBuffer(&xa2buffer);
332 }
333 
334 /*  CXAudio2::SetupSound
335 applies current sound settings by recreating the voice objects and buffers
336 -----
337 returns true if successful, false otherwise
338 */
SetupSound()339 bool CXAudio2::SetupSound()
340 {
341 	if(!initDone)
342 		return false;
343 
344 	DeInitVoices();
345 
346 	blockCount = 8;
347 	UINT32 blockTime = GUI.SoundBufferSize / blockCount;
348 
349 	singleBufferSamples = (Settings.SoundPlaybackRate * blockTime * (Settings.Stereo ? 2 : 1)) / 1000;
350 	singleBufferBytes = singleBufferSamples * (Settings.SixteenBitSound ? 2 : 1);
351 	sum_bufferSize = singleBufferBytes * blockCount;
352 
353     if (InitVoices())
354     {
355 		soundBuffer = new uint8[sum_bufferSize];
356 		writeOffset = 0;
357     }
358 	else {
359 		DeInitVoices();
360 		return false;
361 	}
362 
363 	bufferCount = 0;
364 
365 	BeginPlayback();
366 
367     return true;
368 }
369 
BeginPlayback()370 void CXAudio2::BeginPlayback()
371 {
372 	pSourceVoice->Start(0);
373 }
374 
StopPlayback()375 void CXAudio2::StopPlayback()
376 {
377 	pSourceVoice->Stop(0);
378 }
379 
380 /*  CXAudio2::ProcessSound
381 The mixing function called by the sound core when new samples are available.
382 SoundBuffer is divided into blockCount blocks. If there are enought available samples and a free block,
383 the block is filled and queued to the source voice. bufferCount is increased by pushbuffer and decreased by
384 the OnBufferComplete callback.
385 */
ProcessSound()386 void CXAudio2::ProcessSound()
387 {
388 	S9xFinalizeSamples();
389 
390 	if(!initDone)
391 		return;
392 
393 	BYTE * curBuffer;
394 
395 	UINT32 availableSamples;
396 
397 	availableSamples = S9xGetSampleCount();
398 
399 	while(availableSamples > singleBufferSamples && bufferCount < blockCount) {
400 		curBuffer = soundBuffer + writeOffset;
401 		S9xMixSamples(curBuffer,singleBufferSamples);
402 		PushBuffer(singleBufferBytes,curBuffer,NULL);
403 		writeOffset+=singleBufferBytes;
404 		writeOffset%=sum_bufferSize;
405         availableSamples -= singleBufferSamples;
406 	}
407 }
408