CnC_Red_Alert/WIN32LIB/AUDIO/OLD/SOUNDIO.CPP

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/*
** Command & Conquer Red Alert(tm)
** Copyright 2025 Electronic Arts Inc.
**
** 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, either version 3 of the License, or
** (at your option) any later version.
**
** 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 for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/* $Id: soundio.cpp 1.41 1994/06/20 15:01:39 joe_bostic Exp $ */
/***********************************************************************************************
** C O N F I D E N T I A L --- W E S T W O O D A S S O C I A T E S **
***********************************************************************************************
* *
* Project Name : Sound Library *
* *
* File Name : SOUND.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : July 22, 1991 *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* Load_Long_Sample -- Loads a sample into XMS for double buffer system. *
* Read_Long_Sample -- Loads/Processes/Formats/Builds offset. *
* Save_Table_Entry -- Put an entry in the offset table. *
* Play_Long_Sample -- Calls Init_Long_Sample and Start_Long_Sample. *
* Start_Long_Sample -- Starts a sample playing that has be initialized. *
* Get_Table_Entry -- Gets next entry in table. *
* Long_Sample_Ticks -- Gets number of ticks in sample if in header. *
* Long_Sample_Status -- Returns the status of the sample. *
* Find_Table_Entry -- Finds next entry in table that matches mask. *
* Get_Table_Start -- Returns a pointer to first entry in table. *
* Long_Sample_Ticks_Played -- Number of ticks since sample started. *
* Install_Sample_Driver_Callback -- Pokes callback function into JM driver *
* Stop_Long_Sample -- Stops current long sample from playing. *
* Long_Sample_Loaded_Size -- Max buffer size to load a long sample. *
* Sound_Callback -- Audio driver callback function. *
* DigiCallback -- Low level double buffering handler. *
* Load_Sample_Into_Buffer -- Loads a digitized sample into a buffer. *
* Stream_Sample -- Streams a sample directly from a file. *
* Sample_Read -- Reads sample data from an openned file. *
* Continue_Sample -- Tags another block of data onto the currently playing. *
* Sample_Copy -- Copies sound data from source format to raw format. *
* File_Stream_Preload -- Handles initial proload of a streaming samples bu*
* Sample_Length -- returns length of a sample in ticks *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
extern void Colour_Debug (int call_number);
#pragma pack(4)
#define WIN32
#ifndef _WIN32 // Denzil 6/2/98 Watcom 11.0 complains without this check
#define _WIN32
#endif // _WIN32
#include <windows.h>
#include <windowsx.h>
#include "dsound.h"
#include <mem.h>
#include <wwmem.h>
#include "soundint.h"
#include <stdio.h>
#include <string.h>
#include <direct.h>
#include <stdlib.h>
#include <process.h>
#include <keyboard.h>
#include <file.h>
#include <bios.h>
#include <timer.h>
#pragma pack(1)
#include "audio.h"
#pragma pack(4)
LPDIRECTSOUNDBUFFER DumpBuffer;
HANDLE SoundThreadHandle = NULL;
BOOL SoundThreadActive = FALSE;
/*
** If this is defined, then the streaming audio buffer will be filled
** to maximum whenever filling is to occur. If undefined, it will fill
** the streaming buffer in smaller chunks.
*/
#define SIMPLE_FILLING
/*
** This is the number of times per sec that the maintenance callback gets called.
*/
#define MAINTENANCE_RATE 40 //30 times per sec plus a safety margin
/*
** Size of the temporary buffer in XMS/EMS that direct file
** streaming of sounds will allocate.
*/
//#define STREAM_BUFFER_SIZE (128L*1024L)
#define STREAM_BUFFER_SIZE (128L*1024L)
/*
** Define the number of "StreamBufferSize" blocks that are read in
** at a minimum when the streaming sample load callback routine
** is called. We will IGNORE loads that are less that this in order
** to avoid constant seeking on the CD.
*/
#define STREAM_CUSHION_BLOCKS 4
/*
** This is the maximum size that a sonarc block can be. All sonarc blocks
** must be either a multiple of this value or a binary root of this value.
*/
#define LARGEST_SONARC_BLOCK 2048
//////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////// structs ///////////////////////////////////////
//void *DigiBuffer = NULL;
static BOOL StartingFileStream = FALSE;
short StreamLowImpact = FALSE;
MemoryFlagType StreamBufferFlag = MEM_NORMAL;
int Misc;
SFX_Type SoundType;
Sample_Type SampleType;
int ReverseChannels = FALSE;
LPDIRECTSOUND SoundObject; //Direct sound object
LPDIRECTSOUNDBUFFER PrimaryBufferPtr; //Pointer to the buffer that the
unsigned SoundTimerHandle=0; //Windows Handle for sound timer
WAVEFORMATEX DsBuffFormat; //format of direct sound buffer
DSBUFFERDESC BufferDesc; //Buffer description for creating buffers
WAVEFORMATEX PrimaryBuffFormat; //Copy of format of direct sound primary buffer
DSBUFFERDESC PrimaryBufferDesc; //Copy of buffer description for re-creating primary buffer
CRITICAL_SECTION GlobalAudioCriticalSection;
/*
** Function to call if we detect focus loss
*/
extern void (*Audio_Focus_Loss_Function)(void) = NULL;
/*=========================================================================*/
/* The following PRIVATE functions are in this file: */
/*=========================================================================*/
static BOOL File_Callback(short id, short *odd, void **buffer, long *size);
static int __cdecl Stream_Sample_Vol(void *buffer, long size, BOOL (*callback)(short id, short *odd, void **buffer, long *size), int volume, int handle);
void CALLBACK Sound_Timer_Callback ( UINT, UINT, DWORD, DWORD, DWORD );
//static int __cdecl Stream_Sample(void *buffer, long size, BOOL (*callback)(short id, short *odd, void **buffer, long *size));
void Sound_Thread (void *);
volatile BOOL AudioDone;
/*= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =*/
// This callback is called whenever the queue buffer playback has begun
// and another buffer is needed for queuing up. Returns TRUE if there
// is more data to read from the file.
static BOOL File_Callback(short id, short *odd, void **buffer, long *size)
{
SampleTrackerType *st; // Pointer to sample playback control struct.
void *ptr; // Pointer to working portion of file buffer.
if (id != -1) {
st = &LockedData.SampleTracker[id];
ptr = st->FileBuffer;
if (ptr) {
/*
** Move the next pending block into the primary
** position. Do this only if the queue pointer is
** null.
*/
EnterCriticalSection(&GlobalAudioCriticalSection);
st->DontTouch = TRUE;
LeaveCriticalSection(&GlobalAudioCriticalSection);
if (!*buffer && st->FilePending) {
*buffer = Add_Long_To_Pointer(ptr, (long)(*odd % LockedData.StreamBufferCount)*(long)LockedData.StreamBufferSize);
st->FilePending--;
*odd = (short)(*odd + 1);
if (!st->FilePending) {
*size = st->FilePendingSize;
} else {
*size = LockedData.StreamBufferSize;
}
}
EnterCriticalSection(&GlobalAudioCriticalSection);
st->DontTouch = FALSE;
LeaveCriticalSection(&GlobalAudioCriticalSection);
Sound_Timer_Callback(0,0,0,0,0); //Shouldnt block as we are calling it from the same thread
/*
** If the file handle is still valid, then read in the next
** block and add it to the next pending slot available.
*/
if (st->FilePending <
(StreamLowImpact ? (LockedData.StreamBufferCount>>1) : ((LockedData.StreamBufferCount-3))) && st->FileHandle != WW_ERROR) {
int num_empty_buffers;
#ifdef SIMPLE_FILLING
num_empty_buffers = (LockedData.StreamBufferCount-2) - st->FilePending;
#else
//
// num_empty_buffers will be from 1 to StreamBufferCount
//
if (StreamLowImpact) {
num_empty_buffers = MIN((LockedData.StreamBufferCount >> 1)+STREAM_CUSHION_BLOCKS, (LockedData.StreamBufferCount - 2) - st->FilePending);
}
else {
num_empty_buffers = (LockedData.StreamBufferCount - 2) - st->FilePending;
}
#endif
while (num_empty_buffers && (st->FileHandle != WW_ERROR)) {
int tofill;
long psize;
tofill = (*odd + st->FilePending) % LockedData.StreamBufferCount;
ptr = Add_Long_To_Pointer(st->FileBuffer, (long)tofill * (long)LockedData.StreamBufferSize);
psize = Read_File(st->FileHandle, ptr, LockedData.StreamBufferSize);
/*
** If less than the requested amount of data was read, this
** indicates that the source file is exhausted. Flag the source
** file as closed so that no further reading is attempted.
*/
if (psize != LockedData.StreamBufferSize) {
Close_File(st->FileHandle);
st->FileHandle = WW_ERROR;
}
/*
** If any real data went into the pending buffer, then flag
** that this buffer is valid.
*/
if (psize) {
EnterCriticalSection(&GlobalAudioCriticalSection);
st->DontTouch = TRUE;
st->FilePendingSize = psize;
st->FilePending++;
st->DontTouch = FALSE;
LeaveCriticalSection(&GlobalAudioCriticalSection);
Sound_Timer_Callback(0,0,0,0,0); //Shouldnt block as we are calling it from the same thread
}
num_empty_buffers--;
}
/*
** After filling all pending buffers, check to see if the queue buffer
** is empty. If so, then assign the first available pending buffer to the
** queue.
*/
EnterCriticalSection(&GlobalAudioCriticalSection);
st->DontTouch = TRUE;
if (!st->QueueBuffer && st->FilePending) {
st->QueueBuffer = Add_Long_To_Pointer(st->FileBuffer, (long)(st->Odd%LockedData.StreamBufferCount)*(long)LockedData.StreamBufferSize);
st->FilePending--;
st->Odd++;
if (!st->FilePending) {
st->QueueSize = st->FilePendingSize;
} else {
st->QueueSize = LockedData.StreamBufferSize;
}
}
st->DontTouch = FALSE;
LeaveCriticalSection(&GlobalAudioCriticalSection);
Sound_Timer_Callback(0,0,0,0,0); //Shouldnt block as we are calling it from the same thread
}
/*
** If there are no more buffers that the callback routine
** can slot into the primary position, then signal that
** no furthur callbacks are needed.
*/
if (st->FilePending) {
//LeaveCriticalSection(&GlobalAudioCriticalSection);
return(TRUE);
}
}
//LeaveCriticalSection(&GlobalAudioCriticalSection);
}
return(FALSE);
}
// Generic streaming sample playback initialization.
static int __cdecl Stream_Sample_Vol(void *buffer, long size, BOOL (*callback)(short id, short *odd, void **buffer, long *size), int volume, int handle)
{
int playid=-1; // Sample play ID.
SampleTrackerType *st; // Working pointer to sample control structure.
long oldsize; // Copy of original sound size.
AUDHeaderType header;
if (buffer && size && LockedData.DigiHandle != -1) {
/*
** Start the first section of the sound playing.
*/
Mem_Copy(buffer, &header, sizeof(header));
oldsize = header.Size;
header.Size = size-sizeof(header);
Mem_Copy(&header, buffer, sizeof(header));
playid = Play_Sample_Handle(buffer, 0xFF, volume, 0x0, handle);
header.Size = oldsize;
Mem_Copy(&header, buffer, sizeof(header));
/*
** If the sample actually started playing, then flag this
** sample as a streaming type and signal for a callback
** to occur.
*/
if (playid != -1) {
st = &LockedData.SampleTracker[playid];
st->Callback = callback;
st->Odd = 0;
// ServiceSomething = TRUE;
}
}
return (playid);
}
#if (0)
static int __cdecl Stream_Sample(void *buffer, long size, BOOL (*callback)(short id, short *odd, void **buffer, long *size), int handle)
{
return Stream_Sample_Vol(buffer, size, callback, 0xFF, handle);
}
#endif
/***********************************************************************************************
* File_Stream_Sample -- Streams a sample directly from a file. *
* *
* This will take the file specified and play it directly from disk. *
* It performs this by allocating a temporary buffer in XMS/EMS and *
* then keeping this buffer filled by the Sound_Callback() routine. *
* *
* INPUT: filename -- The name of the file to play. *
* *
* OUTPUT: Returns the handle to the sound -- just like Play_Sample(). *
* *
* WARNINGS: The temporary buffer is allocated when this routine is *
* called and then freed when the sound is finished. Keep *
* this in mind. *
* *
* HISTORY: *
* 01/06/1994 JLB : Created. *
*=============================================================================================*/
int File_Stream_Sample(char const *filename, BOOL real_time_start)
{
return File_Stream_Sample_Vol(filename, 0xFF, real_time_start);
}
/***************************************************************************
* FILE_STREAM_PRELOAD -- Handles initial proload of streaming samples *
* *
* This function is called before a sample which streams from disk is *
* started. It can be called to either fill the buffer in small chunks *
* from the call back routine or to fill the entire buffer at once. This *
* is wholely dependant on whether the Loading bit is set within the *
* sample tracker. *
* *
* INPUT:LockedData.SampleTracker * to the header which tracks this samples*
* processing.*
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 06/05/1995 PWG : Created. *
*=========================================================================*/
void File_Stream_Preload(int handle)
{
SampleTrackerType *st = &LockedData.SampleTracker[handle];
int fh = st->FileHandle;
int maxnum = (LockedData.StreamBufferCount >> 1) + STREAM_CUSHION_BLOCKS;
void *buffer = st->FileBuffer;
int num;
/*
** Figure just how much we need to load. If we are doing the load in progress
** then we will only load two blocks.
*/
if (st->Loading) {
num = st->FilePending + 2;
num = MIN(num, maxnum);
} else {
num = maxnum;
}
//EnterCriticalSection(&GlobalAudioCriticalSection);
/*
** Loop through the blocks and load up the number we need.
*/
for (int index = st->FilePending; index < num; index++) {
long s = Read_File(fh, Add_Long_To_Pointer(buffer, (long)index * (long)LockedData.StreamBufferSize), LockedData.StreamBufferSize);
if (s) {
st->FilePendingSize = s;
st->FilePending++;
}
if (s < LockedData.StreamBufferSize) break;
}
Sound_Timer_Callback(0,0,0,0,0); //Shouldnt block as we are calling it from the same thread
/*
** If the last block was incomplete (ie. it didn't completely fill the buffer) or
** we have now filled up as much of the Streaming Buffer as we need to, then now is
** the time to kick off the sample.
*/
if (st->FilePendingSize < LockedData.StreamBufferSize || index == maxnum) {
/*
** Actually start the sample playing, and don't worry about the file callback
** it won't be called for a while.
*/
int old = LockedData.SoundVolume;
int size = (st->FilePending == 1) ? st->FilePendingSize : LockedData.StreamBufferSize;
LockedData.SoundVolume = LockedData.ScoreVolume;
StartingFileStream = TRUE;
Stream_Sample_Vol(buffer, size, File_Callback, st->Volume, handle);
StartingFileStream = FALSE;
LockedData.SoundVolume = old;
/*
** The Sample is finished loading (if it was loading in small pieces) so record that
** so that it will now use the active logic in the file call back.
*/
st->Loading = FALSE;
/*
** Decrement the file pending because the first block is already playing thanks
** to the play sample call above.
*/
st->FilePending--;
/*
** If File pending is now a zero, then we only preloaded one block and there
** is nothing more to play. So clear the sample tracing structure of the
** information it no longer needs.
*/
if (!st->FilePending) {
st->Odd = 0;
st->QueueBuffer = 0;
st->QueueSize = 0;
st->FilePendingSize = 0;
st->Callback = NULL;
Close_File(fh);
} else {
/*
** The QueueBuffer counts as an already played block so remove it from the total.
** Note: We didn't remove it before because there might not have been one.
*/
st->FilePending--;
/*
** When we start loading we need to start past the first two blocks. Why this
** is called Odd, I haven't got the slightest.
*/
st->Odd = 2;
/*
** If the file pending size is less than the stream buffer, then the last block
** we loaded was the last block period. So close the file and reset the handle.
*/
if (st->FilePendingSize != LockedData.StreamBufferSize) {
Close_File(fh);
st->FileHandle = WW_ERROR;
}
/*
** The Queue buffer needs to point at the next block to be processed. The size
** of the queue is dependant on how many more blocks there are.
*/
st->QueueBuffer = Add_Long_To_Pointer(buffer, LockedData.StreamBufferSize);
if (!st->FilePending) {
st->QueueSize = st->FilePendingSize;
} else {
st->QueueSize = LockedData.StreamBufferSize;
}
}
}
//LeaveCriticalSection(&GlobalAudioCriticalSection);
}
/***********************************************************************************************
* File_Stream_Sample_Vol -- Streams a sample directly from a file. *
* *
* This will take the file specified and play it directly from disk. *
* It performs this by allocating a temporary buffer in XMS/EMS and *
* then keeping this buffer filled by the Sound_Callback() routine. *
* *
* INPUT: filename -- The name of the file to play. *
* *
* OUTPUT: Returns the handle to the sound -- just like Play_Sample(). *
* *
* WARNINGS: The temporary buffer is allocated when this routine is *
* called and then freed when the sound is finished. Keep *
* this in mind. *
* *
* HISTORY: *
*=============================================================================================*/
int File_Stream_Sample_Vol(char const *filename, int volume, BOOL real_time_start)
{
static void *buffer = NULL;
SampleTrackerType *st;
int fh;
int handle = -1;
int index;
if (LockedData.DigiHandle != -1 && filename && Find_File(filename)) {
/*
** Make sure all sample tracker structures point to the same
** upper memory buffer. This allocation only occurs if at
** least one sample gets "streamed".
*/
if (!buffer) {
buffer = Alloc(LockedData.StreamBufferSize * LockedData.StreamBufferCount, (MemoryFlagType)(StreamBufferFlag | MEM_TEMP | MEM_LOCK));
for (index = 0; index < MAX_SFX; index++) {
LockedData.SampleTracker[index].FileBuffer = buffer;
}
}
/*
** If after trying to allocate the buffer we still fail then
** we can stream this sample.
*/
if (!buffer) return(-1);
/*
** Lets see if we can sucessfully open up the file. If we can't,
** then there is no point in going any farther.
*/
if ((fh = Open_File(filename, READ)) == -1) {
return (-1);
}
/*
** Reserve a handle so that we can fill in the sample tracker
** with the needed information. If we dont get valid handle then
** we might as well give up.
*/
if ((unsigned)(handle = Get_Free_Sample_Handle(0xFF)) >= MAX_SFX) {
return(-1);
}
/*
** Now lets get a pointer to the proper sample handler and start
** our manipulations.
*/
st = &LockedData.SampleTracker[handle];
st->IsScore = TRUE;
st->FilePending = 0;
st->FilePendingSize = 0;
st->Loading = real_time_start;
st->Volume = volume;
st->FileHandle = fh;
/*
** Now that we have setup our initial data properly, let load up
** the beginning of the sample we intend to stream.
*/
File_Stream_Preload(handle);
}
return (handle);
}
/***********************************************************************************************
* Sound_Callback -- Audio driver callback function. *
* *
* Maintains the audio buffers. This routine must be called at least *
* 11 times per second or else audio glitches will occur. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: If this routine is not called often enough then audio *
* glitches will occur. *
* *
* HISTORY: *
* 01/06/1994 JLB : Created. *
*=============================================================================================*/
void __cdecl Sound_Callback(void)
{
int index;
SampleTrackerType *st;
if (LockedData.DigiHandle != -1) {
/*
** Call the timer callback now as we may block it in this function
*/
Sound_Timer_Callback(0,0,0,0,0);
st = &LockedData.SampleTracker[0];
for (index = 0; index < MAX_SFX; index++) {
if (st->Loading) {
File_Stream_Preload(index);
} else {
/*
** General service routine to handle moving small blocks from the
** source into the low RAM staging buffers.
*/
if (st->Active) {
/*
** Special check to see if the sample is a fading one AND
** it has faded to silence, then stop it here.
*/
if (st->Reducer && !st->Volume) {
//EnterCriticalSection(&GlobalAudioCriticalSection);
Stop_Sample(index);
//LeaveCriticalSection(&GlobalAudioCriticalSection);
} else {
/*
** Fill the queuebuffer if it is currently empty
** and there is a callback function defined to fill it.
**
** PWG/CDY & CO: We should be down by at least two blocks
** before we bother with this
*/
if ((!st->QueueBuffer ||
(st->FileHandle != WW_ERROR && st->FilePending < LockedData.StreamBufferCount-3)) &&
st->Callback) {
if (!st->Callback((short)index, (short int *)&st->Odd, &st->QueueBuffer, &st->QueueSize)) {
st->Callback = NULL;
}
}
}
} else {
/*
** This catches the case where a streaming sample gets
** aborted prematurely because of failure to call the
** callback function frequently enough. In this case, the
** sample will be flagged as inactive, but the file handle
** will not have been closed.
*/
if (st->FileHandle != WW_ERROR) {
//EnterCriticalSection(&GlobalAudioCriticalSection);
Close_File(st->FileHandle);
st->FileHandle = WW_ERROR;
//LeaveCriticalSection(&GlobalAudioCriticalSection);
}
}
}
/*
** Advance to the next sample control structure.
*/
st++;
}
}
}
/***********************************************************************************************
* Load_Sample -- Loads a digitized sample into RAM. *
* *
* This routine loads a digitized sample into RAM. *
* *
* INPUT: filename -- Name of the sound file to load. *
* *
* OUTPUT: Returns with a pointer to the loaded sound file. This pointer *
* is passed to Play_Sample when playback is desired. *
* *
* WARNINGS: If there is insufficient memory to load the sample, then *
* NULL will be returned. *
* *
* HISTORY: *
* 04/17/1992 JLB : Created. *
* 01/06/1994 JLB : HMI version. *
*=============================================================================================*/
void *Load_Sample(char const *filename)
{
void *buffer = NULL;
long size;
int fh;
if (LockedData.DigiHandle == -1 || !filename || !Find_File(filename)) {
return (NULL);
}
fh = Open_File(filename, READ);
if (fh != WW_ERROR) {
size = File_Size(fh)+sizeof(AUDHeaderType);
buffer = Alloc(size, MEM_NORMAL);
if (buffer) {
Sample_Read(fh, buffer, size);
}
Close_File(fh);
Misc = size;
}
return(buffer);
}
/***********************************************************************************************
* Load_Sample_Into_Buffer -- Loads a digitized sample into a buffer. *
* *
* This routine is used to load a digitized sample into a buffer *
* provided by the programmer. This buffer can be in XMS or EMS. *
* *
* INPUT: filename -- The filename to load. *
* *
* buffer -- Pointer to the buffer to load into. *
* *
* size -- The size of the buffer to load into. *
* *
* OUTPUT: Returns the number of bytes actually used in the buffer. *
* *
* WARNINGS: This routine will not overflow the buffer provided. This *
* means that the buffer must be big enough to hold the data *
* or else the sound will be cut short. *
* *
* HISTORY: *
* 01/06/1994 JLB : Created. *
*=============================================================================================*/
long Load_Sample_Into_Buffer(char const *filename, void *buffer, long size)
{
int fh;
/*
** Verify legality of parameters.
*/
if (!buffer || !size || LockedData.DigiHandle == -1 || !filename || !Find_File(filename)) {
return (NULL);
}
fh = Open_File(filename, READ);
if (fh != WW_ERROR) {
size = Sample_Read(fh, buffer, size);
Close_File(fh);
} else {
return(0);
}
return(size);
}
/***********************************************************************************************
* Sample_Read -- Reads sample data from an openned file. *
* *
* This routine reads a sample file. It is presumed that the file is *
* already positioned at the start of the sample. From this, it can *
* determine if it is a VOC or raw data and proceed accordingly. *
* *
* INPUT: fh -- File handle of already openned sample file. *
* *
* buffer -- Pointer to the buffer to load data into. *
* *
* size -- The size of the buffer. *
* *
* OUTPUT: Returns the number of bytes actually used in the buffer. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/06/1994 JLB : Created. *
*=============================================================================================*/
long Sample_Read(int fh, void *buffer, long size)
{
AUDHeaderType RawHeader;
void *outbuffer; // Pointer to start of raw data.
long actual_bytes_read; // Actual bytes read in, including header
/*
** Conversion formula for TCrate and Hz rate.
**
** TC = 256 - 1m/rate
** rate = 1m / (256-TC)
*/
if (!buffer || fh == WW_ERROR || size <= sizeof(RawHeader)) return(NULL);
size -= sizeof(RawHeader);
outbuffer = Add_Long_To_Pointer(buffer, sizeof(RawHeader));
actual_bytes_read = Read_File(fh, &RawHeader, sizeof(RawHeader));
actual_bytes_read +=Read_File(fh, outbuffer, MIN(size, RawHeader.Size));
Mem_Copy(&RawHeader, buffer, sizeof(RawHeader));
return(actual_bytes_read);
}
/***********************************************************************************************
* Free_Sample -- Frees a previously loaded digitized sample. *
* *
* Use this routine to free the memory allocated by a previous call to *
* Load_Sample. *
* *
* INPUT: sample -- Pointer to the sample to be freed. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/17/1992 JLB : Created. *
*=============================================================================================*/
void Free_Sample(void const *sample)
{
if (sample) Free((void *)sample);
}
/***********************************************************************************************
* Sound_Timer_Callback -- windows timer callback for sound maintenance *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 11/2/95 4:01PM ST : Created *
*=============================================================================================*/
void CALLBACK Sound_Timer_Callback ( UINT, UINT, DWORD, DWORD, DWORD )
{
//if (!InTimerCallback){
//InTimerCallback++;
//Colour_Debug (5);
EnterCriticalSection(&GlobalAudioCriticalSection);
maintenance_callback();
LeaveCriticalSection(&GlobalAudioCriticalSection);
//Colour_Debug (0);
//InTimerCallback--;
//}
}
void Sound_Thread (void *)
{
DuplicateHandle (GetCurrentProcess(), GetCurrentThread() , GetCurrentProcess() ,&SoundThreadHandle , THREAD_ALL_ACCESS , TRUE , 0);
SetThreadPriority (SoundThreadHandle, THREAD_PRIORITY_TIME_CRITICAL);
SoundThreadActive = TRUE;
while (!AudioDone){
EnterCriticalSection(&GlobalAudioCriticalSection);
maintenance_callback();
LeaveCriticalSection(&GlobalAudioCriticalSection);
Sleep(1000/40);
}
SoundThreadActive = FALSE;
}
/***********************************************************************************************
* Set_Primary_Buffer_Format -- set the format of the primary sound buffer *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: TRUE if successfully set *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 12/22/95 4:06PM ST : Created *
*=============================================================================================*/
BOOL Set_Primary_Buffer_Format(void)
{
if (SoundObject && PrimaryBufferPtr){
return (PrimaryBufferPtr->SetFormat ( &PrimaryBuffFormat ) == DS_OK);
}
return (FALSE);
}
/***********************************************************************************************
* Print_Sound_Error -- show error messages from failed sound initialisation *
* *
* *
* *
* INPUT: error text *
* handle to window *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 2/7/96 10:17AM ST : Created *
*=============================================================================================*/
void Print_Sound_Error(char *sound_error, HWND window)
{
MessageBox(window, sound_error, "Command & Conquer", MB_ICONEXCLAMATION|MB_OK);
}
/***********************************************************************************************
* Audio_Init -- Initialise the sound system *
* *
* *
* *
* INPUT: window - window to send callback messages to *
* maximum bits_per_sample - 8 or 16 *
* stereo - will stereo samples be played *
* rate - maximum sample rate required *
* reverse_channels *
* *
* OUTPUT: TRUE if correctly initialised *
* *
* WARNINGS: None *
* *
* HISTORY: *
* Unknown.... *
* 08-24-95 10:01am ST : Modified for Windows 95 Direct Sound *
*=============================================================================================*/
BOOL Audio_Init( HWND window , int bits_per_sample, BOOL stereo , int rate , int reverse_channels)
{
int index;
int sample=1;
short old_bits_per_sample;
short old_block_align;
long old_bytes_per_sec;
Init_Locked_Data();
memset(&LockedData.SampleTracker[0], 0, sizeof(LockedData.SampleTracker));
if ( !SoundObject ){
/*
** Create the direct sound object
*/
if ( DirectSoundCreate (NULL,&SoundObject,NULL) !=DS_OK ) {
Print_Sound_Error("Warning - Unable to create Direct Sound Object",window);
return (FALSE);
}
/*
** Give ourselves exclusive access to it
*/
if ( SoundObject->SetCooperativeLevel( window, DSSCL_EXCLUSIVE ) != DS_OK){
Print_Sound_Error("Warning - Unable to set Direct Sound cooperative level",window);
SoundObject->Release();
SoundObject = NULL;
return (FALSE);
}
/*
** Set up the primary buffer structure
*/
memset (&BufferDesc , 0 , sizeof(DSBUFFERDESC));
BufferDesc.dwSize=sizeof(DSBUFFERDESC);
BufferDesc.dwFlags=DSBCAPS_PRIMARYBUFFER | DSBCAPS_CTRLVOLUME;
/*
** Set up the primary buffer format
*/
memset (&DsBuffFormat , 0 , sizeof(WAVEFORMATEX));
DsBuffFormat.wFormatTag = WAVE_FORMAT_PCM;
DsBuffFormat.nChannels = (unsigned short) (1 + stereo);
DsBuffFormat.nSamplesPerSec = rate;
DsBuffFormat.wBitsPerSample = (short) bits_per_sample;
DsBuffFormat.nBlockAlign = (unsigned short)( (DsBuffFormat.wBitsPerSample/8) * DsBuffFormat.nChannels);
DsBuffFormat.nAvgBytesPerSec= DsBuffFormat.nSamplesPerSec * DsBuffFormat.nBlockAlign;
DsBuffFormat.cbSize = 0;
/*
** Make a copy of the primary buffer description so we can reset its format later
*/
memcpy (&PrimaryBufferDesc , &BufferDesc , sizeof(DSBUFFERDESC));
memcpy (&PrimaryBuffFormat , &DsBuffFormat , sizeof(WAVEFORMATEX));
/*
** Create the primary buffer object
*/
if ( SoundObject->CreateSoundBuffer (&PrimaryBufferDesc ,
&PrimaryBufferPtr ,
NULL ) !=DS_OK ){
Print_Sound_Error("Warning - Unable to create Direct Sound primary buffer",window);
SoundObject->Release();
SoundObject = NULL;
return (FALSE);
}
/*
** Set the format of the primary sound buffer
**
*/
if (!Set_Primary_Buffer_Format()){
/*
** If we failed to create a 16 bit primary buffer - try for an 8bit one
*/
if (DsBuffFormat.wBitsPerSample == 16){
/*
** Save the old values
*/
old_bits_per_sample = DsBuffFormat.wBitsPerSample;
old_block_align = DsBuffFormat.nBlockAlign;
old_bytes_per_sec = DsBuffFormat.nAvgBytesPerSec;
/*
** Set up the 8-bit ones
*/
DsBuffFormat.wBitsPerSample = 8;
DsBuffFormat.nBlockAlign = (unsigned short)( (DsBuffFormat.wBitsPerSample/8) * DsBuffFormat.nChannels);
DsBuffFormat.nAvgBytesPerSec= DsBuffFormat.nSamplesPerSec * DsBuffFormat.nBlockAlign;
/*
** Make a copy of the primary buffer description so we can reset its format later
*/
memcpy (&PrimaryBufferDesc , &BufferDesc , sizeof(DSBUFFERDESC));
memcpy (&PrimaryBuffFormat , &DsBuffFormat , sizeof(WAVEFORMATEX));
}
if (!Set_Primary_Buffer_Format()){
/*
** We failed to set any useful format so print up an error message and give up
*/
PrimaryBufferPtr->Release();
PrimaryBufferPtr = NULL;
SoundObject->Release();
SoundObject = NULL;
Print_Sound_Error("Warning - Your sound card does not match C&C's audio requirements",window);
return (FALSE);
}else{
/*
** OK, got an 8bit sound buffer. Not perfect but it will do
** We still want 16 bit secondary buffers so restore those values
*/
DsBuffFormat.wBitsPerSample = old_bits_per_sample;
DsBuffFormat.nBlockAlign = old_block_align;
DsBuffFormat.nAvgBytesPerSec = old_bytes_per_sec;
}
}
/*
** Start the primary sound buffer playing
**
*/if ( PrimaryBufferPtr->Play(0,0,DSBPLAY_LOOPING) != DS_OK ){
Print_Sound_Error("Unable to play Direct Sound primary buffer",window);
PrimaryBufferPtr->Release();
PrimaryBufferPtr = NULL;
SoundObject->Release();
SoundObject = NULL;
return (FALSE);
}
LockedData.DigiHandle=1;
/*
** Initialise the global critical section object for sound thread syncronisation
*/
InitializeCriticalSection(&GlobalAudioCriticalSection);
/*
** Initialise the Windows timer system to provide us with a callback
**
*/
SoundTimerHandle = timeSetEvent ( 1000/MAINTENANCE_RATE , 1 , Sound_Timer_Callback , 0 , TIME_PERIODIC);
AudioDone = FALSE;
//_beginthread(&Sound_Thread, NULL, 16*1024, NULL);
/*
** Define the format for the secondary sound buffers
*/
BufferDesc.dwFlags=DSBCAPS_CTRLVOLUME;
BufferDesc.dwBufferBytes=SECONDARY_BUFFER_SIZE;
BufferDesc.lpwfxFormat = (LPWAVEFORMATEX) &DsBuffFormat;
/*
** Allocate a decompression buffer equal to the size of a SONARC frame
** block.
*/
LockedData.UncompBuffer = Alloc(LARGEST_SONARC_BLOCK + 50, (MemoryFlagType)(MEM_NORMAL|MEM_CLEAR|MEM_LOCK));
/*
** Allocate once secondary direct sound buffer for each simultaneous sound effect
**
*/
for (index = 0; index < MAX_SFX; index++) {
SoundObject->CreateSoundBuffer (&BufferDesc , &LockedData.SampleTracker[index].PlayBuffer , NULL);
LockedData.SampleTracker[index].PlaybackRate = rate;
LockedData.SampleTracker[index].Stereo = (stereo) ? AUD_FLAG_STEREO : 0;
LockedData.SampleTracker[index].BitSize = (bits_per_sample == 16) ? AUD_FLAG_16BIT : 0;
LockedData.SampleTracker[index].FileHandle = WW_ERROR;
LockedData.SampleTracker[index].QueueBuffer = NULL;
InitializeCriticalSection (&LockedData.SampleTracker[index].AudioCriticalSection);
}
SoundType = (SFX_Type)sample;
SampleType = (Sample_Type)sample;
ReverseChannels = reverse_channels;
}
return(TRUE);
}
/***********************************************************************************************
* Sound_End -- Uninitializes the sound driver. *
* *
* This routine will uninitialize the sound driver (if any was *
* installed). This routine must be called at program termination *
* time. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/23/1991 JLB : Created. *
* 11/02/1995 ST : Modified for Direct Sound *
*=============================================================================================*/
void Sound_End(void)
{
int index;
if (SoundObject && PrimaryBufferPtr){
/*
** Stop all sounds and release the Direct Sound secondary sound buffers
*/
for (index=0 ; index < MAX_SFX; index++){
if ( LockedData.SampleTracker[index].PlayBuffer ){
Stop_Sample (index);
LockedData.SampleTracker[index].PlayBuffer->Stop();
LockedData.SampleTracker[index].PlayBuffer->Release();
LockedData.SampleTracker[index].PlayBuffer = NULL;
DeleteCriticalSection(&LockedData.SampleTracker[index].AudioCriticalSection);
}
}
}
/*
** Stop and release the direct sound primary buffer
*/
if (PrimaryBufferPtr){
PrimaryBufferPtr->Stop();
PrimaryBufferPtr->Release();
PrimaryBufferPtr = NULL;
}
/*
** Release the Direct Sound Object
*/
if (SoundObject){
SoundObject->Release();
SoundObject = NULL;
}
if (LockedData.UncompBuffer) {
Free(LockedData.UncompBuffer);
LockedData.UncompBuffer = 0;
}
/*
** Remove the Windows timer event we installed for the sound callback
*/
if (SoundTimerHandle){
timeKillEvent(SoundTimerHandle);
SoundTimerHandle = 0;
}
AudioDone = TRUE;
/*
** Since the timer has stopped, we are finished with our global critical section.
*/
DeleteCriticalSection(&GlobalAudioCriticalSection);
}
/***********************************************************************************************
* Stop_Sample -- Stops any currently playing sampled sound. *
* *
* *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 06/02/1992 JLB : Created. *
* 11/2/95 4:09PM ST : Modified for Direct Sound *
*=============================================================================================*/
void Stop_Sample(int handle)
{
if (LockedData.DigiHandle != -1 && (unsigned)handle < MAX_SFX) {
EnterCriticalSection (&GlobalAudioCriticalSection);
if (LockedData.SampleTracker[handle].Active || LockedData.SampleTracker[handle].Loading) {
LockedData.SampleTracker[handle].Active = FALSE;
if (!LockedData.SampleTracker[handle].IsScore) {
LockedData.SampleTracker[handle].Original = NULL;
}
LockedData.SampleTracker[handle].Priority = 0;
/*
** Stop the sample if it is playing.
*/
if (!LockedData.SampleTracker[handle].Loading) {
LockedData.SampleTracker[handle].PlayBuffer->Stop();
}
LockedData.SampleTracker[handle].Loading = FALSE;
/*
** If this is a streaming sample, then close the source file.
*/
if (LockedData.SampleTracker[handle].FileHandle != WW_ERROR) {
Close_File(LockedData.SampleTracker[handle].FileHandle);
LockedData.SampleTracker[handle].FileHandle = WW_ERROR;
}
LockedData.SampleTracker[handle].QueueBuffer = NULL;
}
LeaveCriticalSection (&GlobalAudioCriticalSection);
}
}
/***********************************************************************************************
* Sample_Status -- Queries the current playing sample status (if any). *
* *
* *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 06/02/1992 JLB : Created. *
*=============================================================================================*/
BOOL Sample_Status(int handle)
{
DWORD status;
/*
** If its an invalid handle or we do not have a sound driver then
** the sample in question is not playing.
*/
if (LockedData.DigiHandle == -1 || (unsigned)handle >= MAX_SFX) return(FALSE);
/*
** If the sample is loading, then for all intents and purposes the
** sample is playing.
*/
if (LockedData.SampleTracker[handle].Loading) return(TRUE);
/*
** If the sample is not active, then it is not playing
*/
if (!LockedData.SampleTracker[handle].Active) return(FALSE);
/*
** If we made it this far, then the Sample is still playing if sos says
** that it is.
*/
DumpBuffer = LockedData.SampleTracker[handle].PlayBuffer;
if (LockedData.SampleTracker[handle].PlayBuffer->GetStatus( &status ) == DS_OK){
return ( (DSBSTATUS_PLAYING & status) || (DSBSTATUS_LOOPING & status) );
}else{
return (TRUE);
}
}
/***********************************************************************************************
* Is_Sample_Playing -- returns the play state of a sample *
* *
* *
* *
* INPUT: ptr to sample data *
* *
* OUTPUT: TRUE if sample is currently playing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 11/2/95 4:11PM ST : Commented *
*=============================================================================================*/
BOOL Is_Sample_Playing(void const * sample)
{
int index;
//EnterCriticalSection(&GlobalAudioCriticalSection);
if (!sample) {
//LeaveCriticalSection(&GlobalAudioCriticalSection);
return FALSE;
}
for (index = 0; index < MAX_SFX; index++) {
if (LockedData.SampleTracker[index].Original == sample && Sample_Status(index)) {
//LeaveCriticalSection(&GlobalAudioCriticalSection);
return (TRUE);
}
}
//LeaveCriticalSection(&GlobalAudioCriticalSection);
return (FALSE);
}
/***********************************************************************************************
* Stop_Sample_Playing -- stops a playing sample *
* *
* *
* *
* INPUT: ptr to sample data *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 11/2/95 4:13PM ST : Commented *
*=============================================================================================*/
void Stop_Sample_Playing(void const * sample)
{
int index;
if (sample) {
for (index = 0; index < MAX_SFX; index++) {
if (LockedData.SampleTracker[index].Original == sample) {
Stop_Sample(index);
break;
}
}
}
}
/***********************************************************************************************
* Get_Free_Sample_Handle -- finds a free slot in which to play a new sample *
* *
* *
* *
* INPUT: priority of sample we want to play *
* *
* OUTPUT: Handle or -1 if none free *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 11/2/95 4:14PM ST : Added function header *
*=============================================================================================*/
int Get_Free_Sample_Handle(int priority)
{
int id;
/*
** Find a free SFX holding buffer slot.
*/
for (id = MAX_SFX - 1; id >= 0; id--) {
if (!LockedData.SampleTracker[id].Active && !LockedData.SampleTracker[id].Loading) {
if (!StartingFileStream && LockedData.SampleTracker[id].IsScore) {
StartingFileStream = TRUE; // Ensures only one channel is kept free for scores.
continue;
}
break;
}
}
if (id < 0) {
for (id = 0; id < MAX_SFX; id++) {
if (LockedData.SampleTracker[id].Priority <= priority) break;
}
if (id == MAX_SFX) {
return(-1); // Cannot play!
}
Stop_Sample(id); // This sample gets clobbered.
}
if (id == -1) {
return -1;
}
if (LockedData.SampleTracker[id].FileHandle != WW_ERROR) {
Close_File(LockedData.SampleTracker[id].FileHandle);
LockedData.SampleTracker[id].FileHandle = WW_ERROR;
}
if (LockedData.SampleTracker[id].Original && !LockedData.SampleTracker[id].IsScore) {
LockedData.SampleTracker[id].Original = NULL;
}
LockedData.SampleTracker[id].IsScore = FALSE;
return(id);
}
int Play_Sample(void const *sample, int priority, int volume, signed short panloc)
{
return(Play_Sample_Handle(sample, priority, volume, panloc, Get_Free_Sample_Handle(priority)));
}
/***********************************************************************************************
* Attempt_Audio_Restore -- tries to restore the direct sound buffers *
* *
* *
* *
* INPUT: ptr to direct sound buffer *
* *
* OUTPUT: TRUE if buffer was successfully restored *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 3/20/96 9:47AM ST : Created *
*=============================================================================================*/
BOOL Attempt_Audio_Restore (LPDIRECTSOUNDBUFFER sound_buffer)
{
int return_code;
DWORD play_status;
int restore_attempts=0;
/*
** Call the audio focus loss function if it has been set up
*/
if (Audio_Focus_Loss_Function){
Audio_Focus_Loss_Function();
}
/*
** Try to restore the sound buffer
*/
do{
Restore_Sound_Buffers();
return_code = sound_buffer->GetStatus ( &play_status );
} while (restore_attempts++<2 && return_code == DSERR_BUFFERLOST);
return ((BOOL) ~(return_code == DSERR_BUFFERLOST));
}
/***********************************************************************************************
* Play_Sample_Vol -- Plays a digitized sample. *
* *
* Use this routine to play a previously loaded digitized sample. *
* *
* INPUT: sample -- Sample pointer as returned from Load_Sample. *
* *
* volume -- The volume to play (0..255 with 255=loudest). *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/17/1992 JLB : Created. *
* 05/24/1992 JLB : Volume support -- Soundblaster Pro *
* 04/22/1994 JLB : Multiple sample playback rates. *
* 11/02/1995 ST : Windows Direct Sound support *
*=============================================================================================*/
extern BOOL Any_Locked(void);
int Play_Sample_Handle(void const *sample, int priority, int volume, signed short , int id)
{
AUDHeaderType RawHeader;
SampleTrackerType *st=NULL; // Working pointer to sample tracker structure.
LPVOID play_buffer_ptr; //pointer to locked direct sound buffer
LPVOID dummy_buffer_ptr; //dummy pointer to second area of locked direct sound buffer
DWORD lock_length1;
DWORD lock_length2;
DWORD play_status;
HRESULT return_code;
int retries=0;
if (Any_Locked()) return(0);
st = &LockedData.SampleTracker[id];
//EnterCriticalSection (&GlobalAudioCriticalSection);
if (!sample || LockedData.DigiHandle == -1) {
//LeaveCriticalSection (&GlobalAudioCriticalSection);
return(-1);
}
if (id == -1) {
//LeaveCriticalSection (&GlobalAudioCriticalSection);
return -1;
}
/*
** Fetch the control bytes from the start of the sample data.
*/
Mem_Copy((void *)sample, (void *)&RawHeader, sizeof(RawHeader));
/*
** Fudge the sample rate to 22k
*/
if (RawHeader.Rate <24000 && RawHeader.Rate >20000) RawHeader.Rate = 22050;
/*
** Prepare the sample tracker structure for processing of this
** sample. Fill the structure with data that can be determined
** before the sample is started.
*/
EnterCriticalSection(&GlobalAudioCriticalSection);
st->Compression = (SCompressType) ((unsigned char)RawHeader.Compression);
st->Original = sample;
st->OriginalSize = RawHeader.Size + sizeof(RawHeader);
st->Priority = (short)priority;
st->DontTouch = TRUE;
st->Odd = 0;
st->Reducer = 0;
st->Restart = FALSE;
st->QueueBuffer = NULL;
st->QueueSize = NULL;
st->TrailerLen = 0;
st->Remainder = RawHeader.Size;
st->Source = Add_Long_To_Pointer((void *)sample, sizeof(RawHeader));
st->Service = FALSE;
LeaveCriticalSection(&GlobalAudioCriticalSection);
/*
** If the code in question using HMI based compression then we need
** to set up for uncompressing it.
*/
if (st->Compression == SCOMP_SOS) {
st->sosinfo.wChannels = (RawHeader.Flags & AUD_FLAG_STEREO) ? 2 : 1;
st->sosinfo.wBitSize = (RawHeader.Flags & AUD_FLAG_16BIT) ? 16 : 8;
st->sosinfo.dwCompSize = RawHeader.Size;
st->sosinfo.dwUnCompSize = RawHeader.Size * ( st->sosinfo.wBitSize / 4 );
sosCODECInitStream(&st->sosinfo);
}
/*
** If the sample rate , bits per sample or stereo capabilities of the buffer do not
** match the sample then reallocate the direct sound buffer with the required capabilities
*/
if ( ( RawHeader.Rate != st->PlaybackRate ) ||
( ( RawHeader.Flags & AUD_FLAG_16BIT ) != ( st->BitSize & AUD_FLAG_16BIT ) ) ||
( ( RawHeader.Flags & AUD_FLAG_STEREO) != ( st->Stereo & AUD_FLAG_STEREO ) ) ) {
st->Active=0;
st->Service=0;
st->MoreSource=0;
/*
** Stop the sound buffer playing
*/
DumpBuffer = st->PlayBuffer;
do {
return_code = st->PlayBuffer->GetStatus ( &play_status );
if (return_code==DSERR_BUFFERLOST){
if (!Attempt_Audio_Restore(st->PlayBuffer)) return(-1);
}
}while (return_code == DSERR_BUFFERLOST);
if (play_status & (DSBSTATUS_PLAYING | DSBSTATUS_LOOPING) ){
st->PlayBuffer->Stop();
if (return_code==DSERR_BUFFERLOST){
if (!Attempt_Audio_Restore(st->PlayBuffer)) return(-1);
}
}
st->PlayBuffer->Release();
st->PlayBuffer=NULL;
DsBuffFormat.nSamplesPerSec = (unsigned short int) RawHeader.Rate;
DsBuffFormat.nChannels = (RawHeader.Flags & AUD_FLAG_STEREO) ? 2 : 1 ;
DsBuffFormat.wBitsPerSample = (RawHeader.Flags & AUD_FLAG_16BIT) ? 16 : 8 ;
DsBuffFormat.nBlockAlign = (short) ((DsBuffFormat.wBitsPerSample/8) * DsBuffFormat.nChannels);
DsBuffFormat.nAvgBytesPerSec= DsBuffFormat.nSamplesPerSec * DsBuffFormat.nBlockAlign;
/*
** Create the new sound buffer
*/
return_code= SoundObject->CreateSoundBuffer (&BufferDesc , &st->PlayBuffer , NULL);
if (return_code==DSERR_BUFFERLOST){
if (!Attempt_Audio_Restore(st->PlayBuffer)) return(-1);
}
/*
** Just return if the create failed unexpectedly
**
** If we failed then flag the buffer as having an impossible format so it wont match
** any sample. This will ensure that we try and create the buffer again next time its used.
*/
if (return_code!=DS_OK && return_code!=DSERR_BUFFERLOST){
st->PlaybackRate = 0;
st->Stereo = 0;
st->BitSize = 0;
return(-1);
}
/*
** Remember the format of the new buffer
*/
st->PlaybackRate = RawHeader.Rate;
st->Stereo = RawHeader.Flags & AUD_FLAG_STEREO;
st->BitSize = RawHeader.Flags & AUD_FLAG_16BIT;
}
/*
** Fill in 3/4 of the play buffer.
*/
//
// Stop the sound buffer playing before we lock it
//
do {
DumpBuffer = st->PlayBuffer;
return_code = st->PlayBuffer->GetStatus ( &play_status );
if (return_code==DSERR_BUFFERLOST){
if (!Attempt_Audio_Restore(st->PlayBuffer)) return(-1);
}
} while (return_code==DSERR_BUFFERLOST);
if (play_status & (DSBSTATUS_PLAYING | DSBSTATUS_LOOPING) ){
st->Active=0;
st->Service=0;
st->MoreSource=0;
st->PlayBuffer->Stop();
}
//
// Lock the direct sound buffer so we can write to it
//
do {
return_code = st->PlayBuffer->Lock ( 0 ,
SECONDARY_BUFFER_SIZE,
&play_buffer_ptr,
&lock_length1,
&dummy_buffer_ptr,
&lock_length2,
0 );
if (return_code==DSERR_BUFFERLOST){
if (!Attempt_Audio_Restore(st->PlayBuffer)) return(-1);
}
} while (return_code==DSERR_BUFFERLOST);
if (return_code != DS_OK) {
//LeaveCriticalSection (&GlobalAudioCriticalSection);
return (-1);
}
//
// Decompress the sample into the direct sound buffer
//
st->DestPtr=(void*)Sample_Copy ( st,
&st->Source,
&st->Remainder,
&st->QueueBuffer,
&st->QueueSize,
play_buffer_ptr,
SECONDARY_BUFFER_SIZE*1/4,
st->Compression,
&st->Trailer[0],
&st->TrailerLen);
if ( st->DestPtr==(void*) (SECONDARY_BUFFER_SIZE*1/4) ){
// Must be more data to copy so we dont need to zero the buffer
st->MoreSource=TRUE;
st->Service=TRUE;
st->OneShot=FALSE;
} else {
// Whole sample is in the buffer so flag that we dont need to
// copy more. Clear out the end of the buffer so that it
// goes quiet if we play past the end
st->MoreSource=FALSE;
st->OneShot=TRUE;
st->Service=TRUE; //We still need to service it so that we can stop it when
// it plays past the end of the sample data
//memset ( (char*)( (unsigned)play_buffer_ptr + (unsigned)st->DestPtr ), 0 , SECONDARY_BUFFER_SIZE - (unsigned)st->DestPtr );
memset ( (char*)( (unsigned)play_buffer_ptr + (unsigned)st->DestPtr ), 0 , SECONDARY_BUFFER_SIZE/4);
}
st->PlayBuffer->Unlock( play_buffer_ptr,
lock_length1,
dummy_buffer_ptr,
lock_length2);
/*
**
** Set the volume of the sample.
**
*/
st->Volume = (volume << 7);
#ifdef NO_VOLUME_CONTROL
do {
return_code = st->PlayBuffer->SetVolume (- ( ( (32768- ( (st->Volume >> 8) *LockedData.SoundVolume) )
*1000) >>15 ) );
if (return_code==DSERR_BUFFERLOST){
if (!Attempt_Audio_Restore(st->PlayBuffer)) return(-1);
}
} while (return_code==DSERR_BUFFERLOST);
#endif //NO_VOLUME_CONTROL
/*
** Make sure the primary sound buffer is playing
*/
if (!Start_Primary_Sound_Buffer(FALSE)){
//LeaveCriticalSection (&GlobalAudioCriticalSection);
return(-1);
}
/*
** Set the buffers play pointer to the beginning of the buffer
*/
do {
return_code = st->PlayBuffer->SetCurrentPosition (0);
if (return_code==DSERR_BUFFERLOST){
if (!Attempt_Audio_Restore(st->PlayBuffer)) return(-1);
}
} while (return_code==DSERR_BUFFERLOST);
/*
** Start the sample playing now.
*/
do
{
return_code = st->PlayBuffer->Play (0,0,DSBPLAY_LOOPING);
switch (return_code){
case DS_OK :
EnterCriticalSection (&GlobalAudioCriticalSection);
st->Active=TRUE;
st->Handle=(short)id;
st->DontTouch = FALSE;
LeaveCriticalSection (&GlobalAudioCriticalSection);
return (st->Handle);
case DSERR_BUFFERLOST :
if (!Attempt_Audio_Restore(st->PlayBuffer)) return(-1);
break;
default:
st->Active=FALSE;
//LeaveCriticalSection (&GlobalAudioCriticalSection);
return (st->Handle);
}
} while (return_code==DSERR_BUFFERLOST);
//LeaveCriticalSection (&GlobalAudioCriticalSection);
return (st->Handle);
}
/***********************************************************************************************
* Restore_Sound_Buffers -- restore the sound buffers *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 11/3/95 3:53PM ST : Created *
*=============================================================================================*/
void Restore_Sound_Buffers ( void )
{
if (PrimaryBufferPtr){
PrimaryBufferPtr->Restore();
}
for ( int index = 0; index < MAX_SFX; index++) {
if (LockedData.SampleTracker[index].PlayBuffer){
LockedData.SampleTracker[index].PlayBuffer->Restore();
}
}
}
/***********************************************************************************************
* Set_Sound_Vol -- sets the overall volume for sampled sounds *
* *
* *
* *
* INPUT: volume *
* *
* OUTPUT: the previous volume setting *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 11/2/95 4:19PM ST : Added function header *
*=============================================================================================*/
int Set_Sound_Vol(int volume)
{
int old;
old = LockedData.SoundVolume;
LockedData.SoundVolume = volume & 0xFF;
return(old);
}
/***********************************************************************************************
* Set_Score_Vol -- sets the overall volume for music scores *
* *
* *
* *
* INPUT: volume *
* *
* OUTPUT: the previous volume setting *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 11/2/95 4:19PM ST : Added function header *
*=============================================================================================*/
int Set_Score_Vol(int volume)
{
int old;
SampleTrackerType *st; //ptr to SampleTracker structure
old = LockedData.ScoreVolume;
LockedData.ScoreVolume = volume & 0xFF;
for (int index=0 ; index<MAX_SFX ; index++){
st = &LockedData.SampleTracker[index];
if (st->IsScore && st->Active){
#ifdef NO_VOLUME_CONTROL
st->PlayBuffer->SetVolume (- ( ( (32768- ( (st->Volume >> 8) *LockedData.ScoreVolume) )
*1000) >>15 ) );
#endif //ifdef NO_VOLUME_CONTROL
}
}
return(old);
}
/***********************************************************************************************
* Fade_Sample -- Start a sample fading *
* *
* *
* *
* INPUT: Sample handle *
* fade rate *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 11/2/95 4:21PM ST : Added function header *
*=============================================================================================*/
void Fade_Sample(int handle, int ticks)
{
if (Sample_Status(handle)) {
if (!ticks || LockedData.SampleTracker[handle].Loading) {
Stop_Sample(handle);
} else {
SampleTrackerType * st;
st = &LockedData.SampleTracker[handle];
st->Reducer = (short) ((st->Volume / ticks)+1);
}
}
}
int Get_Digi_Handle(void)
{
return(LockedData.DigiHandle);
}
/***************************************************************************
* SAMPLE_LENGTH -- returns length of a sample in ticks *
* *
* INPUT: void const *sample - pointer to the sample to get length of. *
* *
* OUTPUT: long - length of the sample in ticks (60/sec) *
* *
* HISTORY: *
* 07/05/1995 PWG : Created. *
*=========================================================================*/
long Sample_Length(void const *sample)
{
AUDHeaderType RawHeader;
if (!sample) return(0);
Mem_Copy((void *)sample, (void *)&RawHeader, sizeof(RawHeader));
long time = RawHeader.UncompSize;
/*
** If the sample is a 16 bit sample, then it will take only half
** as long to play.
*/
if (RawHeader.Flags & AUD_FLAG_16BIT) {
time >>= 1;
}
/*
** If the sample is a stereo sample, then it will take only half
** as long to play.
*/
if (RawHeader.Flags & AUD_FLAG_STEREO) {
time >>= 1;
}
if (RawHeader.Rate/60) {
time /= (RawHeader.Rate/60);
}
return(time);
}
/***********************************************************************************************
* Start_Primary_Sound_Buffer -- start the primary sound buffer playing *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 2/1/96 12:28PM ST : Created *
*=============================================================================================*/
extern BOOL GameInFocus;
BOOL Start_Primary_Sound_Buffer (BOOL forced)
{
DWORD status;
if (PrimaryBufferPtr && GameInFocus){
if (forced){
PrimaryBufferPtr->Play(0,0,DSBPLAY_LOOPING);
return (TRUE);
} else {
if (PrimaryBufferPtr->GetStatus (&status) == DS_OK){
if (! ((status & DSBSTATUS_PLAYING) || (status & DSBSTATUS_LOOPING))){
PrimaryBufferPtr->Play(0,0,DSBPLAY_LOOPING);
return (TRUE);
}else{
return (TRUE);
}
}
}
}
return (FALSE);
}
/***********************************************************************************************
* Stop_Primary_Sound_Buffer -- stops the primary sound buffer from playing. *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: This stops all sound playback *
* *
* HISTORY: *
* 2/1/96 12:28PM ST : Created *
*=============================================================================================*/
void Stop_Primary_Sound_Buffer (void)
{
if (PrimaryBufferPtr){
PrimaryBufferPtr->Stop();
PrimaryBufferPtr->Stop(); // Oh I
PrimaryBufferPtr->Stop(); // Hate Direct Sound
PrimaryBufferPtr->Stop(); // So much.....
}
for ( int index = 0; index < MAX_SFX; index++) {
Stop_Sample(index);
}
}
void Suspend_Audio_Thread(void)
{
if (SoundThreadActive){
SuspendThread(SoundThreadHandle);
SoundThreadActive = FALSE;
}
}
void Resume_Audio_Thread(void)
{
if (!SoundThreadActive){
ResumeThread(SoundThreadHandle);
SoundThreadActive = TRUE;
}
}