Integrated David Ludwig's support for Windows RT
This commit is contained in:
commit
a7d2ebb8d6
79 changed files with 9656 additions and 33 deletions
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@ -18,6 +18,32 @@
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/* WinRT NOTICE:
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A few changes to SDL's XAudio2 backend were warranted by API
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changes to Windows. Many, but not all of these are documented by Microsoft
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at:
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http://blogs.msdn.com/b/chuckw/archive/2012/04/02/xaudio2-and-windows-8-consumer-preview.aspx
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1. Windows' thread synchronization function, CreateSemaphore, was removed
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from WinRT. SDL's semaphore API was substituted instead.
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2. The method calls, IXAudio2::GetDeviceCount and IXAudio2::GetDeviceDetails
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were removed from the XAudio2 API. Microsoft is telling developers to
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use APIs in Windows::Foundation instead.
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For SDL, the missing methods were reimplemented using the APIs Microsoft
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said to use.
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3. CoInitialize and CoUninitialize are not available in WinRT.
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These calls were removed, as COM will have been initialized earlier,
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at least by the call to the WinRT app's main function
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(aka 'int main(Platform::Array<Platform::String^>^)). (DLudwig:
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This was my understanding of how WinRT: the 'main' function uses
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a tag of [MTAThread], which should initialize COM. My understanding
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of COM is somewhat limited, and I may be incorrect here.)
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4. IXAudio2::CreateMasteringVoice changed its integer-based 'DeviceIndex'
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argument to a string-based one, 'szDeviceId'. In WinRT, the
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string-based argument will be used.
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*/
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#include "../../SDL_internal.h"
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#if SDL_AUDIO_DRIVER_XAUDIO2
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@ -31,6 +57,9 @@
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#ifdef __GNUC__
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/* The configure script already did any necessary checking */
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# define SDL_XAUDIO2_HAS_SDK 1
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#elif defined(__WINRT__)
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/* WinRT always has access to the .the XAudio 2 SDK */
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# define SDL_XAUDIO2_HAS_SDK
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#else
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/* XAudio2 exists as of the March 2008 DirectX SDK
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The XAudio2 implementation available in the Windows 8 SDK targets Windows 8 and newer.
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@ -42,16 +71,36 @@
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#else
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# define SDL_XAUDIO2_HAS_SDK 1
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#endif
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#endif /* __GNUC__ */
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#endif
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#ifdef SDL_XAUDIO2_HAS_SDK
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/* Check to see if we're compiling for XAudio 2.8, or higher. */
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#ifdef WINVER
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#if WINVER >= 0x0602 /* Windows 8 SDK or higher? */
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#define SDL_XAUDIO2_WIN8 1
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#endif
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#endif
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/* The XAudio header file, when #include'd on WinRT, will only compile in C++
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files, but not C. A few preprocessor-based hacks are defined below in order
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to get xaudio2.h to compile in the C/non-C++ file, SDL_xaudio2.c.
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*/
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#ifdef __WINRT__
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#define uuid(x)
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#define DX_BUILD
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#endif
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#define INITGUID 1
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#include <xaudio2.h>
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/* Hidden "this" pointer for the audio functions */
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#define _THIS SDL_AudioDevice *this
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#ifdef __WINRT__
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#include "SDL_xaudio2_winrthelpers.h"
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#endif
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/* Fixes bug 1210 where some versions of gcc need named parameters */
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#ifdef __GNUC__
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#ifdef THIS
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@ -69,7 +118,7 @@ struct SDL_PrivateAudioData
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IXAudio2 *ixa2;
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IXAudio2SourceVoice *source;
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IXAudio2MasteringVoice *mastering;
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HANDLE semaphore;
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SDL_sem * semaphore;
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Uint8 *mixbuf;
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int mixlen;
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Uint8 *nextbuf;
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{
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/* Just signal the SDL audio thread and get out of XAudio2's way. */
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SDL_AudioDevice *this = (SDL_AudioDevice *) data;
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ReleaseSemaphore(this->hidden->semaphore, 1, NULL);
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SDL_SemPost(this->hidden->semaphore);
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}
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static void STDMETHODCALLTYPE
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XAUDIO2_WaitDevice(_THIS)
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{
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if (this->enabled) {
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WaitForSingleObject(this->hidden->semaphore, INFINITE);
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SDL_SemWait(this->hidden->semaphore);
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}
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}
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XAUDIO2_VOICE_STATE state;
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SDL_assert(!this->enabled); /* flag that stops playing. */
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IXAudio2SourceVoice_Discontinuity(source);
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#if SDL_XAUDIO2_WIN8
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IXAudio2SourceVoice_GetState(source, &state, 0);
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#else
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IXAudio2SourceVoice_GetState(source, &state);
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#endif
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while (state.BuffersQueued > 0) {
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WaitForSingleObject(this->hidden->semaphore, INFINITE);
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SDL_SemWait(this->hidden->semaphore);
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#if SDL_XAUDIO2_WIN8
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IXAudio2SourceVoice_GetState(source, &state, 0);
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#else
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IXAudio2SourceVoice_GetState(source, &state);
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#endif
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}
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}
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}
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SDL_free(this->hidden->mixbuf);
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if (this->hidden->semaphore != NULL) {
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CloseHandle(this->hidden->semaphore);
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SDL_DestroySemaphore(this->hidden->semaphore);
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}
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SDL_free(this->hidden);
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SDL_AudioFormat test_format = SDL_FirstAudioFormat(this->spec.format);
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IXAudio2 *ixa2 = NULL;
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IXAudio2SourceVoice *source = NULL;
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#if defined(SDL_XAUDIO2_WIN8)
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LPCWSTR devId = NULL;
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#else
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UINT32 devId = 0; /* 0 == system default device. */
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#endif
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static IXAudio2VoiceCallbackVtbl callbacks_vtable = {
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VoiceCBOnVoiceProcessPassStart,
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return SDL_SetError("XAudio2: XAudio2Create() failed at open.");
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}
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/*
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XAUDIO2_DEBUG_CONFIGURATION debugConfig;
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debugConfig.TraceMask = XAUDIO2_LOG_ERRORS; //XAUDIO2_LOG_WARNINGS | XAUDIO2_LOG_DETAIL | XAUDIO2_LOG_FUNC_CALLS | XAUDIO2_LOG_TIMING | XAUDIO2_LOG_LOCKS | XAUDIO2_LOG_MEMORY | XAUDIO2_LOG_STREAMING;
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debugConfig.BreakMask = XAUDIO2_LOG_ERRORS; //XAUDIO2_LOG_WARNINGS;
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debugConfig.LogThreadID = TRUE;
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debugConfig.LogFileline = TRUE;
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debugConfig.LogFunctionName = TRUE;
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debugConfig.LogTiming = TRUE;
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ixa2->SetDebugConfiguration(&debugConfig);
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*/
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#if ! defined(__WINRT__)
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if (devname != NULL) {
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UINT32 devcount = 0;
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UINT32 i = 0;
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return SDL_SetError("XAudio2: Requested device not found.");
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}
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}
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#endif
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/* Initialize all variables that we clean on shutdown */
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this->hidden = (struct SDL_PrivateAudioData *)
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SDL_memset(this->hidden, 0, (sizeof *this->hidden));
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this->hidden->ixa2 = ixa2;
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this->hidden->semaphore = CreateSemaphore(NULL, 1, 2, NULL);
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this->hidden->semaphore = SDL_CreateSemaphore(1);
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if (this->hidden->semaphore == NULL) {
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XAUDIO2_CloseDevice(this);
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return SDL_SetError("XAudio2: CreateSemaphore() failed!");
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stereo output to appropriate surround sound configurations
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instead of clamping to 2 channels, even though we'll configure the
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Source Voice for whatever number of channels you supply. */
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#if SDL_XAUDIO2_WIN8
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result = IXAudio2_CreateMasteringVoice(ixa2, &this->hidden->mastering,
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XAUDIO2_DEFAULT_CHANNELS,
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this->spec.freq, 0, devId, NULL, AudioCategory_GameEffects);
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#else
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result = IXAudio2_CreateMasteringVoice(ixa2, &this->hidden->mastering,
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XAUDIO2_DEFAULT_CHANNELS,
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this->spec.freq, 0, devId, NULL);
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#endif
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if (result != S_OK) {
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XAUDIO2_CloseDevice(this);
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return SDL_SetError("XAudio2: Couldn't create mastering voice");
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waveformat.nChannels * (waveformat.wBitsPerSample / 8);
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waveformat.nAvgBytesPerSec =
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waveformat.nSamplesPerSec * waveformat.nBlockAlign;
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waveformat.cbSize = sizeof(waveformat);
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#ifdef __WINRT__
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// DLudwig: for now, make XAudio2 do sample rate conversion, just to
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// get the loopwave test to work.
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//
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// TODO, WinRT: consider removing WinRT-specific source-voice creation code from SDL_xaudio2.c
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result = IXAudio2_CreateSourceVoice(ixa2, &source, &waveformat,
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0,
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1.0f, &callbacks, NULL, NULL);
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#else
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result = IXAudio2_CreateSourceVoice(ixa2, &source, &waveformat,
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XAUDIO2_VOICE_NOSRC |
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XAUDIO2_VOICE_NOPITCH,
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1.0f, &callbacks, NULL, NULL);
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#endif
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if (result != S_OK) {
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XAUDIO2_CloseDevice(this);
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return SDL_SetError("XAudio2: Couldn't create source voice");
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static void
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XAUDIO2_Deinitialize(void)
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{
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#if defined(__WIN32__)
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WIN_CoUninitialize();
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#endif
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}
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#endif /* SDL_XAUDIO2_HAS_SDK */
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#else
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/* XAudio2Create() is a macro that uses COM; we don't load the .dll */
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IXAudio2 *ixa2 = NULL;
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#if defined(__WIN32__)
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// TODO, WinRT: Investigate using CoInitializeEx here
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if (FAILED(WIN_CoInitialize())) {
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SDL_SetError("XAudio2: CoInitialize() failed");
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return 0;
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}
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#endif
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if (XAudio2Create(&ixa2, 0, XAUDIO2_DEFAULT_PROCESSOR) != S_OK) {
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#if defined(__WIN32__)
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WIN_CoUninitialize();
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#endif
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SDL_SetError("XAudio2: XAudio2Create() failed at initialization");
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return 0; /* not available. */
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}
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69
src/audio/xaudio2/SDL_xaudio2_winrthelpers.cpp
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69
src/audio/xaudio2/SDL_xaudio2_winrthelpers.cpp
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#include <xaudio2.h>
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#include "SDL_xaudio2_winrthelpers.h"
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#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
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using Windows::Devices::Enumeration::DeviceClass;
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using Windows::Devices::Enumeration::DeviceInformation;
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using Windows::Devices::Enumeration::DeviceInformationCollection;
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#endif
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extern "C" HRESULT __cdecl IXAudio2_GetDeviceCount(IXAudio2 * ixa2, UINT32 * devcount)
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{
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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// There doesn't seem to be any audio device enumeration on Windows Phone.
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// In lieu of this, just treat things as if there is one and only one
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// audio device.
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*devcount = 1;
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return S_OK;
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#else
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// TODO, WinRT: make xaudio2 device enumeration only happen once, and in the background
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auto operation = DeviceInformation::FindAllAsync(DeviceClass::AudioRender);
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while (operation->Status != Windows::Foundation::AsyncStatus::Completed)
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{
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}
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DeviceInformationCollection^ devices = operation->GetResults();
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*devcount = devices->Size;
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return S_OK;
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#endif
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}
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extern "C" HRESULT IXAudio2_GetDeviceDetails(IXAudio2 * unused, UINT32 index, XAUDIO2_DEVICE_DETAILS * details)
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{
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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// Windows Phone doesn't seem to have the same device enumeration APIs that
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// Windows 8/RT has, or it doesn't have them at all. In lieu of this,
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// just treat things as if there is one, and only one, default device.
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if (index != 0)
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{
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return XAUDIO2_E_INVALID_CALL;
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}
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if (details)
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{
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wcsncpy_s(details->DeviceID, ARRAYSIZE(details->DeviceID), L"default", _TRUNCATE);
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wcsncpy_s(details->DisplayName, ARRAYSIZE(details->DisplayName), L"default", _TRUNCATE);
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}
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return S_OK;
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#else
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auto operation = DeviceInformation::FindAllAsync(DeviceClass::AudioRender);
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while (operation->Status != Windows::Foundation::AsyncStatus::Completed)
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{
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}
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DeviceInformationCollection^ devices = operation->GetResults();
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if (index >= devices->Size)
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{
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return XAUDIO2_E_INVALID_CALL;
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}
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DeviceInformation^ d = devices->GetAt(index);
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if (details)
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{
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wcsncpy_s(details->DeviceID, ARRAYSIZE(details->DeviceID), d->Id->Data(), _TRUNCATE);
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wcsncpy_s(details->DisplayName, ARRAYSIZE(details->DisplayName), d->Name->Data(), _TRUNCATE);
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}
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return S_OK;
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#endif
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}
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52
src/audio/xaudio2/SDL_xaudio2_winrthelpers.h
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52
src/audio/xaudio2/SDL_xaudio2_winrthelpers.h
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#pragma once
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//
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// Re-implementation of methods removed from XAudio2 (in WinRT):
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//
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typedef struct XAUDIO2_DEVICE_DETAILS
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{
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WCHAR DeviceID[256];
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WCHAR DisplayName[256];
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/* Other fields exist in the pre-Windows 8 version of this struct, however
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they weren't used by SDL, so they weren't added.
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*/
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} XAUDIO2_DEVICE_DETAILS;
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#ifdef __cplusplus
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extern "C" {
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#endif
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HRESULT IXAudio2_GetDeviceCount(IXAudio2 * unused, UINT32 * devcount);
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HRESULT IXAudio2_GetDeviceDetails(IXAudio2 * unused, UINT32 index, XAUDIO2_DEVICE_DETAILS * details);
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#ifdef __cplusplus
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}
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#endif
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//
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// C-style macros to call XAudio2's methods in C++:
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//
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#ifdef __cplusplus
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/*
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#define IXAudio2_CreateMasteringVoice(A, B, C, D, E, F, G) (A)->CreateMasteringVoice((B), (C), (D), (E), (F), (G))
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#define IXAudio2_CreateSourceVoice(A, B, C, D, E, F, G, H) (A)->CreateSourceVoice((B), (C), (D), (E), (F), (G), (H))
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#define IXAudio2_QueryInterface(A, B, C) (A)->QueryInterface((B), (C))
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#define IXAudio2_Release(A) (A)->Release()
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#define IXAudio2_StartEngine(A) (A)->StartEngine()
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#define IXAudio2_StopEngine(A) (A)->StopEngine()
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#define IXAudio2MasteringVoice_DestroyVoice(A) (A)->DestroyVoice()
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#define IXAudio2SourceVoice_DestroyVoice(A) (A)->DestroyVoice()
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#define IXAudio2SourceVoice_Discontinuity(A) (A)->Discontinuity()
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#define IXAudio2SourceVoice_FlushSourceBuffers(A) (A)->FlushSourceBuffers()
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#define IXAudio2SourceVoice_GetState(A, B) (A)->GetState((B))
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#define IXAudio2SourceVoice_Start(A, B, C) (A)->Start((B), (C))
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#define IXAudio2SourceVoice_Stop(A, B, C) (A)->Stop((B), (C))
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#define IXAudio2SourceVoice_SubmitSourceBuffer(A, B, C) (A)->SubmitSourceBuffer((B), (C))
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*/
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#endif // ifdef __cplusplus
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