Fixed bug #69
Hopefully this takes care of most of the audio dropouts in Windows --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401882
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2 changed files with 23 additions and 13 deletions
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@ -254,7 +254,7 @@ static void DX5_WaitAudio_BusyWait(_THIS)
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/* Semi-busy wait, since we have no way of getting play notification
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on a primary mixing buffer located in hardware (DirectX 5.0)
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*/
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result = IDirectSoundBuffer_GetCurrentPosition(mixbuf, &cursor, &junk);
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result = IDirectSoundBuffer_GetCurrentPosition(mixbuf, &junk, &cursor);
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if ( result != DS_OK ) {
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if ( result == DSERR_BUFFERLOST ) {
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IDirectSoundBuffer_Restore(mixbuf);
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@ -264,11 +264,10 @@ static void DX5_WaitAudio_BusyWait(_THIS)
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#endif
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return;
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}
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cursor /= mixlen;
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while ( cursor == playing ) {
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while ( (cursor/mixlen) == lastchunk ) {
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/* FIXME: find out how much time is left and sleep that long */
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SDL_Delay(10);
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SDL_Delay(1);
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/* Try to restore a lost sound buffer */
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IDirectSoundBuffer_GetStatus(mixbuf, &status);
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@ -292,12 +291,11 @@ static void DX5_WaitAudio_BusyWait(_THIS)
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/* Find out where we are playing */
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result = IDirectSoundBuffer_GetCurrentPosition(mixbuf,
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&cursor, &junk);
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&junk, &cursor);
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if ( result != DS_OK ) {
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SetDSerror("DirectSound GetCurrentPosition", result);
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return;
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}
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cursor /= mixlen;
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}
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}
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@ -346,18 +344,30 @@ static Uint8 *DX5_GetAudioBuf(_THIS)
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/* Figure out which blocks to fill next */
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locked_buf = NULL;
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result = IDirectSoundBuffer_GetCurrentPosition(mixbuf, &cursor, &junk);
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result = IDirectSoundBuffer_GetCurrentPosition(mixbuf, &junk, &cursor);
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if ( result == DSERR_BUFFERLOST ) {
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IDirectSoundBuffer_Restore(mixbuf);
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result = IDirectSoundBuffer_GetCurrentPosition(mixbuf,
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&cursor, &junk);
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&junk, &cursor);
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}
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if ( result != DS_OK ) {
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SetDSerror("DirectSound GetCurrentPosition", result);
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return(NULL);
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}
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cursor /= mixlen;
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playing = cursor;
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#ifdef DEBUG_SOUND
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/* Detect audio dropouts */
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{ DWORD spot = cursor;
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if ( spot < lastchunk ) {
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spot += NUM_BUFFERS;
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}
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if ( spot > lastchunk+1 ) {
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fprintf(stderr, "Audio dropout, missed %d fragments\n",
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(spot - (lastchunk+1)));
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}
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}
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#endif
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lastchunk = cursor;
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cursor = (cursor+1)%NUM_BUFFERS;
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cursor *= mixlen;
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@ -491,7 +501,7 @@ static int CreatePrimary(LPDIRECTSOUND sndObj, HWND focus,
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static int CreateSecondary(LPDIRECTSOUND sndObj, HWND focus,
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LPDIRECTSOUNDBUFFER *sndbuf, WAVEFORMATEX *wavefmt, Uint32 chunksize)
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{
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const int numchunks = 2;
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const int numchunks = 8;
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HRESULT result;
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DSBUFFERDESC format;
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LPVOID pvAudioPtr1, pvAudioPtr2;
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@ -679,7 +689,7 @@ static int DX5_OpenAudio(_THIS, SDL_AudioSpec *spec)
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#endif
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/* The buffer will auto-start playing in DX5_WaitAudio() */
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playing = 0;
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lastchunk = 0;
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mixlen = spec->size;
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#ifdef USE_POSITION_NOTIFY
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@ -37,7 +37,7 @@ struct SDL_PrivateAudioData {
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LPDIRECTSOUNDBUFFER mixbuf;
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int NUM_BUFFERS;
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int mixlen, silence;
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DWORD playing;
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DWORD lastchunk;
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Uint8 *locked_buf;
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HANDLE audio_event;
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};
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@ -48,7 +48,7 @@ struct SDL_PrivateAudioData {
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#define NUM_BUFFERS (this->hidden->NUM_BUFFERS)
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#define mixlen (this->hidden->mixlen)
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#define silence (this->hidden->silence)
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#define playing (this->hidden->playing)
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#define lastchunk (this->hidden->lastchunk)
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#define locked_buf (this->hidden->locked_buf)
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#define audio_event (this->hidden->audio_event)
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