Commit 689b9f89 authored by Rob Riggs's avatar Rob Riggs Committed by Alexandre Julliard

Fixed duplicate sound buffer handling. Updated status.

parent 26cae9dd
......@@ -253,6 +253,7 @@ struct IDirectSoundBuffer {
ULONG freqAdjust;
LONG volume,pan;
LONG lVolAdjust,rVolAdjust;
LPDIRECTSOUNDBUFFER parent; /* for duplicates */
LPDIRECTSOUND dsound;
DSBUFFERDESC dsbd;
LPDSBPOSITIONNOTIFY notifies;
......
......@@ -8,10 +8,22 @@
* implement the stuff in a single thread anyway. And most DirectX apps
* require threading themselves.
*
* FIXME: This file is full of race conditions and unlocked variable access
* from two threads. But we usually don't need to bother.
* Most thread locking is complete. There may be a few race
* conditions still lurking.
*
* Tested with a Soundblaster clone and a Gravis UltraSound Classic.
* Tested with a Soundblaster clone, a Gravis UltraSound Classic,
* and a Turtle Beach Tropez+.
*
* TODO:
* Implement DirectSoundCapture API
* Implement SetCooperativeLevel properly (need to address focus issues)
* Use wavetable synth for static buffers if available
* Implement DirectSound3DBuffers (stubs in place)
* Use hardware 3D support if available (OSS support may be needed first)
* Add support for APIs other than OSS: ALSA (http://alsa.jcu.cz/)
* and esound (http://www.gnome.org), for instance
*
* FIXME: Status needs updating.
*
* Status:
* - Wing Commander 4/W95:
......@@ -27,6 +39,16 @@
* The background sound of the startscreen works ;)
* - WingCommander Prophecy Demo:
* Sound works for the intromovie.
* - Total Annihilation (1998/12/04):
* Sound plays perfectly in the game, but the Smacker movies
* (http://www.smacker.com/) play silently.
* - A-10 Cuba! Demo (1998/12/04):
* Sound works properly (for some people).
* - dsstream.exe, from DirectX 5.2 SDK (1998/12/04):
* Works properly, but requires "-dll -winmm".
* - dsshow.exe, from DirectX 5.2 SDK (1998/12/04):
* Initializes the DLL properly with CoCreateInstance(), but the
* FileOpen dialog box is broken - could not test properly
*/
#include "config.h"
......@@ -46,11 +68,15 @@
#include "objbase.h"
#include "thread.h"
#include "debug.h"
#include "xmalloc.h"
#ifdef HAVE_OSS
#include <sys/ioctl.h>
# include <sys/ioctl.h>
# ifdef HAVE_MACHINE_SOUNDCARD_H
# include <machine/soundcard.h>
# endif
# ifdef HAVE_SYS_SOUNDCARD_H
# include <sys/soundcard.h>
# endif
/* #define USE_DSOUND3D 1 */
......@@ -70,10 +96,18 @@ static void DSOUND_CloseAudio(void);
#endif
HRESULT WINAPI DirectSoundEnumerate32A(LPDSENUMCALLBACK32A enumcb,LPVOID context) {
HRESULT WINAPI DirectSoundEnumerate32A(
LPDSENUMCALLBACK32A enumcb,
LPVOID context)
{
TRACE(dsound, "enumcb = %p, context = %p\n", enumcb, context);
#ifdef HAVE_OSS
enumcb(NULL,"WINE DirectSound using Open Sound System","sound",context);
if (enumcb != NULL)
enumcb(NULL,"WINE DirectSound using Open Sound System",
"sound",context);
#endif
return 0;
}
......@@ -821,7 +855,13 @@ static DWORD WINAPI IDirectSoundBuffer_Release(LPDIRECTSOUNDBUFFER this) {
if (this->ds3db && this->ds3db->lpvtbl)
this->ds3db->lpvtbl->fnRelease(this->ds3db);
HeapFree(GetProcessHeap(),0,this->buffer);
if (this->parent)
/* this is a duplicate buffer */
this->parent->lpvtbl->fnRelease(this->parent);
else
/* this is a toplevel buffer */
HeapFree(GetProcessHeap(),0,this->buffer);
HeapFree(GetProcessHeap(),0,this);
if (this == primarybuf)
......@@ -836,6 +876,7 @@ static HRESULT WINAPI IDirectSoundBuffer_GetCurrentPosition(
TRACE(dsound,"(%p,%p,%p)\n",this,playpos,writepos);
if (playpos) *playpos = this->playpos;
if (writepos) *writepos = this->writepos;
TRACE(dsound, "playpos = %ld, writepos = %ld\n", *playpos, *writepos);
return DS_OK;
}
......@@ -1172,6 +1213,7 @@ static HRESULT WINAPI IDirectSound_CreateSoundBuffer(
/* we allocated this structure with HEAP_ZERO_MEMORY... */
(*ppdsb)->playpos = 0;
(*ppdsb)->writepos = 0;
(*ppdsb)->parent = NULL;
(*ppdsb)->lpvtbl = &dsbvt;
(*ppdsb)->dsound = this;
(*ppdsb)->playing = 0;
......@@ -1200,7 +1242,7 @@ static HRESULT WINAPI IDirectSound_CreateSoundBuffer(
InitializeCriticalSection(&((*ppdsb)->lock));
#if 0
#if USE_DSOUND3D
if (dsbd->dwFlags & DSBCAPS_CTRL3D) {
IDirectSound3DBuffer *ds3db;
......@@ -1245,14 +1287,13 @@ static HRESULT WINAPI IDirectSound_DuplicateSoundBuffer(
*ppdsb = (LPDIRECTSOUNDBUFFER)HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(IDirectSoundBuffer));
(*ppdsb)->ref =1;
(*ppdsb)->buffer = (LPBYTE)HeapAlloc(GetProcessHeap(),0,pdsb->buflen);
memcpy((*ppdsb)->buffer,pdsb->buffer,pdsb->buflen);
(*ppdsb)->buflen = pdsb->buflen;
pdsb->lpvtbl->fnAddRef(pdsb);
memcpy(*ppdsb, pdsb, sizeof(IDirectSoundBuffer));
(*ppdsb)->ref = 1;
(*ppdsb)->playpos = 0;
(*ppdsb)->writepos = 0;
(*ppdsb)->lpvtbl = &dsbvt;
(*ppdsb)->dsound = this;
(*ppdsb)->parent = pdsb;
memcpy(&((*ppdsb)->wfx), &(pdsb->wfx), sizeof((*ppdsb)->wfx));
/* register buffer */
this->buffers = (LPDIRECTSOUNDBUFFER*)HeapReAlloc(GetProcessHeap(),0,this->buffers,sizeof(LPDIRECTSOUNDBUFFER)*(this->nrofbuffers+1));
......@@ -1417,6 +1458,9 @@ static struct tagLPDIRECTSOUND_VTABLE dsvt = {
IDirectSound_Initialize
};
/* See http://www.opensound.com/pguide/audio.html for more details */
static int
DSOUND_setformat(LPWAVEFORMATEX wfex) {
int xx,channels,speed,format,nformat;
......
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