Files
FC1/CryGame/UIDivX_Video.cpp
romkazvo 34d6c5d489 123
2023-08-07 19:29:24 +08:00

1109 lines
33 KiB
C++

//-------------------------------------------------------------------------------------------------
// Author: Ivo Herzeg
//
// Purpose:
// - A DivX-Video Control
//
// History:
// - [19/2/2004] created the file
//
//-------------------------------------------------------------------------------------------------
#define STRICT
#include "StdAfx.h"
#if !defined(LINUX) && !defined(NOT_USE_DIVX_SDK)
#include <Cry_Math.h>
#include <windows.h>
#include "UIDivX_Video.h"
#include "UIVideoPanel.h"
//-----------------------------------------------------------------------------
// Defines, constants, and global variables
//-----------------------------------------------------------------------------
CDivXPlayer g_DivXPlayer;
bool CDivXPlayer::Load_DivX( CUIVideoPanel* pPanel, const string &szFileName ) {
//stop playing
pPanel->m_bPaused = 0;
pPanel->m_bPlaying = 0;
if (szFileName.empty())
{
return 0;
}
//convert ".bik" to ".avi"
string FileName=szFileName;
size_t size=FileName.size();
FileName[size-4]=(char)'.';
FileName[size-3]=(char)'a';
FileName[size-2]=(char)'v';
FileName[size-1]=(char)'i';
//just in case there is already an AVI playing
Stop_DivX();
//--------------------------------------------------------
//video init
//--------------------------------------------------------
divxFile = OpenDivxFile( FileName.c_str() );
if (divxFile==0) {
pPanel->GetUISystem()->GetISystem()->GetILog()->Log("DivX: failed to load: %s", FileName.c_str() );
pPanel->OnError("AVI not found");
return 0;
} else {
pPanel->GetUISystem()->GetISystem()->GetILog()->Log("DivX: loading file: %s", FileName.c_str() );
}
retVal = DivxGetContentInfo( divxFile, &divxFileInfo ); //learn details about the file
assert(!retVal);
//allocate a frame buffer
uint32 fbsize=(divxFileInfo.height * divxFileInfo.width * 4 * 2);
m_pFrameBuffer = new unsigned char [fbsize];
assert(m_pFrameBuffer);
uint64* fb=(uint64*)m_pFrameBuffer;
for(uint32 x=0; x<(fbsize/8); x++) fb[x]=0;
//set output to openGL 32 bit aligned data
retVal = DivxSetOutputVideoFormat( divxFile, eARGB_32BIT );
assert(!retVal);
//set up the callback function
retVal = DivxSetCallBackFn( divxFile, 0 ); //you have to work out some way to let this guy know about the frame buffer.
assert(!retVal);
//give the codec the output buffers
retVal = DivxSetVideoBuffer( divxFile, (void*)m_pFrameBuffer );
assert(!retVal);
retVal = DivxModeSet( divxFile, eFRAME );
assert(!retVal);
//-----------------------------------------------------------------
//audio init
//-----------------------------------------------------------------
if (divxFileInfo.audio_bytes) {
HWND hwnd = (HWND)pPanel->GetUISystem()->GetISystem()->GetIRenderer()->GetHWND();
if (m_pAudioBuffer==0) m_pAudioBuffer = new unsigned char [MAX_AUD_BUFFER_SIZE]; //allocate the audio buffer
for(uint32 x=0; x<MAX_AUD_BUFFER_SIZE; x++) { m_pAudioBuffer[x]=0; };
assert( m_pAudioBuffer );
retVal = DivxSetAudioBuffer( divxFile, (void*)m_pAudioBuffer );
assert(!retVal);
m_hNotificationEvent = CreateEvent( NULL, FALSE, FALSE, NULL );
assert(g_DivXPlayer.m_hNotificationEvent);
//Create a static IDirectSound in the CSound class.
HRESULT hr = g_DivXPlayer.m_SoundManager.Initialize( hwnd, DSSCL_PRIORITY );
if (hr==S_OK) {
// Create a thread to handle DSound notifications
m_hNotifyThread = CreateThread( NULL, 0, NotificationProc, hwnd, 0, &m_dwNotifyThreadID );
// Create a timer, so we can check for when the soundbuffer is stopped
SetTimer( hwnd, 0, 250, NULL );
//-----------------------------------------------------------------------------
// create a DirectSound buffer.
// Since we are streaming data into the buffer, the buffer will be filled with data
// when the sound is played, and as notification events are signaled
//-----------------------------------------------------------------------------
// This samples works by dividing a 3 second streaming buffer into
// NUM_PLAY_NOTIFICATIONS (16) pieces. It creates a notification for each
// piece and when a notification arrives then it fills the circular streaming
// buffer with new wav data over the sound data which was just played
// Determine the g_dwNotifySize. It should be an integer multiple of nBlockAlign
DWORD nBlockAlign = 4;
INT nSamplesPerSec = 44100;
DWORD dwNotifySize = nSamplesPerSec * 3 * nBlockAlign / NUM_PLAY_NOTIFICATIONS;
dwNotifySize -= dwNotifySize % nBlockAlign;
// Set up the direct sound buffer. Request the NOTIFY flag, so
// that we are notified as the sound buffer plays. Note, that using this flag
// may limit the amount of hardware acceleration that can occur.
HRESULT hr = g_DivXPlayer.m_SoundManager.CreateStreaming( DSBCAPS_CTRLPOSITIONNOTIFY | DSBCAPS_GETCURRENTPOSITION2, GUID_NULL, NUM_PLAY_NOTIFICATIONS, dwNotifySize, m_hNotificationEvent );
assert(hr==S_OK);
}
}
//-----------------------------------------------------------------------------
// create texture for blitting
// WORKAROUND: NVidia driver bug during playing of video file
// Solution: Never remove video texture (non-power-of-two)
// m_pUISystem->GetIRenderer()->UpdateTextureInVideoMemory(m_iTextureID, (uint8*)m_pFrameBuffer, 0, 0, divxFileInfo.width, divxFileInfo.height, eTF_8888);
if (pPanel->m_iTextureID > -1)
{
pPanel->GetUISystem()->GetIRenderer()->RemoveTexture(pPanel->m_iTextureID);
pPanel->m_iTextureID = -1;
}
if (divxFileInfo.width==640 && divxFileInfo.height==480)
pPanel->m_iTextureID = pPanel->GetUISystem()->GetIRenderer()->DownLoadToVideoMemory((uint8*)m_pFrameBuffer, divxFileInfo.width, divxFileInfo.height, eTF_0888, eTF_0888, 0, 0, FILTER_LINEAR, 0, "$VideoPanel", FT_DYNAMIC);
else
pPanel->m_iTextureID = pPanel->GetUISystem()->GetIRenderer()->DownLoadToVideoMemory((uint8*)m_pFrameBuffer, divxFileInfo.width, divxFileInfo.height, eTF_0888, eTF_0888, 0, 0, FILTER_LINEAR, 0, NULL, FT_DYNAMIC);
if (pPanel->m_iTextureID == -1)
{
assert(!"Failed to create video memory surface for blitting video!");
delete[] pPanel->m_pSwapBuffer;
pPanel->m_pSwapBuffer = 0;
//BinkClose(m_hBink);
//m_hBink = 0;
Stop_DivX();
pPanel->OnError("");
return 0;
}
m_LastFramer =0xffffffff;
return 1;
}
//-----------------------------------------------------------------------------
// Name: UpdateVideo()
// Desc: Handles video-playback
//-----------------------------------------------------------------------------
bool CDivXPlayer::Update_DivX( CUIVideoPanel* pPanel )
{
if (divxFile && pPanel->m_bPlaying)
{
f64 frequency = GetQPF();
static f64 OldTime = GetQPC()/frequency;
//---------------------------------------------------
f64 sec = GetQPC()/frequency;
f64 delta = sec-OldTime;
OldTime = GetQPC()/frequency;
m_VideoTime+=(f32)delta;
if (m_FrameCounter==0) {
OldTime = GetQPC()/frequency;
m_VideoTime=0.0f;
}
bool EndOfFile=1;
uint32 FrameNo=(uint32)(m_VideoTime*divxFileInfo.videoFrameRate);
if (FrameNo<divxFileInfo.numVideoFrames) {
EndOfFile=0;
if ( m_LastFramer!=FrameNo )
{
retVal = DivxGotoFrame(divxFile, FrameNo );
assert(retVal==0);
DivxDoFrame(divxFile);
/*
uint32 w=divxFileInfo.width;
uint32 h=divxFileInfo.height;
uint64* fb1=(uint64*)m_pFrameBuffer;
uint64* fb2=fb1+h*w/2;
for(uint32 y=h; y>0; y--) {
u64* fbuf=fb1+((y-1)*w/2);
for(uint32 x=0; x<w/2; x++) { fb2[x]=fbuf[x]; }
fb2+=w/2;
}*/
if (pPanel->m_iTextureID!=-1)
pPanel->GetUISystem()->GetIRenderer()->UpdateTextureInVideoMemory(pPanel->m_iTextureID, m_pFrameBuffer, 0, 0, divxFileInfo.width, divxFileInfo.height, eTF_8888);
//pPanel->GetUISystem()->GetIRenderer()->UpdateTextureInVideoMemory(pPanel->m_iTextureID, (uint8*)(fb1+h*w/2), 0, 0, w, h, eTF_8888);
//uint32* ptr=(uint32*)m_pFrameBuffer;
//for(uint32 x=0; x<(divxFileInfo.width*divxFileInfo.height); x++) ptr[x]=0;
if (m_FrameCounter==0) {
if (divxFileInfo.audio_bytes) { PlaySound(); }
else { StopSound(); }
}
m_FrameCounter++;
m_LastFramer=FrameNo;
}
}
//-------------------------------------------------------------------
if (EndOfFile) {
StopSound();
m_LastFramer=0xffffffff;
pPanel->m_bPaused = 0;
pPanel->m_bPlaying = 0;
pPanel->OnFinished();
}
}
return 1;
}
//-----------------------------------------------------------------------------
// Name: Stop_DivX()
// Desc: stops video and releases all resources
//-----------------------------------------------------------------------------
void CDivXPlayer::Stop_DivX() {
m_AudioCounter=0;
m_FrameCounter=0;
m_VideoTime=0.0f;
if (divxFile) {
if (divxFileInfo.audio_bytes) {
StopSound();
if (m_pAudioBuffer) delete m_pAudioBuffer;
m_pAudioBuffer=0;
g_DivXPlayer.m_StreamingSound.Release();
g_DivXPlayer.m_StreamingSound.m_SoundEnabled=0;
SAFE_RELEASE( g_DivXPlayer.m_SoundManager.m_pDS );
CloseHandle( m_hNotificationEvent );
}
CloseDivxFile(divxFile);
divxFile=0;
} else {
//setup the buffers
uint32 q0=MAX_NUM_VID_BUFFERS;
uint32 q1=MAX_NUM_AUD_BUFFERS;
uint32 q2=MAXSBUF;
int retVal = DivxSetNumAudVidBuffers( MAX_NUM_VID_BUFFERS, MAX_NUM_AUD_BUFFERS, q2 );
assert(!retVal);
}
if (m_pFrameBuffer) delete m_pFrameBuffer;
m_pFrameBuffer=0;
}
/*
void CDivXPlayer::Release_DivX() {
}*/
//-----------------------------------------------------------------------------
// Name: PlayBuffer()
// Desc: Reset the buffer, fill it with sound, and starting it playing
//-----------------------------------------------------------------------------
HRESULT CDivXPlayer::PlaySound( )
{
BOOL bLooped=0;
HRESULT hr;
if( NULL == g_DivXPlayer.m_StreamingSound.m_SoundEnabled )
return E_FAIL; // Sanity check
hr = g_DivXPlayer.m_StreamingSound.Reset();
assert(hr==S_OK);
// Fill the entire buffer with wave data, and if the wav file is small then
// repeat the wav file if the user wants to loop the file, otherwise fill in silence
LPDIRECTSOUNDBUFFER pDSB = g_DivXPlayer.m_StreamingSound.GetBuffer( 0 );
hr = g_DivXPlayer.m_StreamingSound.FillBufferWithSound( pDSB, bLooped );
assert(hr==S_OK);
// Always play with the LOOPING flag since the streaming buffer
// wraps around before the entire WAV is played
if( FAILED( hr = g_DivXPlayer.m_StreamingSound.Play( 0, DSBPLAY_LOOPING ) ) )
assert(hr==S_OK);
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: PlayBuffer()
// Desc: Reset the buffer, fill it with sound, and starting it playing
//-----------------------------------------------------------------------------
HRESULT CDivXPlayer::StopSound( )
{
HRESULT hr;
if( NULL == g_DivXPlayer.m_StreamingSound.m_SoundEnabled ) return E_FAIL; // Sanity check
hr = g_DivXPlayer.m_StreamingSound.Stop();
assert(hr==S_OK);
hr = g_DivXPlayer.m_StreamingSound.Reset();
assert(hr==S_OK);
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CSoundManager::Initialize()
// Desc: Initializes the IDirectSound object and also sets the primary buffer
// format. This function must be called before any others.
//-----------------------------------------------------------------------------
HRESULT CSoundManager::Initialize( HWND hWnd, DWORD dwCoopLevel )
{
HRESULT hr;
SAFE_RELEASE( m_pDS );
HRESULT hr00=DSERR_ALLOCATED;
HRESULT hr01=DSERR_INVALIDPARAM;
HRESULT hr02=DSERR_NOAGGREGATION;
HRESULT hr03=DSERR_NODRIVER;
HRESULT hr04=DSERR_OUTOFMEMORY;
// Create IDirectSound using the primary sound device
hr = DirectSoundCreate8( NULL, &m_pDS, NULL );
if (hr) return hr;
assert(hr==S_OK);
// Set DirectSound coop level
hr = m_pDS->SetCooperativeLevel( hWnd, dwCoopLevel );
if (hr) return hr;
assert(hr==S_OK);
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CSoundManager::SetPrimaryBufferFormat()
// Desc: Set primary buffer to a specified format
// !WARNING! - Setting the primary buffer format and then using this
// same dsound object for DirectMusic messes up DirectMusic!
// For example, to set the primary buffer format to 22kHz stereo, 16-bit
// then: dwPrimaryChannels = 2
// dwPrimaryFreq = 22050,
// dwPrimaryBitRate = 16
//-----------------------------------------------------------------------------
HRESULT CSoundManager::SetPrimaryBufferFormat( DWORD dwPrimaryChannels,
DWORD dwPrimaryFreq,
DWORD dwPrimaryBitRate )
{
HRESULT hr;
LPDIRECTSOUNDBUFFER pDSBPrimary = NULL;
if( m_pDS == NULL )
return CO_E_NOTINITIALIZED;
// Get the primary buffer
DSBUFFERDESC dsbd;
ZeroMemory( &dsbd, sizeof(DSBUFFERDESC) );
dsbd.dwSize = sizeof(DSBUFFERDESC);
dsbd.dwFlags = DSBCAPS_PRIMARYBUFFER;
dsbd.dwBufferBytes = 0;
dsbd.lpwfxFormat = NULL;
hr = m_pDS->CreateSoundBuffer( &dsbd, &pDSBPrimary, NULL );
assert(hr==S_OK);
WAVEFORMATEX wfx;
ZeroMemory( &wfx, sizeof(WAVEFORMATEX) );
wfx.wFormatTag = (WORD) WAVE_FORMAT_PCM;
wfx.nChannels = (WORD) dwPrimaryChannels;
wfx.nSamplesPerSec = (DWORD) dwPrimaryFreq;
wfx.wBitsPerSample = (WORD) dwPrimaryBitRate;
wfx.nBlockAlign = (WORD) (wfx.wBitsPerSample / 8 * wfx.nChannels);
wfx.nAvgBytesPerSec = (DWORD) (wfx.nSamplesPerSec * wfx.nBlockAlign);
hr = pDSBPrimary->SetFormat(&wfx);
assert(hr==S_OK);
SAFE_RELEASE( pDSBPrimary );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CSoundManager::CreateStreaming()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CSoundManager::CreateStreaming(
DWORD dwCreationFlags,
GUID guid3DAlgorithm,
DWORD dwNotifyCount,
DWORD dwNotifySize,
HANDLE hNotifyEvent )
{
HRESULT hr;
if( m_pDS == NULL )
return CO_E_NOTINITIALIZED;
if( hNotifyEvent == NULL )
return E_INVALIDARG;
LPDIRECTSOUNDBUFFER pDSBuffer = NULL;
DWORD dwDSBufferSize = NULL;
DSBPOSITIONNOTIFY* aPosNotify = NULL;
LPDIRECTSOUNDNOTIFY pDSNotify = NULL;
uint32 frequency=44100/1;
m_WaveFile.m_wfx.wFormatTag =1;
m_WaveFile.m_wfx.nChannels =2;
m_WaveFile.m_wfx.nSamplesPerSec =frequency;
m_WaveFile.m_wfx.nAvgBytesPerSec=m_WaveFile.m_wfx.nSamplesPerSec*4;
m_WaveFile.m_wfx.nBlockAlign =0x04;
m_WaveFile.m_wfx.wBitsPerSample =0x10;
m_WaveFile.m_wfx.cbSize =0;
//pWaveFile->m_hmmio->unused=0x10000;
m_WaveFile.m_ck.ckid =0;// 0x61746164;
m_WaveFile.m_ck.cksize =0; //0x0077a100;
m_WaveFile.m_ck.dwDataOffset=0; //0x2c;
m_WaveFile.m_ck.dwFlags =0;
m_WaveFile.m_ck.fccType =0;
m_WaveFile.m_ckRiff.ckid =0;//0x46464952;
m_WaveFile.m_ckRiff.cksize =0;//0x0077a124;
m_WaveFile.m_ckRiff.fccType =0;//0x45564157;
m_WaveFile.m_ckRiff.dwDataOffset =0;//0x00000008;
m_WaveFile.m_ckRiff.dwFlags =0;//0x00000000;
m_WaveFile.m_dwSize=0;//0x77a100;
// Figure out how big the DSound buffer should be
dwDSBufferSize = dwNotifySize * dwNotifyCount;
// Set up the direct sound buffer. Request the NOTIFY flag, so
// that we are notified as the sound buffer plays. Note, that using this flag
// may limit the amount of hardware acceleration that can occur.
DSBUFFERDESC dsbd;
ZeroMemory( &dsbd, sizeof(DSBUFFERDESC) );
dsbd.dwSize = sizeof(DSBUFFERDESC);
dsbd.dwFlags = dwCreationFlags | DSBCAPS_CTRLPOSITIONNOTIFY | DSBCAPS_GETCURRENTPOSITION2;
dsbd.dwBufferBytes = dwDSBufferSize;
dsbd.guid3DAlgorithm = guid3DAlgorithm;
dsbd.lpwfxFormat = &m_WaveFile.m_wfx;
hr = m_pDS->CreateSoundBuffer( &dsbd, &pDSBuffer, NULL );
assert(hr==S_OK);
// Create the notification events, so that we know when to fill
// the buffer as the sound plays.
hr = pDSBuffer->QueryInterface( IID_IDirectSoundNotify, (VOID**)&pDSNotify );
assert(hr==S_OK);
aPosNotify = new DSBPOSITIONNOTIFY[ dwNotifyCount ];
if( aPosNotify == NULL )
return E_OUTOFMEMORY;
for( DWORD i = 0; i < dwNotifyCount; i++ )
{
aPosNotify[i].dwOffset = (dwNotifySize * i) + dwNotifySize - 1;
aPosNotify[i].hEventNotify = hNotifyEvent;
}
// Tell DirectSound when to notify us. The notification will come in the from
// of signaled events that are handled in WinMain()
hr = pDSNotify->SetNotificationPositions( dwNotifyCount, aPosNotify );
assert(hr==S_OK);
SAFE_RELEASE( pDSNotify );
SAFE_DELETE_ARRAY( aPosNotify );
// Create the sound
g_DivXPlayer.m_StreamingSound.Init( pDSBuffer, dwDSBufferSize, &m_WaveFile, dwNotifySize );
g_DivXPlayer.m_StreamingSound.m_SoundEnabled=1;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CSound::FillBufferWithSound()
// Desc: Fills a DirectSound buffer with a sound file
//-----------------------------------------------------------------------------
HRESULT CStreamingSound::FillBufferWithSound( LPDIRECTSOUNDBUFFER pDSB, BOOL bRepeatWavIfBufferLarger )
{
HRESULT hr;
VOID* pDSLockedBuffer = NULL; // Pointer to locked buffer memory
DWORD dwDSLockedBufferSize = 0; // Size of the locked DirectSound buffer
DWORD dwWavDataRead = 0; // Amount of data read from the wav file
if( pDSB == NULL )
return CO_E_NOTINITIALIZED;
// Make sure we have focus, and we didn't just switch in from
// an app which had a DirectSound device
// hr = RestoreBuffer( pDSB, NULL );
//assert(hr==S_OK);
hr = RestoreBuffer( pDSB, NULL );
// Lock the buffer down
hr = pDSB->Lock( 0, m_dwDSBufferSize,&pDSLockedBuffer, &dwDSLockedBufferSize, NULL, NULL, 0L );
assert(hr==S_OK);
assert(dwDSLockedBufferSize==0x00081330);
// Reset the wave file to the beginning
//m_pWaveFile->ResetFile();
//11111111111111111
int retVal;
uint32 a0=DIVX_OK; //The function was successful.
uint32 a1=DIVX_FAIL;//The function failed.
uint32 a2=INVALID_HANDLE; //Retuned when handle value is invalid.
int BytesReturned;
retVal = DivxNextAudioChunk(g_DivXPlayer.divxFile,&BytesReturned);
assert(!retVal);
// assert (BytesReturned==MAXSBUF);
g_DivXPlayer.m_AudioCounter=0;
uint8* p=g_DivXPlayer.m_pAudioBuffer;
uint8* sbuf=(uint8*)pDSLockedBuffer;
uint32 t=0;
for (uint32 x=g_DivXPlayer.m_AudioCounter; x<(g_DivXPlayer.m_AudioCounter+dwDSLockedBufferSize); x++) {
sbuf[t]=p[x]; t++;
}
g_DivXPlayer.m_AudioCounter+=dwDSLockedBufferSize;
dwWavDataRead=dwDSLockedBufferSize;
if( dwWavDataRead == 0 )
{
// Wav is blank, so just fill with silence
FillMemory( (BYTE*) pDSLockedBuffer,dwDSLockedBufferSize, (BYTE)(g_DivXPlayer.m_SoundManager.m_WaveFile.m_wfx.wBitsPerSample == 8 ? 128 : 0 ) );
}
else if( dwWavDataRead < dwDSLockedBufferSize )
{
// If the wav file was smaller than the DirectSound buffer,
// we need to fill the remainder of the buffer with data
if( bRepeatWavIfBufferLarger )
{
// Reset the file and fill the buffer with wav data
DWORD dwReadSoFar = dwWavDataRead; // From previous call above.
while( dwReadSoFar < dwDSLockedBufferSize )
{
assert(0);
// This will keep reading in until the buffer is full for very short files
//hr = m_pWaveFile->ResetFile();
//assert(hr==S_OK);
// hr = m_pWaveFile->Read( (BYTE*)pDSLockedBuffer + dwReadSoFar, dwDSLockedBufferSize - dwReadSoFar,&dwWavDataRead );
// assert(hr==S_OK);
dwReadSoFar += dwWavDataRead;
}
}
else
{
// Don't repeat the wav file, just fill in silence
FillMemory( (BYTE*) pDSLockedBuffer + dwWavDataRead, dwDSLockedBufferSize - dwWavDataRead, (BYTE)(g_DivXPlayer.m_SoundManager.m_WaveFile.m_wfx.wBitsPerSample == 8 ? 128 : 0 ) );
}
}
// Unlock the buffer, we don't need it anymore.
pDSB->Unlock( pDSLockedBuffer, dwDSLockedBufferSize, NULL, 0 );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CSound::RestoreBuffer()
// Desc: Restores the lost buffer. *pbWasRestored returns TRUE if the buffer was
// restored. It can also NULL if the information is not needed.
//-----------------------------------------------------------------------------
HRESULT CStreamingSound::RestoreBuffer( LPDIRECTSOUNDBUFFER pDSB, BOOL* pbWasRestored )
{
HRESULT hr;
if( pDSB == NULL )
return CO_E_NOTINITIALIZED;
if( pbWasRestored )
*pbWasRestored = FALSE;
DWORD dwStatus;
hr = pDSB->GetStatus( &dwStatus );
assert(hr==S_OK);
if( dwStatus & DSBSTATUS_BUFFERLOST )
{
// Since the app could have just been activated, then
// DirectSound may not be giving us control yet, so
// the restoring the buffer may fail.
// If it does, sleep until DirectSound gives us control.
do
{
hr = pDSB->Restore();
#if !defined(LINUX) && !defined(NOT_USE_DIVX_SDK)
if( hr == DSERR_BUFFERLOST )
Sleep( 10 );
#endif
}
while( ( hr = pDSB->Restore() ) == DSERR_BUFFERLOST );
if( pbWasRestored != NULL )
*pbWasRestored = TRUE;
return S_OK;
}
else
{
return S_FALSE;
}
}
//-----------------------------------------------------------------------------
// Name: CSound::GetFreeBuffer()
// Desc: Finding the first buffer that is not playing and return a pointer to
// it, or if all are playing return a pointer to a randomly selected buffer.
//-----------------------------------------------------------------------------
LPDIRECTSOUNDBUFFER CStreamingSound::GetFreeBuffer()
{
if( m_apDSBuffer == NULL )
return FALSE;
for( DWORD i=0; i<m_dwNumBuffers; i++ )
{
if( m_apDSBuffer[i] )
{
DWORD dwStatus = 0;
m_apDSBuffer[i]->GetStatus( &dwStatus );
if ( ( dwStatus & DSBSTATUS_PLAYING ) == 0 )
break;
}
}
if( i != m_dwNumBuffers )
return m_apDSBuffer[ i ];
else
return m_apDSBuffer[ rand() % m_dwNumBuffers ];
}
//-----------------------------------------------------------------------------
// Name: CSound::GetBuffer()
// Desc:
//-----------------------------------------------------------------------------
LPDIRECTSOUNDBUFFER CStreamingSound::GetBuffer( DWORD dwIndex )
{
if( m_apDSBuffer == NULL )
return NULL;
if( dwIndex >= m_dwNumBuffers )
return NULL;
return m_apDSBuffer[dwIndex];
}
//-----------------------------------------------------------------------------
// Name: CSound::Play()
// Desc: Plays the sound using voice management flags. Pass in DSBPLAY_LOOPING
// in the dwFlags to loop the sound
//-----------------------------------------------------------------------------
HRESULT CStreamingSound::Play( DWORD dwPriority, DWORD dwFlags, LONG lVolume, LONG lFrequency, LONG lPan )
{
HRESULT hr;
BOOL bRestored;
if( m_apDSBuffer == NULL )
return CO_E_NOTINITIALIZED;
LPDIRECTSOUNDBUFFER pDSB = GetFreeBuffer();
assert(pDSB);
// Restore the buffer if it was lost
hr = RestoreBuffer( pDSB, &bRestored );
// assert(hr==S_OK);
if( bRestored )
{
// The buffer was restored, so we need to fill it with new data
hr = FillBufferWithSound( pDSB, FALSE );
assert(hr==S_OK);
}
if( m_dwCreationFlags & DSBCAPS_CTRLVOLUME )
{
pDSB->SetVolume( lVolume );
}
if( lFrequency != -1 &&
(m_dwCreationFlags & DSBCAPS_CTRLFREQUENCY) )
{
pDSB->SetFrequency( lFrequency );
}
if( m_dwCreationFlags & DSBCAPS_CTRLPAN )
{
pDSB->SetPan( lPan );
}
return pDSB->Play( 0, dwPriority, dwFlags );
}
//-----------------------------------------------------------------------------
// Name: CSound::Stop()
// Desc: Stops the sound from playing
//-----------------------------------------------------------------------------
HRESULT CStreamingSound::Stop()
{
if( m_apDSBuffer == NULL )
return CO_E_NOTINITIALIZED;
HRESULT hr = 0;
for( DWORD i=0; i<m_dwNumBuffers; i++ )
hr |= m_apDSBuffer[i]->Stop();
return hr;
}
//-----------------------------------------------------------------------------
// Name: CStreamingSound::HandleWaveStreamNotification()
// Desc: Handle the notification that tells us to put more wav data in the
// circular buffer
//-----------------------------------------------------------------------------
HRESULT CStreamingSound::HandleWaveStreamNotification( BOOL bLoopedPlay )
{
HRESULT hr;
DWORD dwCurrentPlayPos;
DWORD dwPlayDelta;
DWORD dwBytesWrittenToBuffer;
VOID* pDSLockedBuffer = NULL;
VOID* pDSLockedBuffer2 = NULL;
DWORD dwDSLockedBufferSize;
DWORD dwDSLockedBufferSize2;
if( m_apDSBuffer == NULL )
return CO_E_NOTINITIALIZED;
// Restore the buffer if it was lost
BOOL bRestored;
hr = RestoreBuffer( m_apDSBuffer[0], &bRestored );
// assert(hr==S_OK);
if( bRestored )
{
// The buffer was restored, so we need to fill it with new data
hr = FillBufferWithSound( m_apDSBuffer[0], FALSE );
assert(hr==S_OK);
return S_OK;
}
// Lock the DirectSound buffer
hr = m_apDSBuffer[0]->Lock( m_dwNextWriteOffset, m_dwNotifySize, &pDSLockedBuffer, &dwDSLockedBufferSize, &pDSLockedBuffer2, &dwDSLockedBufferSize2, 0L );
assert(hr==S_OK);
assert(dwDSLockedBufferSize==0x000204cc);
// m_dwDSBufferSize and m_dwNextWriteOffset are both multiples of m_dwNotifySize,
// it should the second buffer, so it should never be valid
if( pDSLockedBuffer2 != NULL )
return E_UNEXPECTED;
if( !m_bFillNextNotificationWithSilence )
{
uint32 BufferEnd = (g_DivXPlayer.m_AudioCounter&(MAXSBUF-1))+dwDSLockedBufferSize;
if (BufferEnd>MAXSBUF){
uint32 ToBig = BufferEnd-MAXSBUF;
uint32 BytesLeft = dwDSLockedBufferSize-ToBig;
uint8* p=g_DivXPlayer.m_pAudioBuffer;
uint8* sbuf=(uint8*)pDSLockedBuffer;
uint32 t=0;
for (uint32 x=(g_DivXPlayer.m_AudioCounter&(MAXSBUF-1)); x<((g_DivXPlayer.m_AudioCounter&(MAXSBUF-1))+BytesLeft); x++) {
sbuf[t]=p[x]; t++;
}
g_DivXPlayer.m_AudioCounter+=BytesLeft;
int BytesReturned;
DivxNextAudioChunk(g_DivXPlayer.divxFile,&BytesReturned);
for (uint32 x=(g_DivXPlayer.m_AudioCounter&(MAXSBUF-1)); x<((g_DivXPlayer.m_AudioCounter&(MAXSBUF-1))+ToBig); x++) {
sbuf[t]=p[x]; t++;
}
g_DivXPlayer.m_AudioCounter+=ToBig;
dwBytesWrittenToBuffer=dwDSLockedBufferSize;
} else {
//streaming
hr = 0;
uint8* p=g_DivXPlayer.m_pAudioBuffer;
uint8* sbuf=(uint8*)pDSLockedBuffer;
uint32 t=0;
for (uint32 x=(g_DivXPlayer.m_AudioCounter&(MAXSBUF-1)); x<((g_DivXPlayer.m_AudioCounter&(MAXSBUF-1))+dwDSLockedBufferSize); x++) {
sbuf[t]=p[x]; t++;
}
g_DivXPlayer.m_AudioCounter+=dwDSLockedBufferSize;
dwBytesWrittenToBuffer=dwDSLockedBufferSize;
}
//if( FAILED(hr) )
// return DXTRACE_ERR( TEXT("Read"), hr );
}
else
{
// Fill the DirectSound buffer with silence
FillMemory( pDSLockedBuffer, dwDSLockedBufferSize, (BYTE)( g_DivXPlayer.m_SoundManager.m_WaveFile.m_wfx.wBitsPerSample == 8 ? 128 : 0 ) );
dwBytesWrittenToBuffer = dwDSLockedBufferSize;
}
// If the number of bytes written is less than the
// amount we requested, we have a short file.
if( dwBytesWrittenToBuffer < dwDSLockedBufferSize )
{
if( !bLoopedPlay )
{
// Fill in silence for the rest of the buffer.
FillMemory( (BYTE*) pDSLockedBuffer + dwBytesWrittenToBuffer,
dwDSLockedBufferSize - dwBytesWrittenToBuffer,
(BYTE)(g_DivXPlayer.m_SoundManager.m_WaveFile.m_wfx.wBitsPerSample == 8 ? 128 : 0 ) );
// Any future notifications should just fill the buffer with silence
m_bFillNextNotificationWithSilence = TRUE;
}
else
{
// We are looping, so reset the file and fill the buffer with wav data
DWORD dwReadSoFar = dwBytesWrittenToBuffer; // From previous call above.
while( dwReadSoFar < dwDSLockedBufferSize )
{
// This will keep reading in until the buffer is full (for very short files).
assert(0);
//hr = m_pWaveFile->ResetFile();
//if( FAILED(hr) )
// return DXTRACE_ERR( TEXT("ResetFile"), hr );
assert(0);
dwReadSoFar += dwBytesWrittenToBuffer;
}
}
}
// Unlock the DirectSound buffer
m_apDSBuffer[0]->Unlock( pDSLockedBuffer, dwDSLockedBufferSize, NULL, 0 );
// Figure out how much data has been played so far. When we have played
// past the end of the file, we will either need to start filling the
// buffer with silence or starting reading from the beginning of the file,
// depending if the user wants to loop the sound
hr = m_apDSBuffer[0]->GetCurrentPosition( &dwCurrentPlayPos, NULL );
assert(hr==S_OK);
// Check to see if the position counter looped
if( dwCurrentPlayPos < m_dwLastPlayPos )
dwPlayDelta = ( m_dwDSBufferSize - m_dwLastPlayPos ) + dwCurrentPlayPos;
else
dwPlayDelta = dwCurrentPlayPos - m_dwLastPlayPos;
m_dwPlayProgress += dwPlayDelta;
m_dwLastPlayPos = dwCurrentPlayPos;
// If we are now filling the buffer with silence, then we have found the end so
// check to see if the entire sound has played, if it has then stop the buffer.
if( m_bFillNextNotificationWithSilence )
{
// We don't want to cut off the sound before it's done playing.
if( m_dwPlayProgress >= g_DivXPlayer.m_SoundManager.m_WaveFile.GetSize() )
{
m_apDSBuffer[0]->Stop();
}
}
// Update where the buffer will lock (for next time)
m_dwNextWriteOffset += dwDSLockedBufferSize;
m_dwNextWriteOffset %= m_dwDSBufferSize; // Circular buffer
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CStreamingSound::Reset()
// Desc: Resets the sound so it will begin playing at the beginning
//-----------------------------------------------------------------------------
HRESULT CStreamingSound::Reset()
{
HRESULT hr;
if( m_apDSBuffer[0] == NULL )
return CO_E_NOTINITIALIZED;
m_dwLastPlayPos = 0;
m_dwPlayProgress = 0;
m_dwNextWriteOffset = 0;
m_bFillNextNotificationWithSilence = FALSE;
// Restore the buffer if it was lost
BOOL bRestored;
hr = RestoreBuffer( m_apDSBuffer[0], &bRestored );
// assert(hr==S_OK);
if( bRestored )
{
// The buffer was restored, so we need to fill it with new data
hr = FillBufferWithSound( m_apDSBuffer[0], FALSE );
assert(hr==S_OK);
}
return m_apDSBuffer[0]->SetCurrentPosition( 0L );
}
//-----------------------------------------------------------------------------
// Name: NotificationProc()
// Desc: Handles dsound notifcation events
//-----------------------------------------------------------------------------
DWORD WINAPI NotificationProc( LPVOID lpParameter )
{
HRESULT hr;
HWND hDlg = (HWND) lpParameter;
MSG msg;
DWORD dwResult;
BOOL bDone = FALSE;
BOOL bLooped;
while( !bDone )
{
dwResult = MsgWaitForMultipleObjects( 1, &g_DivXPlayer.m_hNotificationEvent,FALSE, INFINITE, QS_ALLEVENTS );
switch( dwResult )
{
case WAIT_OBJECT_0 + 0:
// g_hNotificationEvent is signaled
// This means that DirectSound just finished playing
// a piece of the buffer, so we need to fill the circular
// buffer with new sound from the wav file
bLooped = 0;//( IsDlgButtonChecked( hDlg, IDC_LOOP_CHECK ) == BST_CHECKED );
hr = g_DivXPlayer.m_StreamingSound.HandleWaveStreamNotification( bLooped );
assert(hr==S_OK);
break;
case WAIT_OBJECT_0 + 1:
// Messages are available
while( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
{
if( msg.message == WM_QUIT )
bDone = TRUE;
}
break;
}
}
return 0;
}
#endif