/******************************************************************** Minecraft: Pocket Edition - Decompilation Project Copyright (C) 2023 iProgramInCpp The following code is licensed under the BSD 1 clause license. SPDX-License-Identifier: BSD-1-Clause ********************************************************************/ #include "../../source/Base/Utils.hpp" #include "SoundSystem_windows.hpp" SoundSystemWindows::SoundSystemWindows() { printf("Init SoundSystemWindows\n"); HRESULT result; DSBUFFERDESC bufferDesc; result = DirectSoundCreate8(NULL, &m_directsound, NULL); if (FAILED(result)) { printf("SoundSystemWindows failed to create directsound8 handle\n"); return; } result = m_directsound->SetCooperativeLevel(GetHWND(), DSSCL_NORMAL); if (FAILED(result)) { printf("SoundSystemWindows failed set cooperation level\n"); return; } bufferDesc.dwSize = sizeof(DSBUFFERDESC); bufferDesc.dwFlags = DSBCAPS_CTRL3D | DSBCAPS_PRIMARYBUFFER | DSBCAPS_CTRLVOLUME; bufferDesc.dwBufferBytes = 0; bufferDesc.dwReserved = 0; bufferDesc.lpwfxFormat = NULL; bufferDesc.guid3DAlgorithm = GUID_NULL; // Get control of the primary sound buffer on the default sound device. result = m_directsound->CreateSoundBuffer(&bufferDesc, &m_primarybuffer, NULL); if (FAILED(result)) { printf("SoundSystemWindows failed to create primary sound buffer\n"); return; } } SoundSystemWindows::~SoundSystemWindows() { printf("Destroying SoundSystemWindows\n"); m_directsound->Release(); } bool SoundSystemWindows::isAvailable() { return false; } void SoundSystemWindows::setListenerPos(float x, float y, float z) { } void SoundSystemWindows::setListenerAngle(float f) { } void SoundSystemWindows::load(const std::string& sound) { } void SoundSystemWindows::play(const std::string& sound) { } void SoundSystemWindows::pause(const std::string& sound) { } void SoundSystemWindows::stop(const std::string& sound) { } void SoundSystemWindows::playAt(const SoundDesc& sound, float x, float y, float z, float volume, float pitch) { return; //Release sounds that finished playing for (size_t i = 0; i < m_buffers.size(); i++) { DWORD status; (*m_buffers[i])->GetStatus(&status); if (status != DSBSTATUS_PLAYING) { (*m_buffers[i])->Release(); delete m_buffers[i]; m_buffers.erase(m_buffers.begin() + i); } } HRESULT result; IDirectSoundBuffer* tempBuffer; unsigned char* bufferPtr; unsigned long bufferSize; int length = sound.m_pHeader->m_length*sizeof(uint16_t); LPDIRECTSOUNDBUFFER* soundbuffer = (LPDIRECTSOUNDBUFFER*)calloc(1, sizeof(LPDIRECTSOUNDBUFFER)); WAVEFORMATEX waveFormat; waveFormat.wFormatTag = WAVE_FORMAT_PCM; waveFormat.nSamplesPerSec = DWORD(float(sound.m_pHeader->m_sample_rate) * pitch); waveFormat.wBitsPerSample = 8 * sound.m_pHeader->m_bytes_per_sample; waveFormat.nChannels = sound.m_pHeader->m_channels; waveFormat.nBlockAlign = (waveFormat.wBitsPerSample / 8) * waveFormat.nChannels; waveFormat.nAvgBytesPerSec = waveFormat.nSamplesPerSec * waveFormat.nBlockAlign; waveFormat.cbSize = 0; // Set the buffer description of the secondary sound buffer that the wave file will be loaded onto. DSBUFFERDESC bufferDesc; bufferDesc.dwSize = sizeof(DSBUFFERDESC); if (sound.m_header.m_channels == 1) { bufferDesc.dwFlags = DSBCAPS_CTRLVOLUME | DSBCAPS_GLOBALFOCUS | DSBCAPS_CTRL3D; } else { bufferDesc.dwFlags = DSBCAPS_CTRLVOLUME | DSBCAPS_GLOBALFOCUS; } bufferDesc.dwBufferBytes = length; bufferDesc.dwReserved = 0; bufferDesc.lpwfxFormat = &waveFormat; bufferDesc.guid3DAlgorithm = GUID_NULL; // Create a temporary sound buffer with the specific buffer settings. result = m_directsound->CreateSoundBuffer(&bufferDesc, &tempBuffer, NULL); if (FAILED(result)) { printf("SoundSystemWindows CreateSoundBuffer failed\n"); return; } // Test the buffer format against the direct sound 8 interface and create the secondary buffer. result = tempBuffer->QueryInterface(IID_IDirectSoundBuffer8, (LPVOID*)soundbuffer); if (FAILED(result)) { printf("SoundSystemWindows QueryInterface failed\n"); return; } // Release the temporary buffer. tempBuffer->Release(); tempBuffer = 0; // Lock the secondary buffer to write wave data into it. result = (*soundbuffer)->Lock(0, length, (void**)&bufferPtr, (DWORD*)&bufferSize, NULL, 0, 0); if (FAILED(result)) { printf("SoundSystemWindows lock failed\n"); return; //return false; } // Copy the wave data into the buffer. memcpy(bufferPtr, sound.m_pData, length); // Unlock the secondary buffer after the data has been written to it. result = (*soundbuffer)->Unlock((void*)bufferPtr, bufferSize, NULL, 0); if (FAILED(result)) { printf("SoundSystemWindows unlock failed\n"); return; } // references: // https://gamedev.net/forums/topic/337397-sound-volume-question-directsound/3243306/ // https://learn.microsoft.com/en-us/previous-versions/windows/desktop/mt708939(v=vs.85) // Conversion from 0-1 linear volume to directsound logarithmic volume.. // This seems to work for the most part, but accuracy testing should be done for actual MCPE, water splashing is pretty quiet. float attenuation = volume;//Lerp(DSBVOLUME_MIN, DSBVOLUME_MAX, volume); // clamp the attenuation value if (attenuation < 0.0f) attenuation = 0.0f; else if (attenuation > 1.0f) attenuation = 1.0f; if (attenuation == 0) { // no sound would come out, maybe skip playing this sound? attenuation = DSBVOLUME_MIN; } else { attenuation = floorf(2000.0f * log10f(attenuation) + 0.5f); } (*soundbuffer)->SetVolume(LONG(attenuation)); (*soundbuffer)->Play(0, 0, 0); m_buffers.push_back(soundbuffer); }