/******************************************************************** 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 ********************************************************************/ #define WIN32_LEAN_AND_MEAN #include "SoundSystemWindows.hpp" #include "client/common/Utils.hpp" // @TODO: fix crash in playAt when Asan is active SoundSystemWindows::SoundSystemWindows() { printf("Init SoundSystemWindows\n"); HRESULT result; DSBUFFERDESC bufferDesc; m_available = false; 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. IDirectSoundBuffer* primaryBuffer; result = m_directsound->CreateSoundBuffer(&bufferDesc, &primaryBuffer, NULL); if (FAILED(result)) { printf("SoundSystemWindows failed to create primary sound buffer\n"); return; } result = primaryBuffer->QueryInterface(IID_IDirectSound3DListener8, (LPVOID*)&m_listener); primaryBuffer->Release(); if (FAILED(result)) { printf("SoundSystemWindows failed to create 3D listener\n"); } m_available = true; } SoundSystemWindows::~SoundSystemWindows() { printf("Destroying SoundSystemWindows\n"); if (!isAvailable()) { return; } m_directsound->Release(); } bool SoundSystemWindows::isAvailable() { return m_available; } void SoundSystemWindows::setListenerPos(float x, float y, float z) { if (!isAvailable()) { return; } m_listener->SetPosition(x, y, -z, DS3D_IMMEDIATE); } void SoundSystemWindows::setListenerAngle(float degyaw, float degpitch) { if (!isAvailable()) { return; } float yaw = degyaw * M_PI / 180.f; float pitch = degpitch * M_PI / 180.f; float lx = cosf(pitch) * sinf(yaw); float ly = -sinf(pitch); float lz = cosf(yaw); float ux = sinf(pitch) * sinf(yaw); float uy = cosf(pitch); float uz = sinf(pitch) * cosf(yaw); m_listener->SetOrientation(-lx,-ly,-lz, ux,uy,uz, DS3D_IMMEDIATE); } 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) { //Directsound failed to initialize return to avoid crash. if (!isAvailable()) { 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(); m_buffers.erase(m_buffers.begin() + i); } } HRESULT result; IDirectSoundBuffer* tempBuffer; unsigned char* bufferPtr; unsigned long bufferSize; int length = sound.m_pHeader->m_length * sound.m_pHeader->m_bytes_per_sample; bool is2D = sqrtf(x * x + y * y + z * z) == 0.f; //For some reason mojang made 3D sounds are REALLY quiet, with some of their volumes literally going below 0.1 if (!is2D) { volume *= 5.f; } 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); //Because directsound does not support DSBCAPS_CTRL3D on a sound with 2 channels we can only do it on sounds with 1 channel 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 tempBuffer 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)); //Check if position is not 0,0,0 and for mono to play 3D sound if (!is2D && sound.m_pHeader->m_channels == 1) { LPDIRECTSOUND3DBUFFER8 object3d; HRESULT hr = soundbuffer->QueryInterface(IID_IDirectSound3DBuffer8, (LPVOID*)&object3d); if (FAILED(hr)) { printf("SoundSystemWindows QueryInterface failed for 3D Object\n"); return; } object3d->SetPosition( x, y, -z, DS3D_IMMEDIATE); //Im not really sure what values original MCPE would use. object3d->SetMinDistance(2.f, DS3D_IMMEDIATE); object3d->SetMaxDistance(100.f, DS3D_IMMEDIATE); } soundbuffer->Play(0, 0, 0); m_buffers.push_back(soundbuffer); }