Files
mcpe/platforms/windows/SoundSystem_windows.cpp
2023-08-02 13:15:25 +03:00

210 lines
5.6 KiB
C++

/********************************************************************
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);
}