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-rw-r--r--distrib/sdl-1.2.15/src/audio/windx5/SDL_dx5audio.c705
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diff --git a/distrib/sdl-1.2.15/src/audio/windx5/SDL_dx5audio.c b/distrib/sdl-1.2.15/src/audio/windx5/SDL_dx5audio.c
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index 0000000..c3d42ae
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+++ b/distrib/sdl-1.2.15/src/audio/windx5/SDL_dx5audio.c
@@ -0,0 +1,705 @@
+/*
+ SDL - Simple DirectMedia Layer
+ Copyright (C) 1997-2012 Sam Lantinga
+
+ This library is free software; you can redistribute it and/or
+ modify it under the terms of the GNU Lesser General Public
+ License as published by the Free Software Foundation; either
+ version 2.1 of the License, or (at your option) any later version.
+
+ This library is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ Lesser General Public License for more details.
+
+ You should have received a copy of the GNU Lesser General Public
+ License along with this library; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+
+ Sam Lantinga
+ slouken@libsdl.org
+*/
+#include "SDL_config.h"
+
+/* Allow access to a raw mixing buffer */
+
+#include "SDL_timer.h"
+#include "SDL_audio.h"
+#include "../SDL_audio_c.h"
+#include "SDL_dx5audio.h"
+
+/* Define this if you want to use DirectX 6 DirectSoundNotify interface */
+//#define USE_POSITION_NOTIFY
+
+/* DirectX function pointers for audio */
+HRESULT (WINAPI *DSoundCreate)(LPGUID, LPDIRECTSOUND *, LPUNKNOWN);
+
+/* Audio driver functions */
+static int DX5_OpenAudio(_THIS, SDL_AudioSpec *spec);
+static void DX5_ThreadInit(_THIS);
+static void DX5_WaitAudio_BusyWait(_THIS);
+#ifdef USE_POSITION_NOTIFY
+static void DX6_WaitAudio_EventWait(_THIS);
+#endif
+static void DX5_PlayAudio(_THIS);
+static Uint8 *DX5_GetAudioBuf(_THIS);
+static void DX5_WaitDone(_THIS);
+static void DX5_CloseAudio(_THIS);
+
+/* Audio driver bootstrap functions */
+
+static int Audio_Available(void)
+{
+ HINSTANCE DSoundDLL;
+ int dsound_ok;
+
+ /* Version check DSOUND.DLL (Is DirectX okay?) */
+ dsound_ok = 0;
+ DSoundDLL = LoadLibrary(TEXT("DSOUND.DLL"));
+ if ( DSoundDLL != NULL ) {
+ /* We just use basic DirectSound, we're okay */
+ /* Yay! */
+ /* Unfortunately, the sound drivers on NT have
+ higher latencies than the audio buffers used
+ by many SDL applications, so there are gaps
+ in the audio - it sounds terrible. Punt for now.
+ */
+ OSVERSIONINFO ver;
+ ver.dwOSVersionInfoSize = sizeof (OSVERSIONINFO);
+ GetVersionEx(&ver);
+ switch (ver.dwPlatformId) {
+ case VER_PLATFORM_WIN32_NT:
+ if ( ver.dwMajorVersion > 4 ) {
+ /* Win2K */
+ dsound_ok = 1;
+ } else {
+ /* WinNT */
+ dsound_ok = 0;
+ }
+ break;
+ default:
+ /* Win95 or Win98 */
+ dsound_ok = 1;
+ break;
+ }
+ /* Now check for DirectX 5 or better - otherwise
+ * we will fail later in DX5_OpenAudio without a chance
+ * to fall back to the DIB driver. */
+ if (dsound_ok) {
+ /* DirectSoundCaptureCreate was added in DX5 */
+ if (!GetProcAddress(DSoundDLL, TEXT("DirectSoundCaptureCreate")))
+ dsound_ok = 0;
+
+ }
+ /* Clean up.. */
+ FreeLibrary(DSoundDLL);
+ }
+ return(dsound_ok);
+}
+
+/* Functions for loading the DirectX functions dynamically */
+static HINSTANCE DSoundDLL = NULL;
+
+static void DX5_Unload(void)
+{
+ if ( DSoundDLL != NULL ) {
+ FreeLibrary(DSoundDLL);
+ DSoundCreate = NULL;
+ DSoundDLL = NULL;
+ }
+}
+static int DX5_Load(void)
+{
+ int status;
+
+ DX5_Unload();
+ DSoundDLL = LoadLibrary(TEXT("DSOUND.DLL"));
+ if ( DSoundDLL != NULL ) {
+ DSoundCreate = (void *)GetProcAddress(DSoundDLL,
+ TEXT("DirectSoundCreate"));
+ }
+ if ( DSoundDLL && DSoundCreate ) {
+ status = 0;
+ } else {
+ DX5_Unload();
+ status = -1;
+ }
+ return status;
+}
+
+static void Audio_DeleteDevice(SDL_AudioDevice *device)
+{
+ DX5_Unload();
+ SDL_free(device->hidden);
+ SDL_free(device);
+}
+
+static SDL_AudioDevice *Audio_CreateDevice(int devindex)
+{
+ SDL_AudioDevice *this;
+
+ /* Load DirectX */
+ if ( DX5_Load() < 0 ) {
+ return(NULL);
+ }
+
+ /* Initialize all variables that we clean on shutdown */
+ this = (SDL_AudioDevice *)SDL_malloc(sizeof(SDL_AudioDevice));
+ if ( this ) {
+ SDL_memset(this, 0, (sizeof *this));
+ this->hidden = (struct SDL_PrivateAudioData *)
+ SDL_malloc((sizeof *this->hidden));
+ }
+ if ( (this == NULL) || (this->hidden == NULL) ) {
+ SDL_OutOfMemory();
+ if ( this ) {
+ SDL_free(this);
+ }
+ return(0);
+ }
+ SDL_memset(this->hidden, 0, (sizeof *this->hidden));
+
+ /* Set the function pointers */
+ this->OpenAudio = DX5_OpenAudio;
+ this->ThreadInit = DX5_ThreadInit;
+ this->WaitAudio = DX5_WaitAudio_BusyWait;
+ this->PlayAudio = DX5_PlayAudio;
+ this->GetAudioBuf = DX5_GetAudioBuf;
+ this->WaitDone = DX5_WaitDone;
+ this->CloseAudio = DX5_CloseAudio;
+
+ this->free = Audio_DeleteDevice;
+
+ return this;
+}
+
+AudioBootStrap DSOUND_bootstrap = {
+ "dsound", "Win95/98/2000 DirectSound",
+ Audio_Available, Audio_CreateDevice
+};
+
+static void SetDSerror(const char *function, int code)
+{
+ static const char *error;
+ static char errbuf[1024];
+
+ errbuf[0] = 0;
+ switch (code) {
+ case E_NOINTERFACE:
+ error =
+ "Unsupported interface\n-- Is DirectX 5.0 or later installed?";
+ break;
+ case DSERR_ALLOCATED:
+ error = "Audio device in use";
+ break;
+ case DSERR_BADFORMAT:
+ error = "Unsupported audio format";
+ break;
+ case DSERR_BUFFERLOST:
+ error = "Mixing buffer was lost";
+ break;
+ case DSERR_CONTROLUNAVAIL:
+ error = "Control requested is not available";
+ break;
+ case DSERR_INVALIDCALL:
+ error = "Invalid call for the current state";
+ break;
+ case DSERR_INVALIDPARAM:
+ error = "Invalid parameter";
+ break;
+ case DSERR_NODRIVER:
+ error = "No audio device found";
+ break;
+ case DSERR_OUTOFMEMORY:
+ error = "Out of memory";
+ break;
+ case DSERR_PRIOLEVELNEEDED:
+ error = "Caller doesn't have priority";
+ break;
+ case DSERR_UNSUPPORTED:
+ error = "Function not supported";
+ break;
+ default:
+ SDL_snprintf(errbuf, SDL_arraysize(errbuf),
+ "%s: Unknown DirectSound error: 0x%x",
+ function, code);
+ break;
+ }
+ if ( ! errbuf[0] ) {
+ SDL_snprintf(errbuf, SDL_arraysize(errbuf), "%s: %s", function, error);
+ }
+ SDL_SetError("%s", errbuf);
+ return;
+}
+
+/* DirectSound needs to be associated with a window */
+static HWND mainwin = NULL;
+/* */
+void DX5_SoundFocus(HWND hwnd)
+{
+ mainwin = hwnd;
+}
+
+static void DX5_ThreadInit(_THIS)
+{
+ SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_HIGHEST);
+}
+
+static void DX5_WaitAudio_BusyWait(_THIS)
+{
+ DWORD status;
+ DWORD cursor, junk;
+ HRESULT result;
+
+ /* Semi-busy wait, since we have no way of getting play notification
+ on a primary mixing buffer located in hardware (DirectX 5.0)
+ */
+ result = IDirectSoundBuffer_GetCurrentPosition(mixbuf, &junk, &cursor);
+ if ( result != DS_OK ) {
+ if ( result == DSERR_BUFFERLOST ) {
+ IDirectSoundBuffer_Restore(mixbuf);
+ }
+#ifdef DEBUG_SOUND
+ SetDSerror("DirectSound GetCurrentPosition", result);
+#endif
+ return;
+ }
+
+ while ( (cursor/mixlen) == lastchunk ) {
+ /* FIXME: find out how much time is left and sleep that long */
+ SDL_Delay(1);
+
+ /* Try to restore a lost sound buffer */
+ IDirectSoundBuffer_GetStatus(mixbuf, &status);
+ if ( (status&DSBSTATUS_BUFFERLOST) ) {
+ IDirectSoundBuffer_Restore(mixbuf);
+ IDirectSoundBuffer_GetStatus(mixbuf, &status);
+ if ( (status&DSBSTATUS_BUFFERLOST) ) {
+ break;
+ }
+ }
+ if ( ! (status&DSBSTATUS_PLAYING) ) {
+ result = IDirectSoundBuffer_Play(mixbuf, 0, 0, DSBPLAY_LOOPING);
+ if ( result == DS_OK ) {
+ continue;
+ }
+#ifdef DEBUG_SOUND
+ SetDSerror("DirectSound Play", result);
+#endif
+ return;
+ }
+
+ /* Find out where we are playing */
+ result = IDirectSoundBuffer_GetCurrentPosition(mixbuf,
+ &junk, &cursor);
+ if ( result != DS_OK ) {
+ SetDSerror("DirectSound GetCurrentPosition", result);
+ return;
+ }
+ }
+}
+
+#ifdef USE_POSITION_NOTIFY
+static void DX6_WaitAudio_EventWait(_THIS)
+{
+ DWORD status;
+ HRESULT result;
+
+ /* Try to restore a lost sound buffer */
+ IDirectSoundBuffer_GetStatus(mixbuf, &status);
+ if ( (status&DSBSTATUS_BUFFERLOST) ) {
+ IDirectSoundBuffer_Restore(mixbuf);
+ IDirectSoundBuffer_GetStatus(mixbuf, &status);
+ if ( (status&DSBSTATUS_BUFFERLOST) ) {
+ return;
+ }
+ }
+ if ( ! (status&DSBSTATUS_PLAYING) ) {
+ result = IDirectSoundBuffer_Play(mixbuf, 0, 0, DSBPLAY_LOOPING);
+ if ( result != DS_OK ) {
+#ifdef DEBUG_SOUND
+ SetDSerror("DirectSound Play", result);
+#endif
+ return;
+ }
+ }
+ WaitForSingleObject(audio_event, INFINITE);
+}
+#endif /* USE_POSITION_NOTIFY */
+
+static void DX5_PlayAudio(_THIS)
+{
+ /* Unlock the buffer, allowing it to play */
+ if ( locked_buf ) {
+ IDirectSoundBuffer_Unlock(mixbuf, locked_buf, mixlen, NULL, 0);
+ }
+
+}
+
+static Uint8 *DX5_GetAudioBuf(_THIS)
+{
+ DWORD cursor, junk;
+ HRESULT result;
+ DWORD rawlen;
+
+ /* Figure out which blocks to fill next */
+ locked_buf = NULL;
+ result = IDirectSoundBuffer_GetCurrentPosition(mixbuf, &junk, &cursor);
+ if ( result == DSERR_BUFFERLOST ) {
+ IDirectSoundBuffer_Restore(mixbuf);
+ result = IDirectSoundBuffer_GetCurrentPosition(mixbuf,
+ &junk, &cursor);
+ }
+ if ( result != DS_OK ) {
+ SetDSerror("DirectSound GetCurrentPosition", result);
+ return(NULL);
+ }
+ cursor /= mixlen;
+#ifdef DEBUG_SOUND
+ /* Detect audio dropouts */
+ { DWORD spot = cursor;
+ if ( spot < lastchunk ) {
+ spot += NUM_BUFFERS;
+ }
+ if ( spot > lastchunk+1 ) {
+ fprintf(stderr, "Audio dropout, missed %d fragments\n",
+ (spot - (lastchunk+1)));
+ }
+ }
+#endif
+ lastchunk = cursor;
+ cursor = (cursor+1)%NUM_BUFFERS;
+ cursor *= mixlen;
+
+ /* Lock the audio buffer */
+ result = IDirectSoundBuffer_Lock(mixbuf, cursor, mixlen,
+ (LPVOID *)&locked_buf, &rawlen, NULL, &junk, 0);
+ if ( result == DSERR_BUFFERLOST ) {
+ IDirectSoundBuffer_Restore(mixbuf);
+ result = IDirectSoundBuffer_Lock(mixbuf, cursor, mixlen,
+ (LPVOID *)&locked_buf, &rawlen, NULL, &junk, 0);
+ }
+ if ( result != DS_OK ) {
+ SetDSerror("DirectSound Lock", result);
+ return(NULL);
+ }
+ return(locked_buf);
+}
+
+static void DX5_WaitDone(_THIS)
+{
+ Uint8 *stream;
+
+ /* Wait for the playing chunk to finish */
+ stream = this->GetAudioBuf(this);
+ if ( stream != NULL ) {
+ SDL_memset(stream, silence, mixlen);
+ this->PlayAudio(this);
+ }
+ this->WaitAudio(this);
+
+ /* Stop the looping sound buffer */
+ IDirectSoundBuffer_Stop(mixbuf);
+}
+
+static void DX5_CloseAudio(_THIS)
+{
+ if ( sound != NULL ) {
+ if ( mixbuf != NULL ) {
+ /* Clean up the audio buffer */
+ IDirectSoundBuffer_Release(mixbuf);
+ mixbuf = NULL;
+ }
+ if ( audio_event != NULL ) {
+ CloseHandle(audio_event);
+ audio_event = NULL;
+ }
+ IDirectSound_Release(sound);
+ sound = NULL;
+ }
+}
+
+#ifdef USE_PRIMARY_BUFFER
+/* This function tries to create a primary audio buffer, and returns the
+ number of audio chunks available in the created buffer.
+*/
+static int CreatePrimary(LPDIRECTSOUND sndObj, HWND focus,
+ LPDIRECTSOUNDBUFFER *sndbuf, WAVEFORMATEX *wavefmt, Uint32 chunksize)
+{
+ HRESULT result;
+ DSBUFFERDESC format;
+ DSBCAPS caps;
+ int numchunks;
+
+ /* Try to set primary mixing privileges */
+ result = IDirectSound_SetCooperativeLevel(sndObj, focus,
+ DSSCL_WRITEPRIMARY);
+ if ( result != DS_OK ) {
+#ifdef DEBUG_SOUND
+ SetDSerror("DirectSound SetCooperativeLevel", result);
+#endif
+ return(-1);
+ }
+
+ /* Try to create the primary buffer */
+ SDL_memset(&format, 0, sizeof(format));
+ format.dwSize = sizeof(format);
+ format.dwFlags=(DSBCAPS_PRIMARYBUFFER|DSBCAPS_GETCURRENTPOSITION2);
+ format.dwFlags |= DSBCAPS_STICKYFOCUS;
+#ifdef USE_POSITION_NOTIFY
+ format.dwFlags |= DSBCAPS_CTRLPOSITIONNOTIFY;
+#endif
+ result = IDirectSound_CreateSoundBuffer(sndObj, &format, sndbuf, NULL);
+ if ( result != DS_OK ) {
+#ifdef DEBUG_SOUND
+ SetDSerror("DirectSound CreateSoundBuffer", result);
+#endif
+ return(-1);
+ }
+
+ /* Check the size of the fragment buffer */
+ SDL_memset(&caps, 0, sizeof(caps));
+ caps.dwSize = sizeof(caps);
+ result = IDirectSoundBuffer_GetCaps(*sndbuf, &caps);
+ if ( result != DS_OK ) {
+#ifdef DEBUG_SOUND
+ SetDSerror("DirectSound GetCaps", result);
+#endif
+ IDirectSoundBuffer_Release(*sndbuf);
+ return(-1);
+ }
+ if ( (chunksize > caps.dwBufferBytes) ||
+ ((caps.dwBufferBytes%chunksize) != 0) ) {
+ /* The primary buffer size is not a multiple of 'chunksize'
+ -- this hopefully doesn't happen when 'chunksize' is a
+ power of 2.
+ */
+ IDirectSoundBuffer_Release(*sndbuf);
+ SDL_SetError(
+"Primary buffer size is: %d, cannot break it into chunks of %d bytes\n",
+ caps.dwBufferBytes, chunksize);
+ return(-1);
+ }
+ numchunks = (caps.dwBufferBytes/chunksize);
+
+ /* Set the primary audio format */
+ result = IDirectSoundBuffer_SetFormat(*sndbuf, wavefmt);
+ if ( result != DS_OK ) {
+#ifdef DEBUG_SOUND
+ SetDSerror("DirectSound SetFormat", result);
+#endif
+ IDirectSoundBuffer_Release(*sndbuf);
+ return(-1);
+ }
+ return(numchunks);
+}
+#endif /* USE_PRIMARY_BUFFER */
+
+/* This function tries to create a secondary audio buffer, and returns the
+ number of audio chunks available in the created buffer.
+*/
+static int CreateSecondary(LPDIRECTSOUND sndObj, HWND focus,
+ LPDIRECTSOUNDBUFFER *sndbuf, WAVEFORMATEX *wavefmt, Uint32 chunksize)
+{
+ const int numchunks = 8;
+ HRESULT result;
+ DSBUFFERDESC format;
+ LPVOID pvAudioPtr1, pvAudioPtr2;
+ DWORD dwAudioBytes1, dwAudioBytes2;
+
+ /* Try to set primary mixing privileges */
+ if ( focus ) {
+ result = IDirectSound_SetCooperativeLevel(sndObj,
+ focus, DSSCL_PRIORITY);
+ } else {
+ result = IDirectSound_SetCooperativeLevel(sndObj,
+ GetDesktopWindow(), DSSCL_NORMAL);
+ }
+ if ( result != DS_OK ) {
+#ifdef DEBUG_SOUND
+ SetDSerror("DirectSound SetCooperativeLevel", result);
+#endif
+ return(-1);
+ }
+
+ /* Try to create the secondary buffer */
+ SDL_memset(&format, 0, sizeof(format));
+ format.dwSize = sizeof(format);
+ format.dwFlags = DSBCAPS_GETCURRENTPOSITION2;
+#ifdef USE_POSITION_NOTIFY
+ format.dwFlags |= DSBCAPS_CTRLPOSITIONNOTIFY;
+#endif
+ if ( ! focus ) {
+ format.dwFlags |= DSBCAPS_GLOBALFOCUS;
+ } else {
+ format.dwFlags |= DSBCAPS_STICKYFOCUS;
+ }
+ format.dwBufferBytes = numchunks*chunksize;
+ if ( (format.dwBufferBytes < DSBSIZE_MIN) ||
+ (format.dwBufferBytes > DSBSIZE_MAX) ) {
+ SDL_SetError("Sound buffer size must be between %d and %d",
+ DSBSIZE_MIN/numchunks, DSBSIZE_MAX/numchunks);
+ return(-1);
+ }
+ format.dwReserved = 0;
+ format.lpwfxFormat = wavefmt;
+ result = IDirectSound_CreateSoundBuffer(sndObj, &format, sndbuf, NULL);
+ if ( result != DS_OK ) {
+ SetDSerror("DirectSound CreateSoundBuffer", result);
+ return(-1);
+ }
+ IDirectSoundBuffer_SetFormat(*sndbuf, wavefmt);
+
+ /* Silence the initial audio buffer */
+ result = IDirectSoundBuffer_Lock(*sndbuf, 0, format.dwBufferBytes,
+ (LPVOID *)&pvAudioPtr1, &dwAudioBytes1,
+ (LPVOID *)&pvAudioPtr2, &dwAudioBytes2,
+ DSBLOCK_ENTIREBUFFER);
+ if ( result == DS_OK ) {
+ if ( wavefmt->wBitsPerSample == 8 ) {
+ SDL_memset(pvAudioPtr1, 0x80, dwAudioBytes1);
+ } else {
+ SDL_memset(pvAudioPtr1, 0x00, dwAudioBytes1);
+ }
+ IDirectSoundBuffer_Unlock(*sndbuf,
+ (LPVOID)pvAudioPtr1, dwAudioBytes1,
+ (LPVOID)pvAudioPtr2, dwAudioBytes2);
+ }
+
+ /* We're ready to go */
+ return(numchunks);
+}
+
+/* This function tries to set position notify events on the mixing buffer */
+#ifdef USE_POSITION_NOTIFY
+static int CreateAudioEvent(_THIS)
+{
+ LPDIRECTSOUNDNOTIFY notify;
+ DSBPOSITIONNOTIFY *notify_positions;
+ int i, retval;
+ HRESULT result;
+
+ /* Default to fail on exit */
+ retval = -1;
+ notify = NULL;
+
+ /* Query for the interface */
+ result = IDirectSoundBuffer_QueryInterface(mixbuf,
+ &IID_IDirectSoundNotify, (void *)&notify);
+ if ( result != DS_OK ) {
+ goto done;
+ }
+
+ /* Allocate the notify structures */
+ notify_positions = (DSBPOSITIONNOTIFY *)SDL_malloc(NUM_BUFFERS*
+ sizeof(*notify_positions));
+ if ( notify_positions == NULL ) {
+ goto done;
+ }
+
+ /* Create the notify event */
+ audio_event = CreateEvent(NULL, FALSE, FALSE, NULL);
+ if ( audio_event == NULL ) {
+ goto done;
+ }
+
+ /* Set up the notify structures */
+ for ( i=0; i<NUM_BUFFERS; ++i ) {
+ notify_positions[i].dwOffset = i*mixlen;
+ notify_positions[i].hEventNotify = audio_event;
+ }
+ result = IDirectSoundNotify_SetNotificationPositions(notify,
+ NUM_BUFFERS, notify_positions);
+ if ( result == DS_OK ) {
+ retval = 0;
+ }
+done:
+ if ( notify != NULL ) {
+ IDirectSoundNotify_Release(notify);
+ }
+ return(retval);
+}
+#endif /* USE_POSITION_NOTIFY */
+
+static int DX5_OpenAudio(_THIS, SDL_AudioSpec *spec)
+{
+ HRESULT result;
+ WAVEFORMATEX waveformat;
+
+ /* Set basic WAVE format parameters */
+ SDL_memset(&waveformat, 0, sizeof(waveformat));
+ waveformat.wFormatTag = WAVE_FORMAT_PCM;
+
+ /* Determine the audio parameters from the AudioSpec */
+ switch ( spec->format & 0xFF ) {
+ case 8:
+ /* Unsigned 8 bit audio data */
+ spec->format = AUDIO_U8;
+ silence = 0x80;
+ waveformat.wBitsPerSample = 8;
+ break;
+ case 16:
+ /* Signed 16 bit audio data */
+ spec->format = AUDIO_S16;
+ silence = 0x00;
+ waveformat.wBitsPerSample = 16;
+ break;
+ default:
+ SDL_SetError("Unsupported audio format");
+ return(-1);
+ }
+ waveformat.nChannels = spec->channels;
+ waveformat.nSamplesPerSec = spec->freq;
+ waveformat.nBlockAlign =
+ waveformat.nChannels * (waveformat.wBitsPerSample/8);
+ waveformat.nAvgBytesPerSec =
+ waveformat.nSamplesPerSec * waveformat.nBlockAlign;
+
+ /* Update the fragment size as size in bytes */
+ SDL_CalculateAudioSpec(spec);
+
+ /* Open the audio device */
+ result = DSoundCreate(NULL, &sound, NULL);
+ if ( result != DS_OK ) {
+ SetDSerror("DirectSoundCreate", result);
+ return(-1);
+ }
+
+ /* Create the audio buffer to which we write */
+ NUM_BUFFERS = -1;
+#ifdef USE_PRIMARY_BUFFER
+ if ( mainwin ) {
+ NUM_BUFFERS = CreatePrimary(sound, mainwin, &mixbuf,
+ &waveformat, spec->size);
+ }
+#endif /* USE_PRIMARY_BUFFER */
+ if ( NUM_BUFFERS < 0 ) {
+ NUM_BUFFERS = CreateSecondary(sound, mainwin, &mixbuf,
+ &waveformat, spec->size);
+ if ( NUM_BUFFERS < 0 ) {
+ return(-1);
+ }
+#ifdef DEBUG_SOUND
+ fprintf(stderr, "Using secondary audio buffer\n");
+#endif
+ }
+#ifdef DEBUG_SOUND
+ else
+ fprintf(stderr, "Using primary audio buffer\n");
+#endif
+
+ /* The buffer will auto-start playing in DX5_WaitAudio() */
+ lastchunk = 0;
+ mixlen = spec->size;
+
+#ifdef USE_POSITION_NOTIFY
+ /* See if we can use DirectX 6 event notification */
+ if ( CreateAudioEvent(this) == 0 ) {
+ this->WaitAudio = DX6_WaitAudio_EventWait;
+ } else {
+ this->WaitAudio = DX5_WaitAudio_BusyWait;
+ }
+#endif
+ return(0);
+}
+