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Fixed bug #69

Hopefully this takes care of most of the audio dropouts in Windows
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slouken committed Jun 23, 2006
1 parent ef0570c commit 566543d4c14e6539d45f89aba72c4a384e87595f
Showing with 23 additions and 13 deletions.
  1. +21 −11 src/audio/windx5/SDL_dx5audio.c
  2. +2 −2 src/audio/windx5/SDL_dx5audio.h
@@ -254,7 +254,7 @@ static void DX5_WaitAudio_BusyWait(_THIS)
/* 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, &cursor, &junk);
result = IDirectSoundBuffer_GetCurrentPosition(mixbuf, &junk, &cursor);
if ( result != DS_OK ) {
if ( result == DSERR_BUFFERLOST ) {
IDirectSoundBuffer_Restore(mixbuf);
@@ -264,11 +264,10 @@ static void DX5_WaitAudio_BusyWait(_THIS)
#endif
return;
}
cursor /= mixlen;

while ( cursor == playing ) {
while ( (cursor/mixlen) == lastchunk ) {
/* FIXME: find out how much time is left and sleep that long */
SDL_Delay(10);
SDL_Delay(1);

/* Try to restore a lost sound buffer */
IDirectSoundBuffer_GetStatus(mixbuf, &status);
@@ -292,12 +291,11 @@ static void DX5_WaitAudio_BusyWait(_THIS)

/* Find out where we are playing */
result = IDirectSoundBuffer_GetCurrentPosition(mixbuf,
&cursor, &junk);
&junk, &cursor);
if ( result != DS_OK ) {
SetDSerror("DirectSound GetCurrentPosition", result);
return;
}
cursor /= mixlen;
}
}

@@ -346,18 +344,30 @@ static Uint8 *DX5_GetAudioBuf(_THIS)

/* Figure out which blocks to fill next */
locked_buf = NULL;
result = IDirectSoundBuffer_GetCurrentPosition(mixbuf, &cursor, &junk);
result = IDirectSoundBuffer_GetCurrentPosition(mixbuf, &junk, &cursor);
if ( result == DSERR_BUFFERLOST ) {
IDirectSoundBuffer_Restore(mixbuf);
result = IDirectSoundBuffer_GetCurrentPosition(mixbuf,
&cursor, &junk);
&junk, &cursor);
}
if ( result != DS_OK ) {
SetDSerror("DirectSound GetCurrentPosition", result);
return(NULL);
}
cursor /= mixlen;
playing = cursor;
#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;

@@ -491,7 +501,7 @@ static int CreatePrimary(LPDIRECTSOUND sndObj, HWND focus,
static int CreateSecondary(LPDIRECTSOUND sndObj, HWND focus,
LPDIRECTSOUNDBUFFER *sndbuf, WAVEFORMATEX *wavefmt, Uint32 chunksize)
{
const int numchunks = 2;
const int numchunks = 8;
HRESULT result;
DSBUFFERDESC format;
LPVOID pvAudioPtr1, pvAudioPtr2;
@@ -679,7 +689,7 @@ static int DX5_OpenAudio(_THIS, SDL_AudioSpec *spec)
#endif

/* The buffer will auto-start playing in DX5_WaitAudio() */
playing = 0;
lastchunk = 0;
mixlen = spec->size;

#ifdef USE_POSITION_NOTIFY
@@ -37,7 +37,7 @@ struct SDL_PrivateAudioData {
LPDIRECTSOUNDBUFFER mixbuf;
int NUM_BUFFERS;
int mixlen, silence;
DWORD playing;
DWORD lastchunk;
Uint8 *locked_buf;
HANDLE audio_event;
};
@@ -48,7 +48,7 @@ struct SDL_PrivateAudioData {
#define NUM_BUFFERS (this->hidden->NUM_BUFFERS)
#define mixlen (this->hidden->mixlen)
#define silence (this->hidden->silence)
#define playing (this->hidden->playing)
#define lastchunk (this->hidden->lastchunk)
#define locked_buf (this->hidden->locked_buf)
#define audio_event (this->hidden->audio_event)

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