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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- // Note: This must be defined before platform.h so that
- // CoInitializeEx is properly included.
- #define _WIN32_DCOM
- #include <xaudio2.h>
- #include "sfx/xaudio/sfxXAudioDevice.h"
- #include "sfx/sfxProvider.h"
- #include "core/util/safeRelease.h"
- #include "core/strings/unicode.h"
- #include "core/strings/stringFunctions.h"
- #include "console/console.h"
- #include "core/module.h"
- class SFXXAudioProvider : public SFXProvider
- {
- public:
- SFXXAudioProvider()
- : SFXProvider( "XAudio" ) {}
- virtual ~SFXXAudioProvider();
- protected:
- /// Extended SFXDeviceInfo to also store some
- /// extra XAudio specific data.
- struct XADeviceInfo : SFXDeviceInfo
- {
- UINT32 deviceIndex;
- XAUDIO2_DEVICE_ROLE role;
- WAVEFORMATEXTENSIBLE format;
- };
- /// Helper for creating the XAudio engine.
- static bool _createXAudio( IXAudio2 **xaudio );
- public:
- // SFXProvider
- void init();
- SFXDevice* createDevice( const String& deviceName, bool useHardware, S32 maxBuffers );
- };
- MODULE_BEGIN( XAudio )
- MODULE_INIT_BEFORE( SFX )
- MODULE_SHUTDOWN_AFTER( SFX )
-
- SFXXAudioProvider* mProvider;
-
- MODULE_INIT
- {
- mProvider = new SFXXAudioProvider;
- }
-
- MODULE_SHUTDOWN
- {
- delete mProvider;
- }
- MODULE_END;
- SFXXAudioProvider::~SFXXAudioProvider()
- {
- }
- void SFXXAudioProvider::init()
- {
- // Create a temp XAudio object for device enumeration.
- IXAudio2 *xAudio = NULL;
- if ( !_createXAudio( &xAudio ) )
- {
- Con::errorf( "SFXXAudioProvider::init() - XAudio2 failed to load!" );
- return;
- }
- // Add the devices to the info list.
- UINT32 count = 0;
- xAudio->GetDeviceCount( &count );
- for ( UINT32 i = 0; i < count; i++ )
- {
- XAUDIO2_DEVICE_DETAILS details;
- HRESULT hr = xAudio->GetDeviceDetails( i, &details );
- if ( FAILED( hr ) )
- continue;
- // Add a device to the info list.
- XADeviceInfo* info = new XADeviceInfo;
- info->deviceIndex = i;
- info->driver = String( "XAudio" );
- info->name = String( details.DisplayName );
- info->hasHardware = false;
- info->maxBuffers = 64;
- info->role = details.Role;
- info->format = details.OutputFormat;
- mDeviceInfo.push_back( info );
- }
- // We're done with XAudio for now.
- SAFE_RELEASE( xAudio );
- // If we have no devices... we're done.
- if ( mDeviceInfo.empty() )
- {
- Con::errorf( "SFXXAudioProvider::init() - No valid XAudio2 devices found!" );
- return;
- }
- // If we got this far then we should be able to
- // safely create a device for XAudio.
- regProvider( this );
- }
- bool SFXXAudioProvider::_createXAudio( IXAudio2 **xaudio )
- {
- // In debug builds enable the debug version
- // of the XAudio engine.
- #ifdef TORQUE_DEBUG
- #define XAUDIO_FLAGS XAUDIO2_DEBUG_ENGINE
- #else
- #define XAUDIO_FLAGS 0
- #endif
- // This must be called first... it doesn't hurt to
- // call it more than once.
- CoInitialize( NULL );
- // Try creating the xaudio engine.
- HRESULT hr = XAudio2Create( xaudio, XAUDIO_FLAGS, XAUDIO2_DEFAULT_PROCESSOR );
- return SUCCEEDED( hr ) && (*xaudio);
- }
- SFXDevice* SFXXAudioProvider::createDevice( const String& deviceName, bool useHardware, S32 maxBuffers )
- {
- String devName;
- devName = deviceName;
- XADeviceInfo* info = dynamic_cast< XADeviceInfo* >( _findDeviceInfo( devName ) );
- // Do we find one to create?
- if ( info )
- {
- // Create the XAudio object to pass to the device.
- IXAudio2 *xAudio = NULL;
- if ( !_createXAudio( &xAudio ) )
- {
- Con::errorf( "SFXXAudioProvider::createDevice() - XAudio2 failed to load!" );
- return NULL;
- }
- return new SFXXAudioDevice( this,
- devName,
- xAudio,
- info->deviceIndex,
- info->format.dwChannelMask,
- maxBuffers );
- }
- // We didn't find a matching valid device.
- return NULL;
- }
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