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@@ -224,6 +224,8 @@ struct Win32SoundOutput { |
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uint32 runningSampleIndex; |
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int bytesPerSample; |
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int secondaryBufferSize; |
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real32 tSine; |
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int latencySampleCount; |
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}; |
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internal void win32FillSoundBuffer(Win32SoundOutput *soundOutput, DWORD byteToLock, DWORD bytesToWrite) { |
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@@ -236,19 +238,19 @@ internal void win32FillSoundBuffer(Win32SoundOutput *soundOutput, DWORD byteToLo |
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DWORD region1SampleCount = region1Size/soundOutput->bytesPerSample; |
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int16 *sampleOut = (int16*)region1; |
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for (DWORD sampleIndex = 0; sampleIndex < region1SampleCount; sampleIndex++) { |
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real32 t = 2.0f * PI32 * (real32)soundOutput->runningSampleIndex / (real32)soundOutput->wavePeriod; |
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int16 sampleValue = (int16)(sin(t) * (real32)soundOutput->toneVolume); |
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int16 sampleValue = (int16)(sin(soundOutput->tSine) * (real32)soundOutput->toneVolume); |
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*sampleOut++ = sampleValue; |
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*sampleOut++ = sampleValue; |
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soundOutput->tSine += 2.0f * PI32 / (real32)soundOutput->wavePeriod; |
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soundOutput->runningSampleIndex++; |
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} |
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DWORD region2SampleCount = region2Size/soundOutput->bytesPerSample; |
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sampleOut = (int16*)region2; |
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for (DWORD sampleIndex = 0; sampleIndex < region2SampleCount; sampleIndex++) { |
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real32 t = 2.0f * PI32 * (real32)soundOutput->runningSampleIndex / (real32)soundOutput->wavePeriod; |
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int16 sampleValue = (int16)(sin(t) * soundOutput->toneVolume); |
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int16 sampleValue = (int16)(sin(soundOutput->tSine) * (real32)soundOutput->toneVolume); |
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*sampleOut++ = sampleValue; |
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*sampleOut++ = sampleValue; |
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soundOutput->tSine += 2.0f * PI32 / (real32)soundOutput->wavePeriod; |
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soundOutput->runningSampleIndex++; |
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} |
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globalSecondaryBuffer->Unlock(region1, region1Size, region2, region2Size); |
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@@ -305,11 +307,12 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin |
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soundOutput.runningSampleIndex = 0; |
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soundOutput.bytesPerSample = sizeof(int16)*2; |
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soundOutput.secondaryBufferSize = soundOutput.samplesPerSecond*soundOutput.bytesPerSample; |
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soundOutput.latencySampleCount = soundOutput.samplesPerSecond / 15.0f; |
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win32LoadXInput(); |
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win32InitSound(window, soundOutput.samplesPerSecond, soundOutput.secondaryBufferSize); |
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win32FillSoundBuffer(&soundOutput, 0, soundOutput.secondaryBufferSize); |
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win32FillSoundBuffer(&soundOutput, 0, soundOutput.latencySampleCount*soundOutput.bytesPerSample); |
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globalSecondaryBuffer->Play(0, 0, DSBPLAY_LOOPING); |
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LARGE_INTEGER lastCounter; |
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@@ -361,6 +364,9 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin |
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yOffset += stickY/5000.0 * factor; |
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xOffset -= stickX/5000.0 * factor; |
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soundOutput.toneHz = 220 + (stickYNorm + 1.0)/2.0 * 220.0; |
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soundOutput.wavePeriod = soundOutput.samplesPerSecond / soundOutput.toneHz; |
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GameOffscreenBuffer buffer = {}; |
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buffer.memory = globalBackBuffer.memory; |
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buffer.width = globalBackBuffer.width; |
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@@ -376,13 +382,14 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin |
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DWORD writeCursor; |
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if (SUCCEEDED(globalSecondaryBuffer->GetCurrentPosition(&playCursor, &writeCursor))) { |
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DWORD byteToLock = (soundOutput.runningSampleIndex*soundOutput.bytesPerSample) % soundOutput.secondaryBufferSize; |
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DWORD targetCursor = (playCursor + soundOutput.latencySampleCount*soundOutput.bytesPerSample) % soundOutput.secondaryBufferSize; |
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DWORD bytesToWrite; |
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if (byteToLock == playCursor) { |
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if (byteToLock == targetCursor) { |
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bytesToWrite = 0; |
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} else if (byteToLock > playCursor) { |
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bytesToWrite = soundOutput.secondaryBufferSize - byteToLock + playCursor; |
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} else if (byteToLock > targetCursor) { |
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bytesToWrite = soundOutput.secondaryBufferSize - byteToLock + targetCursor; |
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} else { |
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bytesToWrite = playCursor - byteToLock; |
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bytesToWrite = targetCursor - byteToLock; |
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} |
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win32FillSoundBuffer(&soundOutput, byteToLock, bytesToWrite); |
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} |
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