FrontendCommon: Add XAudio2 audio backend
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61
src/frontend-common/xaudio2_audio_stream.h
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61
src/frontend-common/xaudio2_audio_stream.h
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#pragma once
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#include "common/audio_stream.h"
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#include "common/windows_headers.h"
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#include <array>
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#include <cstdint>
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#include <memory>
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#include <wrl/client.h>
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// We need to use the Windows 10 headers otherwise this won't compile.
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#undef _WIN32_WINNT
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#define _WIN32_WINNT _WIN32_WINNT_WIN10
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#include <xaudio2.h>
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class XAudio2AudioStream final : public AudioStream, private IXAudio2VoiceCallback
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{
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public:
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XAudio2AudioStream();
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~XAudio2AudioStream();
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bool Initialize();
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void SetOutputVolume(u32 volume) override;
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protected:
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enum : u32
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{
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NUM_BUFFERS = 2
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};
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ALWAYS_INLINE bool IsOpen() const { return static_cast<bool>(m_xaudio); }
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bool OpenDevice() override;
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void PauseDevice(bool paused) override;
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void CloseDevice() override;
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void FramesAvailable() override;
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// Inherited via IXAudio2VoiceCallback
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virtual void __stdcall OnVoiceProcessingPassStart(UINT32 BytesRequired) override;
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virtual void __stdcall OnVoiceProcessingPassEnd(void) override;
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virtual void __stdcall OnStreamEnd(void) override;
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virtual void __stdcall OnBufferStart(void* pBufferContext) override;
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virtual void __stdcall OnBufferEnd(void* pBufferContext) override;
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virtual void __stdcall OnLoopEnd(void* pBufferContext) override;
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virtual void __stdcall OnVoiceError(void* pBufferContext, HRESULT Error) override;
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void EnqueueBuffer();
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Microsoft::WRL::ComPtr<IXAudio2> m_xaudio;
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IXAudio2MasteringVoice* m_mastering_voice = nullptr;
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IXAudio2SourceVoice* m_source_voice = nullptr;
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std::array<std::unique_ptr<SampleType[]>, NUM_BUFFERS> m_buffers;
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u32 m_current_buffer = 0;
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bool m_buffer_enqueued = false;
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bool m_paused = true;
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#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
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HMODULE m_xaudio2_library = {};
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bool m_com_initialized_by_us = false;
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#endif
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};
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