- Changed MUS playback to use MIDI streams, like it did during the early days

of ZDoom, except now the entire song isn't prebuffered in large chunks, so
  I can insert MIDI events into the playback with fairly low latency. This
  should offer more precise timing than the combination of low-level MIDI and
  WaitForSingleObject timeouts.


SVN r783 (trunk)
This commit is contained in:
Randy Heit 2008-03-04 06:36:23 +00:00
commit 69cebb7e57
6 changed files with 342 additions and 172 deletions

View file

@ -95,6 +95,7 @@
#include "gameconfigfile.h"
#include "win32iface.h"
#include "templates.h"
#include "i_musicinterns.h"
#define DINPUT_BUFFERSIZE 32
@ -109,6 +110,7 @@ BOOL DI_InitJoy (void);
extern HINSTANCE g_hInst;
extern DWORD SessionID;
extern HANDLE MusicEvent;
extern void ShowEAXEditor ();
extern bool SpawnEAXWindow;
@ -1929,22 +1931,34 @@ void I_GetEvent ()
// Briefly enter an alertable state so that if a secondary thread
// crashed, we will execute the APC it sent now.
SleepEx (0, TRUE);
// for (;;) {
while (PeekMessage (&mess, NULL, 0, 0, PM_REMOVE))
if (MusicEvent != NULL)
{
DWORD res;
do
{
if (mess.message == WM_QUIT)
exit (mess.wParam);
if (EAXEditWindow == 0 || !IsDialogMessage (EAXEditWindow, &mess))
{
TranslateMessage (&mess);
DispatchMessage (&mess);
}
res = WaitForSingleObjectEx(MusicEvent, 0, TRUE);
}
// if (havefocus || netgame || gamestate != GS_LEVEL)
// break;
// }
while (res == WAIT_IO_COMPLETION);
if (res == WAIT_OBJECT_0 && currSong != NULL)
{
currSong->ServiceEvent();
}
}
else
{
SleepEx (0, TRUE);
}
while (PeekMessage (&mess, NULL, 0, 0, PM_REMOVE))
{
if (mess.message == WM_QUIT)
exit (mess.wParam);
if (EAXEditWindow == 0 || !IsDialogMessage (EAXEditWindow, &mess))
{
TranslateMessage (&mess);
DispatchMessage (&mess);
}
}
KeyRead ();