- don't use a stupid "while (1);" thread when DMPerformance MSG Queue empty

- try to use latency and MSG synchro for timeout (but as i'm not a
  sound expert don't expect too much)
oldstable
Raphael Junqueira 2004-05-27 01:54:16 +00:00 committed by Alexandre Julliard
parent d3239b677f
commit 9a472ba3c1
1 changed files with 26 additions and 8 deletions

View File

@ -50,35 +50,41 @@ struct DMUS_PMSGItem {
#define PROCESSMSG_ADD (WM_APP + 4)
static void ProceedMsg(IDirectMusicPerformance8Impl* This, DMUS_PMSGItem* cur) {
static DMUS_PMSGItem* ProceedMsg(IDirectMusicPerformance8Impl* This, DMUS_PMSGItem* cur) {
if (cur->pMsg.dwType == DMUS_PMSGT_NOTIFICATION) {
SetEvent(This->hNotification);
}
DMUS_ItemRemoveFromQueue(This, cur);
switch (cur->pMsg.dwType) {
case DMUS_PMSGT_WAVE:
case DMUS_PMSGT_TEMPO:
case DMUS_PMSGT_STOP:
default:
FIXME("Unhandled PMsg Type: 0x%lx\n", cur->pMsg.dwType);
break;
}
HeapFree(GetProcessHeap(), 0, cur);
return cur;
}
static DWORD WINAPI ProcessMsgThread(LPVOID lpParam) {
IDirectMusicPerformance8Impl* This = (IDirectMusicPerformance8Impl*) lpParam;
/*DWORD timeOut = INFINITE;*/
DWORD timeOut = INFINITE;
MSG msg;
HRESULT hr;
REFERENCE_TIME rtLastTime;
REFERENCE_TIME rtCurTime;
DMUS_PMSGItem* it = NULL;
DMUS_PMSGItem* cur = NULL;
DMUS_PMSGItem* it_next = NULL;
while (TRUE) {
DWORD dwDec = This->rtLatencyTime + This->dwBumperLength;
/*if (timeOut > 0) MsgWaitForMultipleObjects(0, NULL, FALSE, timeOut, QS_POSTMESSAGE|QS_SENDMESSAGE|QS_TIMER);*/
if (timeOut > 0) MsgWaitForMultipleObjects(0, NULL, FALSE, timeOut, QS_POSTMESSAGE|QS_SENDMESSAGE|QS_TIMER);
timeOut = INFINITE;
EnterCriticalSection(&This->safe);
rtLastTime = rtCurTime;
hr = IDirectMusicPerformance8Impl_GetTime((IDirectMusicPerformance8*) This, &rtCurTime, NULL);
if (FAILED(hr)) {
goto outrefresh;
@ -86,15 +92,24 @@ static DWORD WINAPI ProcessMsgThread(LPVOID lpParam) {
for (it = This->imm_head; NULL != it; ) {
it_next = it->next;
ProceedMsg(This, it);
cur = ProceedMsg(This, it);
if (NULL != cur) {
HeapFree(GetProcessHeap(), 0, cur);
}
it = it_next;
}
for (it = This->head; NULL != it && it->rtItemTime < rtCurTime + dwDec; ) {
it_next = it->next;
ProceedMsg(This, it);
cur = ProceedMsg(This, it);
if (NULL != cur) {
HeapFree(GetProcessHeap(), 0, cur);
}
it = it_next;
}
if (NULL != it) {
timeOut = ( it->rtItemTime - rtCurTime ) + This->rtLatencyTime;
}
outrefresh:
LeaveCriticalSection(&This->safe);
@ -122,6 +137,9 @@ outrefresh:
}
}
}
/** here we should run a little of current AudioPath */
}
outofthread:
@ -974,7 +992,7 @@ HRESULT WINAPI DMUSIC_CreateDirectMusicPerformanceImpl (LPCGUID lpcGUID, LPVOID
/**
* @see http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/htm/latencyandbumpertime.asp
*/
obj->rtLatencyTime = 1000; /* 1s TO FIX */
obj->rtLatencyTime = 100; /* 100ms TO FIX */
obj->dwBumperLength = 50; /* 50ms default */
obj->dwPrepareTime = 1000; /* 1000ms default */
return IDirectMusicPerformance8Impl_QueryInterface ((LPDIRECTMUSICPERFORMANCE8)obj, lpcGUID, ppobj);