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Added x86 asm and C wav writer and player examples.
Specifically: * Added win32, elf32 and elf64 asm player and wav writers using winmm. * Added dsound player in C. * Separated the ALL target and the examples; introduced a new examples target.
This commit is contained in:
committed by
Veikko Sariola
parent
a439a4fa48
commit
607e5b5da0
120
examples/code/asm/386/asmplay.win32.asm
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120
examples/code/asm/386/asmplay.win32.asm
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%define MANGLED
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%include TRACK_INCLUDE
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%define WAVE_FORMAT_PCM 0x1
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%define WAVE_FORMAT_IEEE_FLOAT 0x3
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%define WHDR_PREPARED 0x2
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%define WAVE_MAPPER 0xFFFFFFFF
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%define TIME_SAMPLES 0x2
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%define PM_REMOVE 0x1
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section .bss
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sound_buffer:
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resb SU_LENGTH_IN_SAMPLES * SU_SAMPLE_SIZE * SU_CHANNEL_COUNT
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wave_out_handle:
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resd 1
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msg:
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resd 1
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message:
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resd 7
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section .data
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wave_format:
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%ifdef SU_SAMPLE_FLOAT
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dw WAVE_FORMAT_IEEE_FLOAT
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%else ; SU_SAMPLE_FLOAT
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dw WAVE_FORMAT_PCM
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%endif ; SU_SAMPLE_FLOAT
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dw SU_CHANNEL_COUNT
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dd SU_SAMPLE_RATE
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dd SU_SAMPLE_SIZE * SU_SAMPLE_RATE * SU_CHANNEL_COUNT
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dw SU_SAMPLE_SIZE * SU_CHANNEL_COUNT
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dw SU_SAMPLE_SIZE * 8
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dw 0
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wave_header:
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dd sound_buffer
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dd SU_LENGTH_IN_SAMPLES * SU_SAMPLE_SIZE * SU_CHANNEL_COUNT
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times 2 dd 0
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dd WHDR_PREPARED
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times 4 dd 0
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wave_header_end:
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mmtime:
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dd TIME_SAMPLES
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sample:
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times 2 dd 0
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mmtime_end:
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section .text
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symbols:
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extern _CreateThread@24
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extern _waveOutOpen@24
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extern _waveOutWrite@12
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extern _waveOutGetPosition@12
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extern _PeekMessageA@20
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extern _TranslateMessage@4
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extern _DispatchMessageA@4
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global _mainCRTStartup
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_mainCRTStartup:
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; win32 uses the cdecl calling convention. This is more readable imo ;)
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; We can also skip the prologue; Windows doesn't mind.
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%ifdef SU_LOAD_GMDLS
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call _su_load_gmdls
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%endif ; SU_LOAD_GMDLS
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times 2 push 0
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push sound_buffer
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lea eax, _su_render_song@4
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push eax
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times 2 push 0
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call _CreateThread@24
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; We render in the background while playing already. Fortunately,
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; Windows is slow with the calls below, so we're not worried that
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; we don't have enough samples ready before the track starts.
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times 3 push 0
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push wave_format
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push WAVE_MAPPER
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push wave_out_handle
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call _waveOutOpen@24
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push wave_header_end - wave_header
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push wave_header
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push dword [wave_out_handle]
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call _waveOutWrite@12
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; We need to handle windows messages properly while playing, as waveOutWrite is async.
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mainloop:
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dispatchloop:
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push PM_REMOVE
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times 3 push 0
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push msg
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call _PeekMessageA@20
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jz dispatchloop_end
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push msg
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call _TranslateMessage@4
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push msg
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call _DispatchMessageA@4
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jmp dispatchloop
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dispatchloop_end:
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push mmtime_end - mmtime
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push mmtime
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push dword [wave_out_handle]
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call _waveOutGetPosition@12
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cmp dword [sample], SU_LENGTH_IN_SAMPLES
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jne mainloop
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exit:
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; At least we can skip the epilogue :)
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leave
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ret
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