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/*
* Copyright © 2023 Willian Henrique <wsimanbrazil@yahoo.com.br>
* Copyright © 2024 Michael Smith <mikesmiffy128@gmail.com>
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED “AS IS” AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
* REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
* AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
* INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
* LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
// TODO(linux): this is currently only built on Windows, but a linux
// implementation would be also useful for some games e.g. L4D2
// NOTE: all three of these headers must be in this order. annoyingly.
#include <Windows.h>
#include <mmeapi.h>
#include <dsound.h>
#include "con_.h"
#include "errmsg.h"
#include "feature.h"
#include "langext.h"
#include "os.h"
#include "sst.h"
FEATURE("inactive window audio control")
DEF_CVAR_UNREG(snd_mute_losefocus,
"Keep playing audio while tabbed out (SST reimplementation)", 1,
CON_ARCHIVE | CON_HIDDEN)
static IDirectSoundVtbl *ds_vt = 0;
static typeof(ds_vt->CreateSoundBuffer) orig_CreateSoundBuffer;
static con_cmdcbv1 snd_restart_cb = 0;
// early init via VDF happens before config is loaded and audio is set up after
// that, so we don't want to run snd_restart the first time the cvar is set,
// unless we were loaded later with plugin_load in which case we actually do.
static bool skiprestart;
static void losefocuscb(struct con_var *v) {
if_hot (!skiprestart) snd_restart_cb();
skiprestart = false;
}
static long __stdcall hook_CreateSoundBuffer(IDirectSound *this,
const DSBUFFERDESC *desc, IDirectSoundBuffer **buff, IUnknown *unk) {
if (!con_getvari(snd_mute_losefocus)) {
((DSBUFFERDESC *)desc)->dwFlags |= DSBCAPS_GLOBALFOCUS;
}
return orig_CreateSoundBuffer(this, desc, buff, unk);
}
PREINIT {
if (con_findvar("snd_mute_losefocus")) return false;
con_reg(snd_mute_losefocus);
return true;
}
INIT {
skiprestart = sst_earlyloaded; // see above
IDirectSound *ds_obj = 0;
if_cold (DirectSoundCreate(0, &ds_obj, 0) != DS_OK) {
// XXX: can this error be usefully stringified?
errmsg_errorx("couldn't create IDirectSound instance");
return false;
}
ds_vt = ds_obj->lpVtbl;
ds_obj->lpVtbl->Release(ds_obj);
if_cold (!os_mprot(&ds_vt->CreateSoundBuffer, sizeof(void *),
PAGE_READWRITE)) {
errmsg_errorsys("couldn't make virtual table writable");
return false;
}
orig_CreateSoundBuffer = ds_vt->CreateSoundBuffer;
ds_vt->CreateSoundBuffer = &hook_CreateSoundBuffer;
snd_mute_losefocus->base.flags &= ~CON_HIDDEN;
struct con_cmd *snd_restart = con_findcmd("snd_restart");
if_hot (snd_restart) {
snd_restart_cb = con_getcmdcbv1(snd_restart);
snd_mute_losefocus->cb = &losefocuscb;
}
else {
errmsg_warnx("couldn't find snd_restart");
errmsg_note("changing snd_mute_losefocus will require changing other "
"audio settings or restarting the game with SST autoloaded in "
"order to have an effect");
}
return true;
}
END {
ds_vt->CreateSoundBuffer = orig_CreateSoundBuffer;
}
// vi: sw=4 ts=4 noet tw=80 cc=80
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