Implemented XAudio2 target for Windows (and Xbox360, theoretically!).
authorRyan C. Gordon <icculus@icculus.org>
Thu, 04 Aug 2011 01:07:09 -0400
changeset 5592 2e88d0742f4d
parent 5591 17beb16fa838
child 5593 ab22ca13c47f
Implemented XAudio2 target for Windows (and Xbox360, theoretically!).
VisualC/SDL/SDL_VS2005.vcproj
VisualC/SDL/SDL_VS2008.vcproj
VisualC/SDL/SDL_VS2010.vcxproj
configure.in
include/SDL_config.h.in
include/SDL_config_windows.h
src/audio/SDL_audio.c
src/audio/xaudio2/SDL_xaudio2.c
src/audio/xaudio2/SDL_xaudio2.h
--- a/VisualC/SDL/SDL_VS2005.vcproj	Wed Aug 03 04:22:47 2011 -0400
+++ b/VisualC/SDL/SDL_VS2005.vcproj	Thu Aug 04 01:07:09 2011 -0400
@@ -848,6 +848,14 @@
 			>
 		</File>
 		<File
+			RelativePath="..\..\src\audio\xaudio2\SDL_xaudio2.c"
+			>
+		</File>
+		<File
+			RelativePath="..\..\src\audio\xaudio2\SDL_xaudio2.h"
+			>
+		</File>
+		<File
 			RelativePath="..\..\src\joystick\windows\SDL_dxjoystick.c"
 			>
 		</File>
--- a/VisualC/SDL/SDL_VS2008.vcproj	Wed Aug 03 04:22:47 2011 -0400
+++ b/VisualC/SDL/SDL_VS2008.vcproj	Thu Aug 04 01:07:09 2011 -0400
@@ -837,6 +837,14 @@
 			>
 		</File>
 		<File
+			RelativePath="..\..\src\audio\xaudio2\SDL_xaudio2.c"
+			>
+		</File>
+		<File
+			RelativePath="..\..\src\audio\xaudio2\SDL_xaudio2.h"
+			>
+		</File>
+		<File
 			RelativePath="..\..\src\joystick\windows\SDL_dxjoystick.c"
 			>
 		</File>
--- a/VisualC/SDL/SDL_VS2010.vcxproj	Wed Aug 03 04:22:47 2011 -0400
+++ b/VisualC/SDL/SDL_VS2010.vcxproj	Thu Aug 04 01:07:09 2011 -0400
@@ -280,6 +280,7 @@
     <ClInclude Include="..\..\src\audio\disk\SDL_diskaudio.h" />
     <ClInclude Include="..\..\src\audio\dummy\SDL_dummyaudio.h" />
     <ClInclude Include="..\..\src\audio\directsound\SDL_directsound.h" />
+    <ClInclude Include="..\..\src\audio\xaudio2\SDL_xaudio2.h" />
     <ClInclude Include="..\..\src\SDL_error_c.h" />
     <ClInclude Include="..\..\src\SDL_hints_c.h" />
     <ClInclude Include="..\..\src\events\SDL_events_c.h" />
@@ -381,6 +382,7 @@
     <ClCompile Include="..\..\src\audio\disk\SDL_diskaudio.c" />
     <ClCompile Include="..\..\src\audio\dummy\SDL_dummyaudio.c" />
     <ClCompile Include="..\..\src\audio\directsound\SDL_directsound.c" />
+    <ClCompile Include="..\..\src\audio\xaudio2\SDL_xaudio2.c" />
     <ClCompile Include="..\..\src\joystick\windows\SDL_dxjoystick.c" />
     <ClCompile Include="..\..\src\SDL_error.c" />
     <ClCompile Include="..\..\src\events\SDL_events.c" />
--- a/configure.in	Wed Aug 03 04:22:47 2011 -0400
+++ b/configure.in	Thu Aug 04 01:07:09 2011 -0400
@@ -1726,6 +1726,7 @@
         AC_CHECK_HEADER(ddraw.h, have_ddraw=yes)
         AC_CHECK_HEADER(dsound.h, have_dsound=yes)
         AC_CHECK_HEADER(dinput.h, have_dinput=yes)
+        AC_CHECK_HEADER(xaudio2.h, have_xaudio2=yes)
     fi
 }
 
@@ -2063,6 +2064,10 @@
                 AC_DEFINE(SDL_AUDIO_DRIVER_DSOUND, 1, [ ])
                 SOURCES="$SOURCES $srcdir/src/audio/directsound/*.c"
             fi
+            if test x$have_xaudio2 = xyes; then
+                AC_DEFINE(SDL_AUDIO_DRIVER_XAUDIO2, 1, [ ])
+                SOURCES="$SOURCES $srcdir/src/audio/xaudio2/*.c"
+            fi
             have_audio=yes
         fi
         # Set up dummy files for the joystick for now
@@ -2150,6 +2155,10 @@
                 AC_DEFINE(SDL_AUDIO_DRIVER_DSOUND, 1, [ ])
                 SOURCES="$SOURCES $srcdir/src/audio/directsound/*.c"
             fi
+            if test x$have_xaudio2 = xyes; then
+                AC_DEFINE(SDL_AUDIO_DRIVER_XAUDIO2, 1, [ ])
+                SOURCES="$SOURCES $srcdir/src/audio/xaudio2/*.c"
+            fi
             have_audio=yes
         fi
         # Set up files for the joystick library
--- a/include/SDL_config.h.in	Wed Aug 03 04:22:47 2011 -0400
+++ b/include/SDL_config.h.in	Thu Aug 04 01:07:09 2011 -0400
@@ -184,6 +184,7 @@
 #undef SDL_AUDIO_DRIVER_COREAUDIO
 #undef SDL_AUDIO_DRIVER_DISK
 #undef SDL_AUDIO_DRIVER_DUMMY
+#undef SDL_AUDIO_DRIVER_XAUDIO2
 #undef SDL_AUDIO_DRIVER_DSOUND
 #undef SDL_AUDIO_DRIVER_ESD
 #undef SDL_AUDIO_DRIVER_ESD_DYNAMIC
--- a/include/SDL_config_windows.h	Wed Aug 03 04:22:47 2011 -0400
+++ b/include/SDL_config_windows.h	Thu Aug 04 01:07:09 2011 -0400
@@ -145,6 +145,7 @@
 /* Enable various audio drivers */
 #ifndef _WIN32_WCE
 #define SDL_AUDIO_DRIVER_DSOUND	1
+#define SDL_AUDIO_DRIVER_XAUDIO2	1
 #endif
 #define SDL_AUDIO_DRIVER_WINMM	1
 #define SDL_AUDIO_DRIVER_DISK	1
--- a/src/audio/SDL_audio.c	Wed Aug 03 04:22:47 2011 -0400
+++ b/src/audio/SDL_audio.c	Thu Aug 04 01:07:09 2011 -0400
@@ -52,6 +52,7 @@
 extern AudioBootStrap ARTS_bootstrap;
 extern AudioBootStrap ESD_bootstrap;
 extern AudioBootStrap NAS_bootstrap;
+extern AudioBootStrap XAUDIO2_bootstrap;
 extern AudioBootStrap DSOUND_bootstrap;
 extern AudioBootStrap WINMM_bootstrap;
 extern AudioBootStrap PAUDIO_bootstrap;
@@ -97,6 +98,9 @@
 #if SDL_AUDIO_DRIVER_NAS
     &NAS_bootstrap,
 #endif
+#if SDL_AUDIO_DRIVER_XAUDIO2
+    &XAUDIO2_bootstrap,
+#endif
 #if SDL_AUDIO_DRIVER_DSOUND
     &DSOUND_bootstrap,
 #endif
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/audio/xaudio2/SDL_xaudio2.c	Thu Aug 04 01:07:09 2011 -0400
@@ -0,0 +1,455 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
+
+  This software is provided 'as-is', without any express or implied
+  warranty.  In no event will the authors be held liable for any damages
+  arising from the use of this software.
+
+  Permission is granted to anyone to use this software for any purpose,
+  including commercial applications, and to alter it and redistribute it
+  freely, subject to the following restrictions:
+
+  1. The origin of this software must not be misrepresented; you must not
+     claim that you wrote the original software. If you use this software
+     in a product, an acknowledgment in the product documentation would be
+     appreciated but is not required.
+  2. Altered source versions must be plainly marked as such, and must not be
+     misrepresented as being the original software.
+  3. This notice may not be removed or altered from any source distribution.
+*/
+#include "SDL_config.h"
+#include "../../core/windows/SDL_windows.h"
+#include "SDL_audio.h"
+#include "../SDL_audio_c.h"
+#include "SDL_assert.h"
+
+#define INITGUID 1
+#include "SDL_xaudio2.h"
+
+/* !!! FIXME: this is a cut and paste of SDL_FreeUnixAudioDevices(),
+ * !!! FIXME:  which is more proof this needs to be managed in SDL_audio.c
+ * !!! FIXME:  and not in drivers.
+ */
+static void
+FreeXAudio2AudioDevices(char ***devices, int *devCount)
+{
+    int i = *devCount;
+    if ((i > 0) && (*devices != NULL)) {
+        while (i--) {
+            SDL_free((*devices)[i]);
+        }
+    }
+
+    if (*devices != NULL) {
+        SDL_free(*devices);
+    }
+
+    *devices = NULL;
+    *devCount = 0;
+}
+
+
+static char **outputDevices = NULL;
+static int outputDeviceCount = 0;
+
+static __inline__ char *
+utf16_to_utf8(const WCHAR *S)
+{
+    /* !!! FIXME: this should be UTF-16, not UCS-2! */
+    return SDL_iconv_string("UTF-8", "UCS-2", (char *)(S),
+                            (SDL_wcslen(S)+1)*sizeof(WCHAR));
+}
+
+static int
+XAUDIO2_DetectDevices(int iscapture)
+{
+    IXAudio2 *ixa2 = NULL;
+    UINT32 devcount = 0;
+    UINT32 i = 0;
+    void *ptr = NULL;
+
+    if (!iscapture) {
+        FreeXAudio2AudioDevices(&outputDevices, &outputDeviceCount);
+    }
+
+    if (iscapture) {
+        SDL_SetError("XAudio2: capture devices unsupported.");
+        return 0;
+    } else if (XAudio2Create(&ixa2, 0, XAUDIO2_DEFAULT_PROCESSOR) != S_OK) {
+        SDL_SetError("XAudio2: XAudio2Create() failed.");
+        return 0;
+    } else if (IXAudio2_GetDeviceCount(ixa2, &devcount) != S_OK) {
+        SDL_SetError("XAudio2: IXAudio2::GetDeviceCount() failed.");
+        IXAudio2_Release(ixa2);
+        return 0;
+    } else if ((ptr = SDL_malloc(sizeof (char *) * devcount)) == NULL) {
+        SDL_OutOfMemory();
+        IXAudio2_Release(ixa2);
+        return 0;
+    }
+
+    outputDevices = (char **) ptr;
+    for (i = 0; i < devcount; i++) {
+        XAUDIO2_DEVICE_DETAILS details;
+        if (IXAudio2_GetDeviceDetails(ixa2, i, &details) == S_OK) {
+            char *str = utf16_to_utf8(details.DisplayName);
+            if (str != NULL) {
+                outputDevices[outputDeviceCount++] = str;
+            }
+        }
+    }
+
+    IXAudio2_Release(ixa2);
+
+    return outputDeviceCount;
+}
+
+static const char *
+XAUDIO2_GetDeviceName(int index, int iscapture)
+{
+    if ((!iscapture) && (index < outputDeviceCount)) {
+        return outputDevices[index];
+    }
+
+    SDL_SetError("XAudio2: No such device");
+    return NULL;
+}
+
+static void STDMETHODCALLTYPE
+VoiceCBOnBufferEnd(THIS_ void *data)
+{
+    /* Just signal the SDL audio thread and get out of XAudio2's way. */
+    SDL_AudioDevice *this = (SDL_AudioDevice *) data;
+    ReleaseSemaphore(this->hidden->semaphore, 1, NULL);
+}
+
+static void STDMETHODCALLTYPE
+VoiceCBOnVoiceError(THIS_ void *data, HRESULT Error)
+{
+    /* !!! FIXME: attempt to recover, or mark device disconnected. */
+    SDL_assert(0 && "write me!");
+}
+
+/* no-op callbacks... */
+static void STDMETHODCALLTYPE VoiceCBOnStreamEnd(THIS) {}
+static void STDMETHODCALLTYPE VoiceCBOnVoiceProcessPassStart(THIS_ UINT32 b) {}
+static void STDMETHODCALLTYPE VoiceCBOnVoiceProcessPassEnd(THIS) {}
+static void STDMETHODCALLTYPE VoiceCBOnBufferStart(THIS_ void *data) {}
+static void STDMETHODCALLTYPE VoiceCBOnLoopEnd(THIS_ void *data) {}
+
+
+static Uint8 *
+XAUDIO2_GetDeviceBuf(_THIS)
+{
+    return this->hidden->nextbuf;
+}
+
+static void
+XAUDIO2_PlayDevice(_THIS)
+{
+    XAUDIO2_BUFFER buffer;
+    Uint8 *mixbuf = this->hidden->mixbuf;
+    Uint8 *nextbuf = this->hidden->nextbuf;
+    const int mixlen = this->hidden->mixlen;
+    IXAudio2SourceVoice *source = this->hidden->source;
+    HRESULT result = S_OK;
+
+    if (!this->enabled) { /* shutting down? */
+        return;
+    }
+
+    /* Submit the next filled buffer */
+    SDL_zero(buffer);
+    buffer.AudioBytes = mixlen;
+    buffer.pAudioData = nextbuf;
+    buffer.pContext = this;
+
+    if (nextbuf == mixbuf) {
+        nextbuf += mixlen;
+    } else {
+        nextbuf = mixbuf;
+    }
+    this->hidden->nextbuf = nextbuf;
+
+    result = IXAudio2SourceVoice_SubmitSourceBuffer(source, &buffer, NULL);
+    if (result == XAUDIO2_E_DEVICE_INVALIDATED) {
+        /* !!! FIXME: possibly disconnected or temporary lost. Recover? */
+    }
+
+    if (result != S_OK) {  /* uhoh, panic! */
+        IXAudio2SourceVoice_FlushSourceBuffers(source);
+        this->enabled = 0;
+    }
+}
+
+static void
+XAUDIO2_WaitDevice(_THIS)
+{
+    if (this->enabled) {
+        WaitForSingleObject(this->hidden->semaphore, INFINITE);
+    }
+}
+
+static void
+XAUDIO2_WaitDone(_THIS)
+{
+    IXAudio2SourceVoice *source = this->hidden->source;
+    XAUDIO2_VOICE_STATE state;
+    SDL_assert(!this->enabled);  /* flag that stops playing. */
+    IXAudio2SourceVoice_Discontinuity(source);
+    IXAudio2SourceVoice_GetState(source, &state);
+    while (state.BuffersQueued > 0) {
+        WaitForSingleObject(this->hidden->semaphore, INFINITE);
+        IXAudio2SourceVoice_GetState(source, &state);
+    }
+}
+
+
+static void
+XAUDIO2_CloseDevice(_THIS)
+{
+    if (this->hidden != NULL) {
+        IXAudio2 *ixa2 = this->hidden->ixa2;
+        IXAudio2SourceVoice *source = this->hidden->source;
+        IXAudio2MasteringVoice *mastering = this->hidden->mastering;
+
+        if (source != NULL) {
+            IXAudio2SourceVoice_Stop(source, 0, XAUDIO2_COMMIT_NOW);
+            IXAudio2SourceVoice_FlushSourceBuffers(source);
+            IXAudio2SourceVoice_DestroyVoice(source);
+        }
+        if (ixa2 != NULL) {
+            IXAudio2_StopEngine(ixa2);
+        }
+        if (mastering != NULL) {
+            IXAudio2MasteringVoice_DestroyVoice(mastering);
+        }
+        if (ixa2 != NULL) {
+            IXAudio2_Release(ixa2);
+        }
+        if (this->hidden->mixbuf != NULL) {
+            SDL_free(this->hidden->mixbuf);
+        }
+        if (this->hidden->semaphore != NULL) {
+            CloseHandle(this->hidden->semaphore);
+        }
+
+        SDL_free(this->hidden);
+        this->hidden = NULL;
+    }
+}
+
+static int
+XAUDIO2_OpenDevice(_THIS, const char *devname, int iscapture)
+{
+    HRESULT result = S_OK;
+    WAVEFORMATEX waveformat;
+    int valid_format = 0;
+    SDL_AudioFormat test_format = SDL_FirstAudioFormat(this->spec.format);
+    IXAudio2 *ixa2 = NULL;
+    IXAudio2SourceVoice *source = NULL;
+    UINT32 devId = 0;  /* 0 == system default device. */
+
+	static IXAudio2VoiceCallbackVtbl callbacks_vtable = {
+	    VoiceCBOnVoiceProcessPassStart,
+        VoiceCBOnVoiceProcessPassEnd,
+        VoiceCBOnStreamEnd,
+        VoiceCBOnBufferStart,
+        VoiceCBOnBufferEnd,
+        VoiceCBOnLoopEnd,
+        VoiceCBOnVoiceError
+	};
+
+	static IXAudio2VoiceCallback callbacks = { &callbacks_vtable };
+
+    if (iscapture) {
+        SDL_SetError("XAudio2: capture devices unsupported.");
+        return 0;
+    } else if (XAudio2Create(&ixa2, 0, XAUDIO2_DEFAULT_PROCESSOR) != S_OK) {
+        SDL_SetError("XAudio2: XAudio2Create() failed.");
+        return 0;
+    }
+
+    if (devname != NULL) {
+        UINT32 devcount = 0;
+        UINT32 i = 0;
+
+        if (IXAudio2_GetDeviceCount(ixa2, &devcount) != S_OK) {
+            IXAudio2_Release(ixa2);
+            SDL_SetError("XAudio2: IXAudio2_GetDeviceCount() failed.");
+            return 0;
+        }
+        for (i = 0; i < devcount; i++) {
+            XAUDIO2_DEVICE_DETAILS details;
+            if (IXAudio2_GetDeviceDetails(ixa2, i, &details) == S_OK) {
+                char *str = utf16_to_utf8(details.DisplayName);
+                if (str != NULL) {
+                    const int match = (SDL_strcmp(str, devname) == 0);
+                    SDL_free(str);
+                    if (match) {
+                        devId = i;
+                        break;
+                    }
+                }
+            }
+        }
+
+        if (i == devcount) {
+            IXAudio2_Release(ixa2);
+            SDL_SetError("XAudio2: Requested device not found.");
+            return 0;
+        }
+    }
+
+    /* Initialize all variables that we clean on shutdown */
+    this->hidden = (struct SDL_PrivateAudioData *)
+        SDL_malloc((sizeof *this->hidden));
+    if (this->hidden == NULL) {
+        IXAudio2_Release(ixa2);
+        SDL_OutOfMemory();
+        return 0;
+    }
+    SDL_memset(this->hidden, 0, (sizeof *this->hidden));
+
+    this->hidden->ixa2 = ixa2;
+    this->hidden->semaphore = CreateSemaphore(NULL, 1, 2, NULL);
+    if (this->hidden->semaphore == NULL) {
+        XAUDIO2_CloseDevice(this);
+        SDL_SetError("XAudio2: CreateSemaphore() failed!");
+        return 0;
+    }
+
+    while ((!valid_format) && (test_format)) {
+        switch (test_format) {
+        case AUDIO_U8:
+        case AUDIO_S16:
+        case AUDIO_S32:
+        case AUDIO_F32:
+            this->spec.format = test_format;
+            valid_format = 1;
+            break;
+        }
+        test_format = SDL_NextAudioFormat();
+    }
+
+    if (!valid_format) {
+        XAUDIO2_CloseDevice(this);
+        SDL_SetError("XAudio2: Unsupported audio format");
+        return 0;
+    }
+
+    /* Update the fragment size as size in bytes */
+    SDL_CalculateAudioSpec(&this->spec);
+
+    /* We feed a Source, it feeds the Mastering, which feeds the device. */
+    this->hidden->mixlen = this->spec.size;
+    this->hidden->mixbuf = (Uint8 *) SDL_malloc(2 * this->hidden->mixlen);
+    if (this->hidden->mixbuf == NULL) {
+        XAUDIO2_CloseDevice(this);
+        SDL_OutOfMemory();
+        return 0;
+    }
+    this->hidden->nextbuf = this->hidden->mixbuf;
+    SDL_memset(this->hidden->mixbuf, '\0', 2 * this->hidden->mixlen);
+
+    /* We use XAUDIO2_DEFAULT_CHANNELS instead of this->spec.channels. On
+       Xbox360, this means 5.1 output, but on Windows, it means "figure out
+       what the system has." It might be preferable to let XAudio2 blast
+       stereo output to appropriate surround sound configurations
+       instead of clamping to 2 channels, even though we'll configure the
+       Source Voice for whatever number of channels you supply. */
+    result = IXAudio2_CreateMasteringVoice(ixa2, &this->hidden->mastering,
+                                           XAUDIO2_DEFAULT_CHANNELS,
+                                           this->spec.freq, 0, devId, NULL);
+    if (result != S_OK) {
+        XAUDIO2_CloseDevice(this);
+        SDL_SetError("XAudio2: Couldn't create mastering voice");
+        return 0;
+    }
+
+    SDL_zero(waveformat);
+    if (SDL_AUDIO_ISFLOAT(this->spec.format)) {
+        waveformat.wFormatTag = WAVE_FORMAT_IEEE_FLOAT;
+    } else {
+        waveformat.wFormatTag = WAVE_FORMAT_PCM;
+    }
+    waveformat.wBitsPerSample = SDL_AUDIO_BITSIZE(this->spec.format);
+    waveformat.nChannels = this->spec.channels;
+    waveformat.nSamplesPerSec = this->spec.freq;
+    waveformat.nBlockAlign =
+        waveformat.nChannels * (waveformat.wBitsPerSample / 8);
+    waveformat.nAvgBytesPerSec =
+        waveformat.nSamplesPerSec * waveformat.nBlockAlign;
+
+    result = IXAudio2_CreateSourceVoice(ixa2, &source, &waveformat,
+                                        XAUDIO2_VOICE_NOSRC |
+                                        XAUDIO2_VOICE_NOPITCH,
+                                        1.0f, &callbacks, NULL, NULL);
+    if (result != S_OK) {
+        XAUDIO2_CloseDevice(this);
+        SDL_SetError("XAudio2: Couldn't create source voice");
+        return 0;
+    }
+    this->hidden->source = source;
+
+    /* Start everything playing! */
+    result = IXAudio2_StartEngine(ixa2);
+    if (result != S_OK) {
+        XAUDIO2_CloseDevice(this);
+        SDL_SetError("XAudio2: Couldn't start engine");
+        return 0;
+    }
+
+    result = IXAudio2SourceVoice_Start(source, 0, XAUDIO2_COMMIT_NOW);
+    if (result != S_OK) {
+        XAUDIO2_CloseDevice(this);
+        SDL_SetError("XAudio2: Couldn't start source voice");
+        return 0;
+    }
+
+    return 1; /* good to go. */
+}
+
+static void
+XAUDIO2_Deinitialize(void)
+{
+    WIN_CoUninitialize();
+}
+
+static int
+XAUDIO2_Init(SDL_AudioDriverImpl * impl)
+{
+    /* XAudio2Create() is a macro that uses COM; we don't load the .dll */
+    IXAudio2 *ixa2 = NULL;
+    if (FAILED(WIN_CoInitialize())) {
+        SDL_SetError("XAudio2: CoInitialize() failed");
+        return 0;
+    }
+
+    if (XAudio2Create(&ixa2, 0, XAUDIO2_DEFAULT_PROCESSOR) != S_OK) {
+        WIN_CoUninitialize();
+        SDL_SetError("XAudio2: XAudio2Create() failed");
+        return 0;  /* not available. */
+    }
+    IXAudio2_Release(ixa2);
+
+    /* Set the function pointers */
+    impl->DetectDevices = XAUDIO2_DetectDevices;
+    impl->GetDeviceName = XAUDIO2_GetDeviceName;
+    impl->OpenDevice = XAUDIO2_OpenDevice;
+    impl->PlayDevice = XAUDIO2_PlayDevice;
+    impl->WaitDevice = XAUDIO2_WaitDevice;
+    impl->WaitDone = XAUDIO2_WaitDone;
+    impl->GetDeviceBuf = XAUDIO2_GetDeviceBuf;
+    impl->CloseDevice = XAUDIO2_CloseDevice;
+    impl->Deinitialize = XAUDIO2_Deinitialize;
+
+    return 1;   /* this audio target is available. */
+}
+
+AudioBootStrap XAUDIO2_bootstrap = {
+    "xaudio2", "XAudio2", XAUDIO2_Init, 0
+};
+
+/* vi: set ts=4 sw=4 expandtab: */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/audio/xaudio2/SDL_xaudio2.h	Thu Aug 04 01:07:09 2011 -0400
@@ -0,0 +1,46 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
+
+  This software is provided 'as-is', without any express or implied
+  warranty.  In no event will the authors be held liable for any damages
+  arising from the use of this software.
+
+  Permission is granted to anyone to use this software for any purpose,
+  including commercial applications, and to alter it and redistribute it
+  freely, subject to the following restrictions:
+
+  1. The origin of this software must not be misrepresented; you must not
+     claim that you wrote the original software. If you use this software
+     in a product, an acknowledgment in the product documentation would be
+     appreciated but is not required.
+  2. Altered source versions must be plainly marked as such, and must not be
+     misrepresented as being the original software.
+  3. This notice may not be removed or altered from any source distribution.
+*/
+#include "SDL_config.h"
+
+#ifndef _SDL_xaudio2_h
+#define _SDL_xaudio2_h
+
+#include "../SDL_sysaudio.h"
+
+#include <XAudio2.h>
+
+/* Hidden "this" pointer for the audio functions */
+#define _THIS	SDL_AudioDevice *this
+
+struct SDL_PrivateAudioData
+{
+    IXAudio2 *ixa2;
+    IXAudio2SourceVoice *source;
+    IXAudio2MasteringVoice *mastering;
+    HANDLE semaphore;
+    Uint8 *mixbuf;
+    int mixlen;
+    Uint8 *nextbuf;
+};
+
+#endif /* _SDL_xaudio2_h */
+
+/* vi: set ts=4 sw=4 expandtab: */