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Hide the use of MIDI behind velocity #13258
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* conhost requires an additional dependency in Windows, which might cause us trouble in WPG * Terminal requires an additional *package* dependency, which *will* cause us trouble in WPG (since GmDls is about 3MB) I chose to scope the feature checks to MidiOut directly, as I wanted to keep the delay behavior in MidiAudio::PlayNote. This is negotiable.
Due to the configuration of our repo, I can't add @j4james as a reviewer; however, spiritually, I'd like for him to be there. :) I don't think this closes the issue, as we still need to think about it. |
The intent is that this code still compile, but specifically the stuff that links the MIDI API should not get codegen'd |
j4james
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Jun 9, 2022
carlos-zamora
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Jun 9, 2022
zadjii-msft
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Jun 9, 2022
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ghost
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Jul 14, 2022
## Summary of the Pull Request The original `DECPS` implementation made use of the Windows MIDI APIs to generate the sound, but that required a 3MB package dependency for the GS wavetable DLS. This PR reimplements the `MidiAudio` class using `DirectSound`, so we can avoid that dependency. ## References The original `DECPS` implementation was added in PR #13208, but was hidden behind a velocity flag in #13258. ## PR Checklist * [x] Closes #13252 * [x] CLA signed. * [ ] Tests added/passed * [ ] Documentation updated. * [ ] Schema updated. * [x] I've discussed this with core contributors already. Issue number where discussion took place: #13252 ## Detailed Description of the Pull Request / Additional comments The way it works is by creating a sound buffer with a single triangle wave that is played in a loop. We generate different notes simply by adjusting the frequency at which that buffer is played. When we need a note to end, we just set the volume to its minimum value rather than stopping the buffer. If we don't do that, the repeated starting and stopping tends to produce a lot of static in the output. We also use two buffers, which we alternate between notes, as another way to reduce that static. One other thing worth mentioning is the handling of the buffer position. At the end of each note we save the current position, and then use an offset from that position when starting the following note. This helps produce a clearer separation between tones when repeating sequences of the same note. In an ideal world, we should really have something like an attack-decay- sustain-release envelope for each note, but the above hack seems to work reasonably well, and keeps the implementation simple. ## Validation Steps Performed I've manually tested both conhost and Terminal with the sample tunes listed in issue #8687, as well as a couple of games that I have which make use of `DECPS` sound effects.
DHowett
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Jul 19, 2022
## Summary of the Pull Request The original `DECPS` implementation made use of the Windows MIDI APIs to generate the sound, but that required a 3MB package dependency for the GS wavetable DLS. This PR reimplements the `MidiAudio` class using `DirectSound`, so we can avoid that dependency. ## References The original `DECPS` implementation was added in PR #13208, but was hidden behind a velocity flag in #13258. ## PR Checklist * [x] Closes #13252 * [x] CLA signed. * [ ] Tests added/passed * [ ] Documentation updated. * [ ] Schema updated. * [x] I've discussed this with core contributors already. Issue number where discussion took place: #13252 ## Detailed Description of the Pull Request / Additional comments The way it works is by creating a sound buffer with a single triangle wave that is played in a loop. We generate different notes simply by adjusting the frequency at which that buffer is played. When we need a note to end, we just set the volume to its minimum value rather than stopping the buffer. If we don't do that, the repeated starting and stopping tends to produce a lot of static in the output. We also use two buffers, which we alternate between notes, as another way to reduce that static. One other thing worth mentioning is the handling of the buffer position. At the end of each note we save the current position, and then use an offset from that position when starting the following note. This helps produce a clearer separation between tones when repeating sequences of the same note. In an ideal world, we should really have something like an attack-decay- sustain-release envelope for each note, but the above hack seems to work reasonably well, and keeps the implementation simple. ## Validation Steps Performed I've manually tested both conhost and Terminal with the sample tunes listed in issue #8687, as well as a couple of games that I have which make use of `DECPS` sound effects. (cherry picked from commit bc79867) Service-Card-Id: 84270205 Service-Version: 1.15
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cause us trouble in WPG
cause us trouble in WPG (since GmDls is about 3MB)
I chose to scope the feature checks to MidiOut directly, as I wanted to
keep the delay behavior in MidiAudio::PlayNote. This is negotiable.
References #13252