feat(windows): sound, through XAudio2
audio_win.ll implements audio.ll's snd_* contract over XAudio2 from IR: a source voice per clip, restart on play, LoopCount for loops, SetVolume, SetFrequencyRatio and a balance pan through SetOutputMatrix, with the COM slots taken from the SDK's xaudio2.h. Clips are RIFF WAVE read through lp_pak_open (weakly referenced), so a packed sound loads directly. ludicc links it with xaudio2 and ole32, and silences xinput.lib's importeddllmain warning. Verified: ludic-dev test 135/135, selfhost-test 32/32; on the PC a harness loads, plays, pans, loops and stops clips, and Maroon Lake windowed reports "sound: 31 of 31 clips loaded". Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
parent
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4 changed files with 646 additions and 231 deletions
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@ -1,36 +1,444 @@
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; ============================================================================
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; audio_win.ll — the Windows sound backend (audio.ll's snd_* contract).
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; audio_win.ll — the Windows audio backend, written in LLVM IR.
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;
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; Silent for now: every clip fails to load and every call is a no-op, which is the
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; contract a headless build already runs on, so a windowed game links and plays
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; without sound until the XAudio2 backend replaces this file.
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; audio.ll's contract over XAudio2 (xaudio2_9.dll, on every Windows 10 and 11).
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; ludicc links it into a windowed Windows build that uses Audio.*, with xaudio2
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; and ole32. A sound is loaded once into a player and the opaque player pointer
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; goes back to audio.ludic, which keeps the handle table.
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;
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; snd_load(path) -> player snd_play(p, loops, rate, vol)
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; snd_stop(p) snd_playing(p) -> bool
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; snd_set_volume(p, vol) snd_set_rate(p, rate) snd_set_pan(p, pan)
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; loops: 0 = once, -1 = forever, n = n more times. rate / vol / pan are 16.16 fixed.
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;
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; A player is one XAudio2 source voice holding one clip, which is what an
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; AVAudioPlayer is: firing it again restarts it rather than layering a copy.
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;
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; Only RIFF WAVE is read - PCM or IEEE float, any rate and channel count - because
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; that is what a Ludic game ships (AVAudioPlayer also reads MP3 and AAC; a game that
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; wants those on Windows wants a decoder here first).
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;
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; The clip's bytes come through @lp_pak_open when the program has it, so a sound
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; inside a shipped game's pack loads like every other asset. On macOS
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; AVAudioPlayer takes a filesystem path and the pack is invisible to it, which is
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; the reason Maroon Lake's sound_load() copies clips out of the pack; here the
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; first Audio.load already succeeds. lp_pak_open is referenced weakly: a program
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; that never opens a file has no pack runtime, and then the file is opened directly.
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;
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; COM, spoken from IR: every object's first word is its vtable, and a method is a
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; load from a fixed slot. The slots are xaudio2.h's declaration order:
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; IXAudio2 5 CreateSourceVoice 7 CreateMasteringVoice
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; IXAudio2Voice 0 GetVoiceDetails 12 SetVolume 16 SetOutputMatrix 18 DestroyVoice
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; IXAudio2SourceVoice (after the 19 above) 19 Start 20 Stop 21 SubmitSourceBuffer
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; 22 FlushSourceBuffers 25 GetState 26 SetFrequencyRatio
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; IXAudio2Voice does not derive from IUnknown, so its slot 0 is GetVoiceDetails.
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; ============================================================================
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define ptr @snd_load(ptr %path) {
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declare i32 @CoInitializeEx(ptr, i32)
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declare i32 @XAudio2Create(ptr, i32, i32)
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declare extern_weak ptr @lp_pak_open(ptr, ptr)
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declare ptr @_fsopen(ptr, ptr, i32)
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declare i32 @_fseeki64(ptr, i64, i32)
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declare i64 @_ftelli64(ptr)
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declare i64 @fread(ptr, i64, i64, ptr)
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declare i32 @fclose(ptr)
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declare ptr @malloc(i64)
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declare void @free(ptr)
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declare void @llvm.memset.p0.i64(ptr, i8, i64, i1)
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declare void @llvm.memcpy.p0.p0.i64(ptr, ptr, i64, i1)
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@.a_rb = private unnamed_addr constant [3 x i8] c"rb\00"
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@A_xa = internal global ptr null ; IXAudio2
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@A_master = internal global ptr null ; IXAudio2MasteringVoice
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@A_mch = internal global i32 2 ; the mastering voice's channel count
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@A_tried = internal global i32 0 ; the engine is attempted once, not per clip
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; the method in slot %slot of a COM object's vtable
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define internal ptr @a_fn(ptr %obj, i64 %slot) {
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entry:
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ret ptr null
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%vt = load ptr, ptr %obj
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%p = getelementptr ptr, ptr %vt, i64 %slot
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%f = load ptr, ptr %p
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ret ptr %f
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}
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define void @snd_play(ptr %p, i32 %loops, i32 %rate, i32 %vol) {
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entry:
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ret void
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}
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define void @snd_stop(ptr %p) {
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entry:
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ret void
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}
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define i32 @snd_playing(ptr %p) {
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; 1 when the engine and its mastering voice exist. A machine with no audio device
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; fails here once and every later call is silent, as a headless build is.
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define internal i32 @a_engine() {
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entry:
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%xap = alloca ptr, align 8
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%mvp = alloca ptr, align 8
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%det = alloca [16 x i8], align 4
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%have = load ptr, ptr @A_xa
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%up = icmp ne ptr %have, null
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br i1 %up, label %yes, label %first
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first:
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%tried = load i32, ptr @A_tried
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%again = icmp ne i32 %tried, 0
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br i1 %again, label %no, label %make
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make:
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store i32 1, ptr @A_tried
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; COINIT_MULTITHREADED; S_FALSE (already initialised) and RPC_E_CHANGED_MODE are both fine
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%ci = call i32 @CoInitializeEx(ptr null, i32 0)
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store ptr null, ptr %xap
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%hr = call i32 @XAudio2Create(ptr %xap, i32 0, i32 0) ; XAUDIO2_USE_DEFAULT_PROCESSOR
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%bad = icmp slt i32 %hr, 0
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br i1 %bad, label %no, label %master
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master:
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%xa = load ptr, ptr %xap
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store ptr %xa, ptr @A_xa
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store ptr null, ptr %mvp
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%cmv = call ptr @a_fn(ptr %xa, i64 7)
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; default channels and rate, no flags, the default device, no effects, AudioCategory_GameEffects (6)
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%hr2 = call i32 %cmv(ptr %xa, ptr %mvp, i32 0, i32 0, i32 0, ptr null, ptr null, i32 6)
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%bad2 = icmp slt i32 %hr2, 0
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br i1 %bad2, label %nomaster, label %details
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nomaster:
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store ptr null, ptr @A_xa
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br label %no
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details:
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%mv = load ptr, ptr %mvp
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store ptr %mv, ptr @A_master
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call void @llvm.memset.p0.i64(ptr %det, i8 0, i64 16, i1 false)
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%gvd = call ptr @a_fn(ptr %mv, i64 0)
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call void %gvd(ptr %mv, ptr %det)
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%chp = getelementptr i8, ptr %det, i64 8 ; XAUDIO2_VOICE_DETAILS.InputChannels
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%ch = load i32, ptr %chp
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store i32 %ch, ptr @A_mch
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br label %yes
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yes:
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ret i32 1
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no:
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ret i32 0
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}
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; Player: voice 0, file bytes 8, sample data 16, data bytes 24, channels 28, started 32.
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define ptr @snd_load(ptr %path) {
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entry:
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%wfx = alloca [20 x i8], align 4 ; WAVEFORMATEX, 18 bytes packed
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%vpp = alloca ptr, align 8
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%offp = alloca i32, align 4
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%fmtok = alloca i32, align 4
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%doffp = alloca i32, align 4
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%dlenp = alloca i32, align 4
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%nopath = icmp eq ptr %path, null
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br i1 %nopath, label %fail, label %eng
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eng:
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%e = call i32 @a_engine()
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%noeng = icmp eq i32 %e, 0
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br i1 %noeng, label %fail, label %open
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open:
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%haspak = icmp ne ptr @lp_pak_open, null
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br i1 %haspak, label %viapak, label %direct
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viapak:
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%fp = call ptr @lp_pak_open(ptr %path, ptr @.a_rb)
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br label %opened
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direct:
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%fd = call ptr @_fsopen(ptr %path, ptr @.a_rb, i32 64) ; _SH_DENYNO
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br label %opened
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opened:
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%f = phi ptr [ %fp, %viapak ], [ %fd, %direct ]
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%nof = icmp eq ptr %f, null
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br i1 %nof, label %fail, label %size
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size:
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%s1 = call i32 @_fseeki64(ptr %f, i64 0, i32 2)
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%n64 = call i64 @_ftelli64(ptr %f)
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%s2 = call i32 @_fseeki64(ptr %f, i64 0, i32 0)
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%small = icmp slt i64 %n64, 44
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%huge = icmp sgt i64 %n64, 2147483647
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%nogo = or i1 %small, %huge
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br i1 %nogo, label %closefail, label %read
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closefail:
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%c0 = call i32 @fclose(ptr %f)
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br label %fail
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read:
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%buf = call ptr @malloc(i64 %n64)
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%rd = call i64 @fread(ptr %buf, i64 1, i64 %n64, ptr %f)
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%c1 = call i32 @fclose(ptr %f)
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%n = trunc i64 %rd to i32
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%riff = load i32, ptr %buf
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%isriff = icmp eq i32 %riff, 1179011410 ; "RIFF"
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%wavep = getelementptr i8, ptr %buf, i64 8
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%wave = load i32, ptr %wavep
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%iswave = icmp eq i32 %wave, 1163280727 ; "WAVE"
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%okhdr = and i1 %isriff, %iswave
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br i1 %okhdr, label %chunks, label %freefail
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chunks:
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store i32 12, ptr %offp
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store i32 0, ptr %fmtok
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store i32 -1, ptr %doffp
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store i32 0, ptr %dlenp
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br label %walk
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walk:
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%off = load i32, ptr %offp
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%hdrend = add i32 %off, 8
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%fits = icmp sle i32 %hdrend, %n
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br i1 %fits, label %chunk, label %walked
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chunk:
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%idp = getelementptr i8, ptr %buf, i32 %off
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%id = load i32, ptr %idp, align 1
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%szo = add i32 %off, 4
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%szp = getelementptr i8, ptr %buf, i32 %szo
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%sz = load i32, ptr %szp, align 1
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%isfmt = icmp eq i32 %id, 544501094 ; "fmt "
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br i1 %isfmt, label %fmt, label %notfmt
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fmt:
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%fmtbig = icmp sge i32 %sz, 16
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br i1 %fmtbig, label %fmtcopy, label %advance
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fmtcopy:
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%body = getelementptr i8, ptr %buf, i32 %hdrend
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call void @llvm.memset.p0.i64(ptr %wfx, i8 0, i64 20, i1 false)
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call void @llvm.memcpy.p0.p0.i64(ptr %wfx, ptr %body, i64 16, i1 false) ; cbSize stays 0
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store i32 1, ptr %fmtok
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br label %advance
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notfmt:
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%isdata = icmp eq i32 %id, 1635017060 ; "data"
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br i1 %isdata, label %data, label %advance
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data:
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store i32 %hdrend, ptr %doffp
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%left = sub i32 %n, %hdrend
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%over = icmp sgt i32 %sz, %left
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%dl = select i1 %over, i32 %left, i32 %sz
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store i32 %dl, ptr %dlenp
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br label %advance
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advance:
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; chunks are padded to an even length; a negative size would walk backwards, so stop
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%neg = icmp slt i32 %sz, 0
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br i1 %neg, label %walked, label %step
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step:
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%pad = and i32 %sz, 1
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%adv = add i32 %sz, %pad
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%next = add i32 %hdrend, %adv
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store i32 %next, ptr %offp
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br label %walk
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walked:
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%gotfmt = load i32, ptr %fmtok
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%hasfmt = icmp ne i32 %gotfmt, 0
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%doff = load i32, ptr %doffp
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%hasdata = icmp sge i32 %doff, 0
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%both = and i1 %hasfmt, %hasdata
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br i1 %both, label %format, label %freefail
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format:
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; WAVE_FORMAT_PCM (1) or WAVE_FORMAT_IEEE_FLOAT (3)
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%tag = load i16, ptr %wfx
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%pcm = icmp eq i16 %tag, 1
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%flt = icmp eq i16 %tag, 3
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%known = or i1 %pcm, %flt
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br i1 %known, label %voice, label %freefail
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voice:
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%xa = load ptr, ptr @A_xa
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store ptr null, ptr %vpp
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%csv = call ptr @a_fn(ptr %xa, i64 5)
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; no flags, a pitch range up to 4x, no callback, the mastering voice, no effects
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%hr = call i32 %csv(ptr %xa, ptr %vpp, ptr %wfx, i32 0, float 4.000000e+00, ptr null, ptr null, ptr null)
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%badv = icmp slt i32 %hr, 0
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br i1 %badv, label %freefail, label %keep
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keep:
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%v = load ptr, ptr %vpp
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%p = call ptr @malloc(i64 40)
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store ptr %v, ptr %p
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%pbuf = getelementptr i8, ptr %p, i64 8
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store ptr %buf, ptr %pbuf
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%pdat = getelementptr i8, ptr %p, i64 16
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%dptr = getelementptr i8, ptr %buf, i32 %doff
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store ptr %dptr, ptr %pdat
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%plen = getelementptr i8, ptr %p, i64 24
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%dlen = load i32, ptr %dlenp
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store i32 %dlen, ptr %plen
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%pch = getelementptr i8, ptr %p, i64 28
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%chp = getelementptr i8, ptr %wfx, i64 2
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%ch16 = load i16, ptr %chp
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%ch = zext i16 %ch16 to i32
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store i32 %ch, ptr %pch
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%pst = getelementptr i8, ptr %p, i64 32
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store i32 0, ptr %pst
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ret ptr %p
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freefail:
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call void @free(ptr %buf)
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br label %fail
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fail:
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ret ptr null
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}
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; a 16.16 value as a float, clamped to [lo, hi]
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define internal float @a_fx(i32 %v, float %lo, float %hi) {
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entry:
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%f = sitofp i32 %v to float
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%s = fdiv float %f, 6.553600e+04
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%under = fcmp olt float %s, %lo
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%s1 = select i1 %under, float %lo, float %s
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%over = fcmp ogt float %s1, %hi
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%s2 = select i1 %over, float %hi, float %s1
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ret float %s2
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}
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; stop the voice and drop what it had queued
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define internal void @a_halt(ptr %p) {
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entry:
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%v = load ptr, ptr %p
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%stop = call ptr @a_fn(ptr %v, i64 20)
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%r1 = call i32 %stop(ptr %v, i32 0, i32 0)
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%flush = call ptr @a_fn(ptr %v, i64 22)
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%r2 = call i32 %flush(ptr %v)
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%pst = getelementptr i8, ptr %p, i64 32
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store i32 0, ptr %pst
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ret void
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}
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; rewind to the start and play, with loops / rate / volume
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define void @snd_play(ptr %p, i32 %loops, i32 %rate, i32 %vol) {
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entry:
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%xb = alloca [48 x i8], align 8
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%nil = icmp eq ptr %p, null
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br i1 %nil, label %out, label %go
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go:
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call void @a_halt(ptr %p)
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%v = load ptr, ptr %p
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; XAUDIO2_BUFFER: Flags 0, AudioBytes 4, pAudioData 8, PlayBegin 16, PlayLength 20,
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; LoopBegin 24, LoopLength 28, LoopCount 32, pContext 40
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call void @llvm.memset.p0.i64(ptr %xb, i8 0, i64 48, i1 false)
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store i32 64, ptr %xb ; XAUDIO2_END_OF_STREAM
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%plen = getelementptr i8, ptr %p, i64 24
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%len = load i32, ptr %plen
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%xlen = getelementptr i8, ptr %xb, i64 4
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store i32 %len, ptr %xlen
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%pdat = getelementptr i8, ptr %p, i64 16
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%dat = load ptr, ptr %pdat
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%xdat = getelementptr i8, ptr %xb, i64 8
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store ptr %dat, ptr %xdat
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; -1 forever (XAUDIO2_LOOP_INFINITE, 255); n more times, at most 254
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%forever = icmp slt i32 %loops, 0
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%many = icmp sgt i32 %loops, 254
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%capped = select i1 %many, i32 254, i32 %loops
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%count = select i1 %forever, i32 255, i32 %capped
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%xlc = getelementptr i8, ptr %xb, i64 32
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store i32 %count, ptr %xlc
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%submit = call ptr @a_fn(ptr %v, i64 21)
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%hr = call i32 %submit(ptr %v, ptr %xb, ptr null)
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%bad = icmp slt i32 %hr, 0
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br i1 %bad, label %out, label %levels
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levels:
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%fv = call float @a_fx(i32 %vol, float 0.000000e+00, float 4.000000e+00)
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%setv = call ptr @a_fn(ptr %v, i64 12)
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%r3 = call i32 %setv(ptr %v, float %fv, i32 0)
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%fr = call float @a_fx(i32 %rate, float 0x3F847AE140000000, float 4.000000e+00)
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%setr = call ptr @a_fn(ptr %v, i64 26)
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%r4 = call i32 %setr(ptr %v, float %fr, i32 0)
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%start = call ptr @a_fn(ptr %v, i64 19)
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%r5 = call i32 %start(ptr %v, i32 0, i32 0)
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%pst = getelementptr i8, ptr %p, i64 32
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store i32 1, ptr %pst
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br label %out
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out:
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ret void
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}
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define void @snd_stop(ptr %p) {
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entry:
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%nil = icmp eq ptr %p, null
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br i1 %nil, label %out, label %go
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go:
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call void @a_halt(ptr %p)
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br label %out
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out:
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ret void
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}
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; playing: started, and the clip is still queued (it leaves the queue when it ends)
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define i32 @snd_playing(ptr %p) {
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entry:
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%state = alloca [24 x i8], align 8
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%nil = icmp eq ptr %p, null
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br i1 %nil, label %zero, label %started
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started:
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%pst = getelementptr i8, ptr %p, i64 32
|
||||
%st = load i32, ptr %pst
|
||||
%was = icmp ne i32 %st, 0
|
||||
br i1 %was, label %ask, label %zero
|
||||
ask:
|
||||
%v = load ptr, ptr %p
|
||||
call void @llvm.memset.p0.i64(ptr %state, i8 0, i64 24, i1 false)
|
||||
%gs = call ptr @a_fn(ptr %v, i64 25)
|
||||
call void %gs(ptr %v, ptr %state, i32 256) ; XAUDIO2_VOICE_NOSAMPLESPLAYED
|
||||
%qp = getelementptr i8, ptr %state, i64 8 ; BuffersQueued
|
||||
%q = load i32, ptr %qp
|
||||
%busy = icmp ugt i32 %q, 0
|
||||
%r = zext i1 %busy to i32
|
||||
ret i32 %r
|
||||
zero:
|
||||
ret i32 0
|
||||
}
|
||||
|
||||
define void @snd_set_volume(ptr %p, i32 %vol) {
|
||||
entry:
|
||||
%nil = icmp eq ptr %p, null
|
||||
br i1 %nil, label %out, label %go
|
||||
go:
|
||||
%v = load ptr, ptr %p
|
||||
%fv = call float @a_fx(i32 %vol, float 0.000000e+00, float 4.000000e+00)
|
||||
%setv = call ptr @a_fn(ptr %v, i64 12)
|
||||
%r = call i32 %setv(ptr %v, float %fv, i32 0)
|
||||
br label %out
|
||||
out:
|
||||
ret void
|
||||
}
|
||||
|
||||
define void @snd_set_rate(ptr %p, i32 %rate) {
|
||||
entry:
|
||||
%nil = icmp eq ptr %p, null
|
||||
br i1 %nil, label %out, label %go
|
||||
go:
|
||||
%v = load ptr, ptr %p
|
||||
%fr = call float @a_fx(i32 %rate, float 0x3F847AE140000000, float 4.000000e+00)
|
||||
%setr = call ptr @a_fn(ptr %v, i64 26)
|
||||
%r = call i32 %setr(ptr %v, float %fr, i32 0)
|
||||
br label %out
|
||||
out:
|
||||
ret void
|
||||
}
|
||||
|
||||
; Stereo position, -1.0 (hard left) .. 1.0 (hard right), as a balance: the centre
|
||||
; leaves both sides at full level and a side pan turns the other side down. A mono
|
||||
; clip feeds both front channels; a stereo clip keeps its left and right. Channels
|
||||
; beyond the front pair (a 5.1 device) get nothing, which is where a stereo mix sits.
|
||||
define void @snd_set_pan(ptr %p, i32 %pan) {
|
||||
entry:
|
||||
%mat = alloca [64 x float], align 4
|
||||
%nil = icmp eq ptr %p, null
|
||||
br i1 %nil, label %out, label %chk
|
||||
chk:
|
||||
%mch = load i32, ptr @A_mch
|
||||
%stereo = icmp sge i32 %mch, 2
|
||||
%big = icmp sgt i32 %mch, 8
|
||||
%okm = xor i1 %big, true
|
||||
%usem = and i1 %stereo, %okm
|
||||
br i1 %usem, label %go, label %out
|
||||
go:
|
||||
%pch = getelementptr i8, ptr %p, i64 28
|
||||
%ch = load i32, ptr %pch
|
||||
%f = call float @a_fx(i32 %pan, float -1.000000e+00, float 1.000000e+00)
|
||||
%rightward = fcmp ogt float %f, 0.000000e+00
|
||||
%l0 = fsub float 1.000000e+00, %f
|
||||
%left = select i1 %rightward, float %l0, float 1.000000e+00
|
||||
%r0 = fadd float 1.000000e+00, %f
|
||||
%right = select i1 %rightward, float 1.000000e+00, float %r0
|
||||
%mono = icmp eq i32 %ch, 1
|
||||
%two = icmp eq i32 %ch, 2
|
||||
%known = or i1 %mono, %two
|
||||
br i1 %known, label %fill, label %out
|
||||
fill:
|
||||
; the matrix is [destination][source], row-major
|
||||
call void @llvm.memset.p0.i64(ptr %mat, i8 0, i64 256, i1 false)
|
||||
store float %left, ptr %mat
|
||||
%ri = select i1 %mono, i64 1, i64 3 ; mono: dst1,src0 = 1; stereo: dst1,src1 = 3
|
||||
%rp = getelementptr float, ptr %mat, i64 %ri
|
||||
store float %right, ptr %rp
|
||||
%v = load ptr, ptr %p
|
||||
%master = load ptr, ptr @A_master
|
||||
%setm = call ptr @a_fn(ptr %v, i64 16)
|
||||
%r = call i32 %setm(ptr %v, ptr %master, i32 %ch, i32 %mch, ptr %mat, i32 0)
|
||||
br label %out
|
||||
out:
|
||||
ret void
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue