/* Copyright (c) 2013-2015 Jeffrey Pfau * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "sdl-audio.h" #include "gba/gba.h" #include "gba/supervisor/thread.h" #if RESAMPLE_LIBRARY == RESAMPLE_BLIP_BUF #include "third-party/blip_buf/blip_buf.h" #endif #define BUFFER_SIZE (GBA_AUDIO_SAMPLES >> 2) static void _GBASDLAudioCallback(void* context, Uint8* data, int len); bool GBASDLInitAudio(struct GBASDLAudio* context, struct GBAThread* threadContext) { if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) { GBALog(0, GBA_LOG_ERROR, "Could not initialize SDL sound system: %s", SDL_GetError()); return false; } context->desiredSpec.freq = context->sampleRate; context->desiredSpec.format = AUDIO_S16SYS; context->desiredSpec.channels = 2; context->desiredSpec.samples = context->samples; context->desiredSpec.callback = _GBASDLAudioCallback; context->desiredSpec.userdata = context; #if RESAMPLE_LIBRARY == RESAMPLE_NN context->drift = 0.f; #endif #if SDL_VERSION_ATLEAST(2, 0, 0) context->deviceId = SDL_OpenAudioDevice(0, 0, &context->desiredSpec, &context->obtainedSpec, SDL_AUDIO_ALLOW_FREQUENCY_CHANGE); if (context->deviceId == 0) { #else if (SDL_OpenAudio(&context->desiredSpec, &context->obtainedSpec) < 0) { #endif GBALog(0, GBA_LOG_ERROR, "Could not open SDL sound system"); return false; } context->samples = context->obtainedSpec.samples; context->gba = 0; context->thread = 0; if (threadContext) { context->thread = threadContext; float ratio = GBAAudioCalculateRatio(0x8000, threadContext->fpsTarget, 44100); threadContext->audioBuffers = context->samples / ratio; if (context->samples > threadContext->audioBuffers) { threadContext->audioBuffers = context->samples * 2; } #if SDL_VERSION_ATLEAST(2, 0, 0) SDL_PauseAudioDevice(context->deviceId, 0); #else SDL_PauseAudio(0); #endif } return true; } void GBASDLDeinitAudio(struct GBASDLAudio* context) { UNUSED(context); context->thread = 0; context->gba = 0; #if SDL_VERSION_ATLEAST(2, 0, 0) SDL_PauseAudioDevice(context->deviceId, 1); SDL_CloseAudioDevice(context->deviceId); #else SDL_PauseAudio(1); SDL_CloseAudio(); #endif SDL_QuitSubSystem(SDL_INIT_AUDIO); } void GBASDLPauseAudio(struct GBASDLAudio* context) { #if SDL_VERSION_ATLEAST(2, 0, 0) SDL_PauseAudioDevice(context->deviceId, 1); #else UNUSED(context); SDL_PauseAudio(1); #endif } void GBASDLResumeAudio(struct GBASDLAudio* context) { #if SDL_VERSION_ATLEAST(2, 0, 0) SDL_PauseAudioDevice(context->deviceId, 0); #else UNUSED(context); SDL_PauseAudio(0); #endif } static void _GBASDLAudioCallback(void* context, Uint8* data, int len) { struct GBASDLAudio* audioContext = context; if (!context || ((!audioContext->thread || !audioContext->thread->gba) && !audioContext->gba)) { memset(data, 0, len); return; } struct GBA* gba; if (audioContext->thread) { gba = audioContext->thread->gba; } else { gba = audioContext->gba; } #if RESAMPLE_LIBRARY == RESAMPLE_NN audioContext->ratio = GBAAudioCalculateRatio(gba->audio.sampleRate, audioContext->fpsTarget, audioContext->obtainedSpec.freq); if (audioContext->ratio == INFINITY) { memset(data, 0, len); return; } struct GBAStereoSample* ssamples = (struct GBAStereoSample*) data; len /= 2 * audioContext->obtainedSpec.channels; if (audioContext->obtainedSpec.channels == 2) { GBAAudioResampleNN(&gba->audio, audioContext->ratio, &audioContext->drift, ssamples, len); } #elif RESAMPLE_LIBRARY == RESAMPLE_BLIP_BUF double fauxClock = 1; if (audioContext->thread) { fauxClock = GBAAudioCalculateRatio(1, audioContext->thread->fpsTarget, 1); GBASyncLockAudio(&audioContext->thread->sync); } blip_set_rates(gba->audio.left, GBA_ARM7TDMI_FREQUENCY, audioContext->obtainedSpec.freq * fauxClock); blip_set_rates(gba->audio.right, GBA_ARM7TDMI_FREQUENCY, audioContext->obtainedSpec.freq * fauxClock); len /= 2 * audioContext->obtainedSpec.channels; int available = blip_samples_avail(gba->audio.left); if (available > len) { available = len; } blip_read_samples(gba->audio.left, (short*) data, available, audioContext->obtainedSpec.channels == 2); if (audioContext->obtainedSpec.channels == 2) { blip_read_samples(gba->audio.right, ((short*) data) + 1, available, 1); } if (audioContext->thread) { GBASyncConsumeAudio(&audioContext->thread->sync); } if (available < len) { memset(((short*) data) + audioContext->obtainedSpec.channels * available, 0, (len - available) * audioContext->obtainedSpec.channels * sizeof(short)); } #endif }