ppsspp/Core/HLE/sceAudio.cpp

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// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "../MIPS/MIPS.h"
#include "../Host.h"
#include "../../Core/CoreTiming.h"
#include "sceAudio.h"
#include "__sceAudio.h"
#include "HLE.h"
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// There's a second Audio api called Audio2 that only has one channel, I guess the 8 channel api was overkill.
// We simply map it to the first of the 8 channels.
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AudioChannel chans[8];
// Enqueues the buffer pointer on the channel. If channel buffer queue is full (2 items?) will block until it isn't.
// For solid audio output we'll need a queue length of 2 buffers at least, we'll try that first.
// Not sure about the range of volume, I often see 0x800 so that might be either
// max or 50%?
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u32 sceAudioOutputBlocking(u32 chan, u32 vol, u32 samplePtr) {
if (samplePtr == 0) {
ERROR_LOG(HLE, "sceAudioOutputBlocking - Sample pointer null");
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return 0;
}
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if (chan < 0 || chan >= MAX_CHANNEL) {
ERROR_LOG(HLE,"sceAudioOutputBlocking() - BAD CHANNEL");
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return SCE_ERROR_AUDIO_INVALID_CHANNEL;
} else if (!chans[chan].reserved) {
ERROR_LOG(HLE,"sceAudioOutputBlocking() - channel not reserved");
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return SCE_ERROR_AUDIO_CHANNEL_NOT_RESERVED;
} else {
DEBUG_LOG(HLE, "sceAudioOutputBlocking(%d, %d, %08x )",chan,vol,samplePtr);
chans[chan].leftVolume = vol;
chans[chan].rightVolume = vol;
chans[chan].sampleAddress = samplePtr;
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return __AudioEnqueue(chans[chan], chan, true);
}
}
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u32 sceAudioOutputPannedBlocking(u32 chan, u32 volume1, u32 volume2, u32 samplePtr) {
if (samplePtr == 0) {
ERROR_LOG(HLE, "sceAudioOutputPannedBlocking - Sample pointer null");
return 0;
} else if (chan < 0 || chan >= MAX_CHANNEL) {
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ERROR_LOG(HLE,"sceAudioOutputPannedBlocking() - BAD CHANNEL");
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return SCE_ERROR_AUDIO_INVALID_CHANNEL;
} else if (!chans[chan].reserved) {
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ERROR_LOG(HLE,"sceAudioOutputPannedBlocking() - CHANNEL NOT RESERVED");
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return SCE_ERROR_AUDIO_CHANNEL_NOT_RESERVED;
} else {
DEBUG_LOG(HLE, "sceAudioOutputPannedBlocking(%d,%d,%d, %08x )", chan, volume1, volume2, samplePtr);
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chans[chan].leftVolume = volume1;
chans[chan].rightVolume = volume2;
chans[chan].sampleAddress = samplePtr;
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return __AudioEnqueue(chans[chan], chan, true);
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}
}
u32 sceAudioOutput(u32 chan, u32 vol, u32 samplePtr)
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{
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if (chan < 0 || chan >= MAX_CHANNEL) {
ERROR_LOG(HLE,"sceAudioOutput() - BAD CHANNEL");
return SCE_ERROR_AUDIO_INVALID_CHANNEL;
}
else if (!chans[chan].reserved)
{
ERROR_LOG(HLE,"sceAudioOutput(%d, %d, %08x) - channel not reserved", chan, vol, samplePtr);
return SCE_ERROR_AUDIO_CHANNEL_NOT_RESERVED;
}
else
{
chans[chan].leftVolume = vol;
chans[chan].rightVolume = vol;
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chans[chan].sampleAddress = samplePtr;
u32 retval = __AudioEnqueue(chans[chan], chan, false);
DEBUG_LOG(HLE, "%08x=sceAudioOutputPanned(%d, %d, %08x)", retval, chan, vol, samplePtr);
return retval;
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}
}
u32 sceAudioOutputPanned(u32 chan, u32 leftVol, u32 rightVol, u32 samplePtr)
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{
if (chan < 0 || chan >= MAX_CHANNEL)
{
ERROR_LOG(HLE,"sceAudioOutputPanned() - BAD CHANNEL");
return SCE_ERROR_AUDIO_INVALID_CHANNEL;
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}
else if (!chans[chan].reserved)
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{
ERROR_LOG(HLE,"sceAudioOutputPanned(%d, %d, %d, %08x) - channel not reserved", chan, leftVol, rightVol, samplePtr);
return SCE_ERROR_AUDIO_CHANNEL_NOT_RESERVED;
}
else
{
chans[chan].leftVolume = leftVol;
chans[chan].rightVolume = rightVol;
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chans[chan].sampleAddress = samplePtr;
u32 retval = __AudioEnqueue(chans[chan], chan, false);
DEBUG_LOG(HLE, "%08x=sceAudioOutputPanned(%d, %d, %d, %08x)", retval, chan, leftVol, rightVol, samplePtr);
return retval;
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}
}
int sceAudioGetChannelRestLen(u32 chan)
{
if (chan < 0 || chan >= MAX_CHANNEL)
{
ERROR_LOG(HLE, "sceAudioGetChannelRestLen(%i) - BAD CHANNEL", chan);
return SCE_ERROR_AUDIO_INVALID_CHANNEL;
}
int sz = (int)chans[chan].sampleQueue.size() / 2;
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DEBUG_LOG(HLE,"UNTESTED %i = sceAudioGetChannelRestLen(%i)", sz, chan);
return sz;
}
int sceAudioGetChannelRestLength(u32 chan)
{
if (chan < 0 || chan >= MAX_CHANNEL)
{
ERROR_LOG(HLE, "sceAudioGetChannelRestLength(%i) - BAD CHANNEL", chan);
return SCE_ERROR_AUDIO_INVALID_CHANNEL;
}
int sz = (int)chans[chan].sampleQueue.size() / 2;
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DEBUG_LOG(HLE,"UNTESTED %i = sceAudioGetChannelRestLen(%i)", sz, chan);
return sz;
}
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static int GetFreeChannel()
{
for (int i = 0; i < MAX_CHANNEL; i++)
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{
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if (!chans[i].reserved)
{
return i;
}
}
return -1;
}
u32 sceAudioChReserve(u32 channel, u32 sampleCount, u32 format) //.Allocate sound channel
{
if (channel == (u32)-1)
{
channel = GetFreeChannel();
}
else
{
ERROR_LOG(HLE,"sceAudioChReserve failed");
return SCE_ERROR_AUDIO_NO_CHANNELS_AVAILABLE;
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}
if (channel < 0 || channel >= MAX_CHANNEL)
{
ERROR_LOG(HLE ,"sceAudioChReserve(channel = %d, sampleCount = %d, format = %d) - BAD CHANNEL", channel, sampleCount, format);
return SCE_ERROR_AUDIO_INVALID_CHANNEL;
}
if (format != PSP_AUDIO_FORMAT_MONO && format != PSP_AUDIO_FORMAT_STEREO)
{
ERROR_LOG(HLE, "sceAudioChReserve(channel = %d, sampleCount = %d, format = %d): invalid format", channel, sampleCount, format);
return SCE_ERROR_AUDIO_INVALID_FORMAT;
}
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if (chans[channel].reserved)
{
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WARN_LOG(HLE, "WARNING: Reserving already reserved channel. Error?");
}
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DEBUG_LOG(HLE, "sceAudioChReserve(channel = %d, sampleCount = %d, format = %d)", channel, sampleCount, format);
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chans[channel].sampleCount = sampleCount;
chans[channel].reserved = true;
return channel; //return handle
}
u32 sceAudioChRelease(u32 chan)
{
if (chan < 0 || chan >= MAX_CHANNEL)
{
ERROR_LOG(HLE, "sceAudioChRelease(%i) - BAD CHANNEL", chan);
return SCE_ERROR_AUDIO_INVALID_CHANNEL;
}
if (!chans[chan].reserved)
{
ERROR_LOG(HLE,"sceAudioChRelease(%i): channel not reserved", chan);
return SCE_ERROR_AUDIO_CHANNEL_NOT_RESERVED;
}
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chans[chan].reserved = false;
DEBUG_LOG(HLE, "sceAudioChRelease(%i)", chan);
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return 1;
}
u32 sceAudioSetChannelDataLen(u32 chan, u32 len)
{
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if (chan < 0 || chan >= MAX_CHANNEL)
{
ERROR_LOG(HLE,"sceAudioSetChannelDataLen(%i, %i) - BAD CHANNEL", chan, len);
return SCE_ERROR_AUDIO_INVALID_CHANNEL;
}
else if (!chans[chan].reserved)
{
ERROR_LOG(HLE,"sceAudioSetChannelDataLen(%i, %i) - channel not reserved", chan, len);
return SCE_ERROR_AUDIO_CHANNEL_NOT_RESERVED;
}
else
{
DEBUG_LOG(HLE, "sceAudioSetChannelDataLen(%i, %i)", chan, len);
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chans[chan].sampleCount = len;
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return 0;
}
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}
u32 sceAudioChangeChannelConfig(u32 chan, u32 format)
{
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if (chan < 0 || chan >= MAX_CHANNEL)
{
ERROR_LOG(HLE,"sceAudioChangeChannelConfig(%i, %i) - invalid channel number", chan, format);
return SCE_ERROR_AUDIO_INVALID_CHANNEL;
}
else if (!chans[chan].reserved)
{
ERROR_LOG(HLE,"sceAudioChangeChannelConfig(%i, %i) - channel not reserved", chan, format);
return SCE_ERROR_AUDIO_CHANNEL_NOT_RESERVED;
}
else
{
DEBUG_LOG(HLE, "sceAudioChangeChannelConfig(%i, %i)", chan, format);
chans[chan].format = format;
return 0;
}
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}
u32 sceAudioChangeChannelVolume(u32 chan, u32 lvolume, u32 rvolume)
{
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if (chan < 0 || chan >= MAX_CHANNEL)
{
ERROR_LOG(HLE,"sceAudioChangeChannelVolume(%i, %i, %i) - invalid channel number", chan, lvolume, rvolume);
return SCE_ERROR_AUDIO_INVALID_CHANNEL;
}
else if (!chans[chan].reserved)
{
ERROR_LOG(HLE,"sceAudioChangeChannelVolume(%i, %i, %i) - channel not reserved", chan, lvolume, rvolume);
return SCE_ERROR_AUDIO_CHANNEL_NOT_RESERVED;
}
else
{
DEBUG_LOG(HLE, "sceAudioChangeChannelVolume(%i, %i, %i)", chan, lvolume, rvolume);
chans[chan].leftVolume = lvolume;
chans[chan].rightVolume = rvolume;
return 0;
}
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}
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u32 sceAudioInit()
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{
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DEBUG_LOG(HLE,"sceAudioInit()");
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// Don't need to do anything
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return 0;
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}
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u32 sceAudioEnd()
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{
DEBUG_LOG(HLE,"sceAudioEnd()");
// Don't need to do anything
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return 0;
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}
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u32 sceAudioOutput2Reserve(u32 sampleCount)
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{
DEBUG_LOG(HLE,"sceAudioOutput2Reserve(%i)", sampleCount);
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chans[0].sampleCount = sampleCount;
chans[0].reserved = true;
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return 0;
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}
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u32 sceAudioOutput2OutputBlocking(u32 vol, u32 dataPtr)
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{
DEBUG_LOG(HLE,"FAKE sceAudioOutput2OutputBlocking(%i, %08x)", vol, dataPtr);
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chans[0].leftVolume = vol;
chans[0].rightVolume = vol;
chans[0].sampleAddress = dataPtr;
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return __AudioEnqueue(chans[0], 0, true);
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}
u32 sceAudioOutput2ChangeLength(u32 sampleCount)
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{
DEBUG_LOG(HLE,"sceAudioOutput2ChangeLength(%i)", sampleCount);
chans[0].sampleCount = sampleCount;
return 0;
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}
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u32 sceAudioOutput2GetRestSample()
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{
DEBUG_LOG(HLE,"UNTESTED sceAudioOutput2GetRestSample()");
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return chans[0].sampleQueue.size() * 2;
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}
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u32 sceAudioOutput2Release()
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{
DEBUG_LOG(HLE,"sceAudioOutput2Release()");
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chans[0].reserved = false;
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return 0;
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}
u32 sceAudioSetFrequency(u32 freq) {
if (freq == 44100 || freq == 48000) {
INFO_LOG(HLE, "sceAudioSetFrequency(%i)", freq);
__AudioSetOutputFrequency(freq);
return 0;
} else {
ERROR_LOG(HLE, "sceAudioSetFrequency(%i) - invalid frequency (must be 44.1 or 48 khz)", freq);
return -1;
}
}
u32 sceAudioSetVolumeOffset(u32 unknown) {
ERROR_LOG(HLE, "UNIMPL sceAudioSetVolumeOffset(%i)", unknown);
return 0;
}
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const HLEFunction sceAudio[] =
{
// Newer simplified single channel audio output. Presumably for games that use Atrac3
// directly from Sas instead of playing it on a separate audio channel.
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{0x01562ba3, WrapU_U<sceAudioOutput2Reserve>, "sceAudioOutput2Reserve"},
{0x2d53f36e, WrapU_UU<sceAudioOutput2OutputBlocking>, "sceAudioOutput2OutputBlocking"},
{0x63f2889c, WrapU_U<sceAudioOutput2ChangeLength>, "sceAudioOutput2ChangeLength"},
{0x647cef33, WrapU_V<sceAudioOutput2GetRestSample>, "sceAudioOutput2GetRestSample"},
{0x43196845, WrapU_V<sceAudioOutput2Release>, "sceAudioOutput2Release"},
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{0x80F1F7E0, WrapU_V<sceAudioInit>, "sceAudioInit"},
{0x210567F7, WrapU_V<sceAudioEnd>, "sceAudioEnd"},
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{0xA2BEAA6C, WrapU_U<sceAudioSetFrequency>, "sceAudioSetFrequency"},
{0x927AC32B, WrapU_U<sceAudioSetVolumeOffset>, "sceAudioSetVolumeOffset"},
// The oldest and standard audio interface. Supports 8 channels, most games use 1-2.
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{0x8c1009b2, WrapU_UUU<sceAudioOutput>, "sceAudioOutput"},
{0x136CAF51, WrapU_UUU<sceAudioOutputBlocking>, "sceAudioOutputBlocking"},
{0xE2D56B2D, WrapU_UUUU<sceAudioOutputPanned>, "sceAudioOutputPanned"},
{0x13F592BC, WrapU_UUUU<sceAudioOutputPannedBlocking>, "sceAudioOutputPannedBlocking"}, //(u32, u32, u32, void *)Output sound, blocking
{0x5EC81C55, WrapU_UUU<sceAudioChReserve>, "sceAudioChReserve"}, //(u32, u32 samplecount, u32) Initialize channel and allocate buffer long, long samplecount, long);//init buffer? returns handle, minus if error
{0x6FC46853, WrapU_U<sceAudioChRelease>, "sceAudioChRelease"}, //(long handle)Terminate channel and deallocate buffer //free buffer?
{0xE9D97901, WrapI_U<sceAudioGetChannelRestLen>, "sceAudioGetChannelRestLen"},
{0xB011922F, WrapI_U<sceAudioGetChannelRestLen>, "sceAudioGetChannelRestLength"}, // Is there a difference between this and sceAudioGetChannelRestLen?
{0xCB2E439E, WrapU_UU<sceAudioSetChannelDataLen>, "sceAudioSetChannelDataLen"}, //(u32, u32)
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{0x95FD0C2D, WrapU_UU<sceAudioChangeChannelConfig>, "sceAudioChangeChannelConfig"},
{0xB7E1D8E7, WrapU_UUU<sceAudioChangeChannelVolume>, "sceAudioChangeChannelVolume"},
// I guess these are like the others but do sample rate conversion?
{0x38553111, 0, "sceAudioSRCChReserve"},
{0x5C37C0AE, 0, "sceAudioSRCChRelease"},
{0xE0727056, 0, "sceAudioSRCOutputBlocking"},
// Never seen these used
{0x41efade7, 0, "sceAudioOneshotOutput"},
{0xB61595C0, 0, "sceAudioLoopbackTest"},
// Microphone interface
{0x7de61688, 0, "sceAudioInputInit"},
{0xE926D3FB, 0, "sceAudioInputInitEx"},
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{0x6d4bec68, 0, "sceAudioInput"},
{0x086e5895, 0, "sceAudioInputBlocking"},
{0xa708c6a6, 0, "sceAudioGetInputLength"},
{0xA633048E, 0, "sceAudioPollInputEnd"},
{0x87b2e651, 0, "sceAudioWaitInputEnd"},
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};
void Register_sceAudio()
{
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RegisterModule("sceAudio", ARRAY_SIZE(sceAudio), sceAudio);
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}