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https://github.com/hrydgard/ppsspp.git
synced 2024-11-22 21:09:52 +00:00
Add samplerate argument to NativeMix
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@ -75,8 +75,7 @@ void NativeRender(GraphicsContext *graphicsContext);
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// the rest of the game, so be careful with synchronization.
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// Returns the number of samples actually output. The app should do everything it can
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// to fill the buffer completely.
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int NativeMix(short *audio, int num_samples);
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void NativeSetMixer(void* mixer);
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int NativeMix(short *audio, int num_samples, int sampleRateHz);
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// Called when it's time to shutdown. After this has been called,
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// no more calls to any other function will be made from the framework
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@ -482,6 +482,7 @@ void __PushExternalAudio(const s32 *audio, int numSamples) {
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resampler.Clear();
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}
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}
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#ifndef MOBILE_DEVICE
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void __StartLogAudio(const Path& filename) {
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if (!m_logAudio) {
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@ -41,6 +41,9 @@ void __AudioShutdown();
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void __AudioSetOutputFrequency(int freq);
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void __AudioSetSRCFrequency(int freq);
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typedef void(*AudioUserCallback);
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void __AudioSetUserCallback(AudioUserCallback callback);
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// May return SCE_ERROR_AUDIO_CHANNEL_BUSY if buffer too large
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u32 __AudioEnqueue(AudioChannel &chan, int chanNum, bool blocking);
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void __AudioWakeThreads(AudioChannel &chan, int result, int step);
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@ -54,6 +54,13 @@
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#include <signal.h>
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#include <string.h>
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// Audio
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#define AUDIO_FREQ 44100
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#define AUDIO_CHANNELS 2
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#define AUDIO_SAMPLES 2048
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#define AUDIO_SAMPLESIZE 16
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#define AUDIO_BUFFERS 5
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MainUI *emugl = nullptr;
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static float refreshRate = 60.f;
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static int browseFileEvent = -1;
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@ -69,7 +76,7 @@ SDL_AudioSpec g_retFmt;
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static SDL_AudioDeviceID audioDev = 0;
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extern void mixaudio(void *userdata, Uint8 *stream, int len) {
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NativeMix((short *)stream, len / 4);
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NativeMix((short *)stream, len / 4, AUDIO_FREQ);
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}
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static void InitSDLAudioDevice() {
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@ -726,12 +733,6 @@ void MainUI::updateAccelerometer() {
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}
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#ifndef SDL
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// Audio
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#define AUDIO_FREQ 44100
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#define AUDIO_CHANNELS 2
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#define AUDIO_SAMPLES 2048
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#define AUDIO_SAMPLESIZE 16
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#define AUDIO_BUFFERS 5
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MainAudio::~MainAudio() {
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if (feed != nullptr) {
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@ -770,7 +771,7 @@ void MainAudio::run() {
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void MainAudio::timerEvent(QTimerEvent *) {
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memset(mixbuf, 0, mixlen);
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size_t frames = NativeMix((short *)mixbuf, AUDIO_BUFFERS*AUDIO_SAMPLES);
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size_t frames = NativeMix((short *)mixbuf, AUDIO_BUFFERS*AUDIO_SAMPLES, AUDIO_FREQ);
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if (frames > 0)
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feed->write(mixbuf, sizeof(short) * AUDIO_CHANNELS * frames);
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}
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@ -74,6 +74,7 @@ static int g_QuitRequested = 0;
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static int g_DesktopWidth = 0;
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static int g_DesktopHeight = 0;
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static float g_RefreshRate = 60.f;
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static int g_sampleRate = 44100;
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static SDL_AudioSpec g_retFmt;
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@ -92,7 +93,7 @@ int getDisplayNumber(void) {
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}
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void sdl_mixaudio_callback(void *userdata, Uint8 *stream, int len) {
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NativeMix((short *)stream, len / (2 * 2));
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NativeMix((short *)stream, len / (2 * 2), g_sampleRate);
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}
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static SDL_AudioDeviceID audioDev = 0;
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@ -101,7 +102,7 @@ static SDL_AudioDeviceID audioDev = 0;
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static void InitSDLAudioDevice(const std::string &name = "") {
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SDL_AudioSpec fmt;
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memset(&fmt, 0, sizeof(fmt));
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fmt.freq = 44100;
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fmt.freq = g_sampleRate;
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fmt.format = AUDIO_S16;
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fmt.channels = 2;
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fmt.samples = 256;
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@ -203,12 +203,6 @@ public:
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}
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};
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#ifdef _WIN32
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int Win32Mix(short *buffer, int numSamples, int bits, int rate) {
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return NativeMix(buffer, numSamples);
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}
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#endif
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// globals
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static LogListener *logger = nullptr;
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Path boot_filename;
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@ -235,9 +229,8 @@ std::string NativeQueryConfig(std::string query) {
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}
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}
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int NativeMix(short *audio, int num_samples) {
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int sample_rate = System_GetPropertyInt(SYSPROP_AUDIO_SAMPLE_RATE);
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return __AudioMix(audio, num_samples, sample_rate > 0 ? sample_rate : 44100);
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int NativeMix(short *audio, int numSamples, int sampleRateHz) {
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return __AudioMix(audio, numSamples, sampleRateHz);
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}
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// This is called before NativeInit so we do a little bit of initialization here.
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@ -859,7 +852,7 @@ bool NativeInitGraphics(GraphicsContext *graphicsContext) {
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#if PPSSPP_PLATFORM(UWP)
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winAudioBackend->Init(0, &Win32Mix, 44100);
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#else
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winAudioBackend->Init(MainWindow::GetHWND(), &Win32Mix, 44100);
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winAudioBackend->Init(MainWindow::GetHWND(), &NativeMix, 44100);
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#endif
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#endif
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@ -124,7 +124,7 @@ int DSoundAudioBackend::RunThread() {
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int numBytesToRender = RoundDown128(ModBufferSize(currentPos_ - lastPos_));
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if (numBytesToRender >= 256) {
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int numBytesRendered = 4 * (*callback_)(realtimeBuffer_, numBytesToRender >> 2, 16, 44100);
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int numBytesRendered = 4 * (*callback_)(realtimeBuffer_, numBytesToRender >> 2, 44100);
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//We need to copy the full buffer, regardless of what the mixer claims to have filled
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//If we don't do this then the sound will loop if the sound stops and the mixer writes only zeroes
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numBytesRendered = numBytesToRender;
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@ -501,11 +501,11 @@ void WASAPIAudioThread::Run() {
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int chans = deviceFormat_->Format.nChannels;
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switch (format_) {
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case Format::IEEE_FLOAT:
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callback_(shortBuf_, pNumAvFrames, 16, sampleRate_);
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callback_(shortBuf_, pNumAvFrames, sampleRate_);
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if (chans == 1) {
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float *ptr = (float *)pData;
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memset(ptr, 0, pNumAvFrames * chans * sizeof(float));
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for (UINT32 i = 0; i < pNumAvFrames; i++) {
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for (uint32_t i = 0; i < pNumAvFrames; i++) {
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ptr[i * chans + 0] = 0.5f * ((float)shortBuf_[i * 2] + (float)shortBuf_[i * 2 + 1]) * (1.0f / 32768.0f);
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}
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} else if (chans == 2) {
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@ -513,14 +513,14 @@ void WASAPIAudioThread::Run() {
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} else if (chans > 2) {
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float *ptr = (float *)pData;
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memset(ptr, 0, pNumAvFrames * chans * sizeof(float));
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for (UINT32 i = 0; i < pNumAvFrames; i++) {
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for (uint32_t i = 0; i < pNumAvFrames; i++) {
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ptr[i * chans + 0] = (float)shortBuf_[i * 2] * (1.0f / 32768.0f);
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ptr[i * chans + 1] = (float)shortBuf_[i * 2 + 1] * (1.0f / 32768.0f);
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}
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}
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break;
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case Format::PCM16:
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callback_((short *)pData, pNumAvFrames, 16, sampleRate_);
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callback_((short *)pData, pNumAvFrames, sampleRate_);
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break;
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}
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}
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@ -3,8 +3,8 @@
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#include "Common/CommonWindows.h"
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#include "Core/ConfigValues.h"
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// Always 2 channels.
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typedef int(*StreamCallback)(short *buffer, int numSamples, int bits, int rate);
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// Always 2 channels, 16-bit audio.
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typedef int (*StreamCallback)(short *buffer, int numSamples, int rate);
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// Note that the backend may override the passed in sample rate. The actual sample rate
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// should be returned by GetSampleRate though.
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@ -3,7 +3,7 @@
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#include <string>
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#include <mutex>
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typedef int (*AndroidAudioCallback)(short *buffer, int num_samples);
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typedef int (*AndroidAudioCallback)(short *buffer, int numSamples, int sampleRateHz);
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class AudioContext {
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public:
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@ -12,6 +12,8 @@ public:
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virtual bool AudioRecord_Start(int sampleRate) { return false; };
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virtual bool AudioRecord_Stop() { return false; };
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int SampleRate() const { return sampleRate; }
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virtual ~AudioContext() {}
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protected:
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@ -50,7 +50,7 @@ void OpenSLContext::BqPlayerCallback(SLAndroidSimpleBufferQueueItf bq) {
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return;
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}
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int renderedFrames = audioCallback(buffer[curBuffer], framesPerBuffer);
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int renderedFrames = audioCallback(buffer[curBuffer], framesPerBuffer, SampleRate());
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int sizeInBytes = framesPerBuffer * 2 * sizeof(short);
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int byteCount = (framesPerBuffer - renderedFrames) * 4;
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@ -19,7 +19,7 @@ static volatile BOOL done = 0;
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#define SAMPLE_SIZE 44100
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static short stream[SAMPLE_SIZE];
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int NativeMix(short *audio, int num_samples);
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int NativeMix(short *audio, int numSamples, int sampleRateHz);
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@interface AudioEngine ()
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@ -120,11 +120,12 @@ int NativeMix(short *audio, int num_samples);
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- (void)audioLoop
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{
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dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^(void){
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const int sampleRateHz = 44100;
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while (!done)
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{
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size_t frames_ready;
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if (![self playing])
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frames_ready = NativeMix(stream, SAMPLE_SIZE / 2);
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frames_ready = NativeMix(stream, SAMPLE_SIZE / 2, sampleRateHz);
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else
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frames_ready = 0;
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@ -132,12 +133,12 @@ int NativeMix(short *audio, int num_samples);
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{
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const size_t bytes_ready = frames_ready * sizeof(short) * 2;
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alSourcei(source, AL_BUFFER, 0);
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alBufferData(buffer, AL_FORMAT_STEREO16, stream, bytes_ready, 44100);
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alBufferData(buffer, AL_FORMAT_STEREO16, stream, bytes_ready, sampleRateHz);
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alSourcei(source, AL_BUFFER, buffer);
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alSourcePlay(source);
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// TODO: Maybe this could get behind?
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usleep((1000000 * frames_ready) / 44100);
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usleep((1000000 * frames_ready) / sampleRateHz);
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}
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else
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usleep(100);
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AudioComponentInstance audioInstance = nil;
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int NativeMix(short *audio, int num_samples);
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int NativeMix(short *audio, int numSamples, int sampleRate);
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OSStatus iOSCoreAudioCallback(void *inRefCon,
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AudioUnitRenderActionFlags *ioActionFlags,
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@ -41,7 +41,7 @@ OSStatus iOSCoreAudioCallback(void *inRefCon,
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{
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// see if we have any sound to play
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short *output = (short *)ioData->mBuffers[0].mData;
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UInt32 framesReady = NativeMix(output, inNumberFrames);
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UInt32 framesReady = NativeMix(output, inNumberFrames, SAMPLE_RATE);
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if (framesReady == 0) {
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// oops, we don't currently have any sound, so return silence
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