ppsspp/Core/HLE/sceAudio.h
kaienfr e25bc6908a Fix nonsmooth sound issue and incomplete frame at the end of source and pcm buffers.
using a std::string to save the source buffer, and changing the loading strategy so as we will not get any incomplete frame.
2014-04-12 23:16:38 +02:00

93 lines
2.8 KiB
C++

// 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.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// 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/.
#pragma once
#include <queue>
#include "CommonTypes.h"
#include "sceKernel.h"
#include "FixedSizeQueue.h"
class PointerWrap;
enum PspAudioFormats { PSP_AUDIO_FORMAT_STEREO = 0, PSP_AUDIO_FORMAT_MONO = 0x10 };
enum PspAudioFrequencies { PSP_AUDIO_FREQ_44K = 44100, PSP_AUDIO_FREQ_48K = 48000 };
#define SCE_ERROR_AUDIO_CHANNEL_NOT_INIT 0x80260001
#define SCE_ERROR_AUDIO_CHANNEL_BUSY 0x80260002
#define SCE_ERROR_AUDIO_INVALID_CHANNEL 0x80260003
#define SCE_ERROR_AUDIO_PRIV_REQUIRED 0x80260004
#define SCE_ERROR_AUDIO_NO_CHANNELS_AVAILABLE 0x80260005
#define SCE_ERROR_AUDIO_OUTPUT_SAMPLE_DATA_SIZE_NOT_ALIGNED 0x80260006
#define SCE_ERROR_AUDIO_INVALID_FORMAT 0x80260007
#define SCE_ERROR_AUDIO_CHANNEL_NOT_RESERVED 0x80260008
#define SCE_ERROR_AUDIO_NOT_OUTPUT 0x80260009
#define SCE_ERROR_AUDIO_INVALID_FREQUENCY 0x8026000A
#define SCE_ERROR_AUDIO_INVALID_VOLUME 0x8026000B
#define SCE_ERROR_AUDIO_CHANNEL_ALREADY_RESERVED 0x80268002
const u32 PSP_AUDIO_CHANNEL_MAX = 8;
const int PSP_AUDIO_CHANNEL_SRC = 8;
const int PSP_AUDIO_CHANNEL_OUTPUT2 = 8;
const int PSP_AUDIO_CHANNEL_VAUDIO = 8;
struct AudioChannelWaitInfo
{
SceUID threadID;
int numSamples;
};
struct AudioChannel
{
AudioChannel() {
clear();
}
// PSP side
bool reserved;
// last sample address
u32 sampleAddress;
u32 sampleCount; // Number of samples written in each OutputBlocking
u32 leftVolume;
u32 rightVolume;
u32 format;
std::vector<AudioChannelWaitInfo> waitingThreads;
// PC side - should probably split out
// We copy samples as they are written into this simple ring buffer.
// Might try something more efficient later.
FixedSizeQueue<s16, 32768 * 8> sampleQueue;
void DoState(PointerWrap &p);
void reset();
void clear();
};
// The extra channel is for SRC/Output2/Vaudio (who all share, apparently.)
extern AudioChannel chans[PSP_AUDIO_CHANNEL_MAX + 1];
void Register_sceAudio();