mirror of
https://github.com/hrydgard/ppsspp.git
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169 lines
5.3 KiB
Plaintext
169 lines
5.3 KiB
Plaintext
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// 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,
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// 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.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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// This code implements the emulated audio using CoreAudio for iOS
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// Originally written by jtraynham
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#include "iOSCoreAudio.h"
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#include "Common/Log.h"
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#include <AudioToolbox/AudioToolbox.h>
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#import <AVFoundation/AVFoundation.h>
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#define SAMPLE_RATE 44100
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AudioComponentInstance audioInstance = nil;
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int NativeMix(short *audio, int num_samples);
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OSStatus iOSCoreAudioCallback(void *inRefCon,
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AudioUnitRenderActionFlags *ioActionFlags,
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const AudioTimeStamp *inTimeStamp,
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UInt32 inBusNumber,
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UInt32 inNumberFrames,
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AudioBufferList *ioData)
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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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if (framesReady == 0) {
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// oops, we don't currently have any sound, so return silence
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*ioActionFlags |= kAudioUnitRenderAction_OutputIsSilence;
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}
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/*
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* You'd think iOS would want to know how many frames were
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* actually generated in case it was less than asked for, but
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* apparently that causes micro-stuttering and everything just
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* works better if we lie and say we successfully generated as
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* many frames as it wanted... weird. We still get micro-stuttering
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* but it's less noticeable this way.
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*/
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//UInt32 bytesReady = framesReady * sizeof(short) * 2;
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UInt32 bytesReady = inNumberFrames * sizeof(short) * 2;
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ioData->mBuffers[0].mDataByteSize = bytesReady;
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return noErr;
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}
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void iOSCoreAudioInit()
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{
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NSError *error = nil;
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AVAudioSession *session = [AVAudioSession sharedInstance];
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if (![session setActive:YES error:&error]) {
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ERROR_LOG(SYSTEM, "Failed to activate AVFoundation audio session");
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if (error.localizedDescription) {
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NSLog(@"%@", error.localizedDescription);
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}
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if (error.localizedFailureReason) {
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NSLog(@"%@", error.localizedFailureReason);
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}
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}
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if (!audioInstance) {
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OSErr err;
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// first, grab the default output
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AudioComponentDescription defaultOutputDescription;
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defaultOutputDescription.componentType = kAudioUnitType_Output;
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defaultOutputDescription.componentSubType = kAudioUnitSubType_RemoteIO;
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defaultOutputDescription.componentManufacturer = kAudioUnitManufacturer_Apple;
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defaultOutputDescription.componentFlags = 0;
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defaultOutputDescription.componentFlagsMask = 0;
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AudioComponent defaultOutput = AudioComponentFindNext(NULL, &defaultOutputDescription);
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// create our instance
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err = AudioComponentInstanceNew(defaultOutput, &audioInstance);
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if (err != noErr) {
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audioInstance = nil;
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return;
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}
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// create our callback so we can give it the audio data
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AURenderCallbackStruct input;
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input.inputProc = iOSCoreAudioCallback;
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input.inputProcRefCon = NULL;
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err = AudioUnitSetProperty(audioInstance,
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kAudioUnitProperty_SetRenderCallback,
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kAudioUnitScope_Input,
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0,
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&input,
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sizeof(input));
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if (err != noErr) {
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AudioComponentInstanceDispose(audioInstance);
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audioInstance = nil;
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return;
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}
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// setup the audio format we'll be using (stereo pcm)
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AudioStreamBasicDescription streamFormat;
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memset(&streamFormat, 0, sizeof(streamFormat));
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streamFormat.mSampleRate = SAMPLE_RATE;
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streamFormat.mFormatID = kAudioFormatLinearPCM;
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streamFormat.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
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streamFormat.mBitsPerChannel = sizeof(short) * 8;
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streamFormat.mChannelsPerFrame = 2;
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streamFormat.mFramesPerPacket = 1;
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streamFormat.mBytesPerFrame = (streamFormat.mBitsPerChannel / 8) * streamFormat.mChannelsPerFrame;
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streamFormat.mBytesPerPacket = streamFormat.mBytesPerFrame * streamFormat.mFramesPerPacket;
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err = AudioUnitSetProperty(audioInstance,
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kAudioUnitProperty_StreamFormat,
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kAudioUnitScope_Input,
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0,
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&streamFormat,
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sizeof(AudioStreamBasicDescription));
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if (err != noErr) {
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AudioComponentInstanceDispose(audioInstance);
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audioInstance = nil;
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return;
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}
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// k, all setup, so init
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err = AudioUnitInitialize(audioInstance);
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if (err != noErr) {
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AudioComponentInstanceDispose(audioInstance);
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audioInstance = nil;
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return;
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}
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// finally start playback
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err = AudioOutputUnitStart(audioInstance);
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if (err != noErr) {
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AudioUnitUninitialize(audioInstance);
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AudioComponentInstanceDispose(audioInstance);
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audioInstance = nil;
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return;
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}
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// we're good to go
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}
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}
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void iOSCoreAudioShutdown()
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{
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if (audioInstance) {
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AudioOutputUnitStop(audioInstance);
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AudioUnitUninitialize(audioInstance);
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AudioComponentInstanceDispose(audioInstance);
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audioInstance = nil;
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}
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}
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