ppsspp/Core/HLE/sceAudio.cpp
Unknown W. Brackets 3642c02562 Add some guards to audio funcs on channel.
The atrac test was crashing.
2012-11-23 16:25:26 -08:00

425 lines
13 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/.
#include "../MIPS/MIPS.h"
#include "../Host.h"
#include "../../Core/CoreTiming.h"
#include "sceAudio.h"
#include "__sceAudio.h"
#include "HLE.h"
// 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.
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%?
void sceAudioOutputBlocking(u32 chan, u32 vol, u32 samplePtr)
{
if (samplePtr == 0)
{
ERROR_LOG(HLE, "sceAudioOutputBlocking - Sample pointer null");
RETURN(0);
}
if (chan < 0 || chan >= MAX_CHANNEL)
{
ERROR_LOG(HLE,"sceAudioOutputBlocking() - BAD CHANNEL");
RETURN(SCE_ERROR_AUDIO_INVALID_CHANNEL);
}
else if (!chans[chan].reserved)
{
ERROR_LOG(HLE,"sceAudioOutputBlocking() - channel not reserved");
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;
RETURN(0);
int retval = __AudioEnqueue(chans[chan], chan, true);
if (retval != 0) {
// There was an error and didn't block (block always returns 0 here). Fine to RETURN.
RETURN(retval);
}
}
}
void 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)
{
ERROR_LOG(HLE,"sceAudioOutputPannedBlocking() - BAD CHANNEL");
RETURN(SCE_ERROR_AUDIO_INVALID_CHANNEL);
}
else if (!chans[chan].reserved)
{
ERROR_LOG(HLE,"sceAudioOutputPannedBlocking() - CHANNEL NOT RESERVED");
RETURN(SCE_ERROR_AUDIO_CHANNEL_NOT_RESERVED);
}
else
{
DEBUG_LOG(HLE, "sceAudioOutputPannedBlocking(%d,%d,%d, %08x )", chan, volume1, volume2, samplePtr);
chans[chan].leftVolume = volume1;
chans[chan].rightVolume = volume2;
chans[chan].sampleAddress = samplePtr;
RETURN(0);
int retval = __AudioEnqueue(chans[chan], chan, true);
if (retval != 0) {
// There was an error and didn't block (block always returns 0 here). Fine to RETURN.
RETURN(retval);
}
}
}
u32 sceAudioOutput(u32 chan, u32 vol, u32 samplePtr)
{
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;
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;
}
}
u32 sceAudioOutputPanned(u32 chan, u32 leftVol, u32 rightVol, u32 samplePtr)
{
if (chan < 0 || chan >= MAX_CHANNEL)
{
ERROR_LOG(HLE,"sceAudioOutputPanned() - BAD CHANNEL");
return SCE_ERROR_AUDIO_INVALID_CHANNEL;
}
else if (!chans[chan].reserved)
{
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;
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;
}
}
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;
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;
DEBUG_LOG(HLE,"UNTESTED %i = sceAudioGetChannelRestLen(%i)", sz, chan);
return sz;
}
static int GetFreeChannel()
{
for (int i = 0; i < MAX_CHANNEL; i++)
{
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;
}
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;
}
if (chans[channel].reserved)
{
WARN_LOG(HLE, "WARNING: Reserving already reserved channel. Error?");
}
DEBUG_LOG(HLE, "%i = sceAudioChReserve(%i, %i, %i)", channel, PARAM(0), sampleCount, format);
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;
}
chans[chan].reserved = false;
DEBUG_LOG(HLE, "sceAudioChRelease(%i)", chan);
return 1;
}
u32 sceAudioSetChannelDataLen(u32 chan, u32 len)
{
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);
//chans[chan].dataLen = len;
chans[chan].sampleCount = len;
return 0;
}
}
u32 sceAudioChangeChannelConfig(u32 chan, u32 format)
{
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;
}
}
u32 sceAudioChangeChannelVolume(u32 chan, u32 lvolume, u32 rvolume)
{
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;
}
}
void sceAudioInit()
{
DEBUG_LOG(HLE,"sceAudioInit()");
// Don't need to do anything
RETURN(0);
}
void sceAudioEnd()
{
DEBUG_LOG(HLE,"sceAudioEnd()");
// Don't need to do anything
RETURN(0);
}
void sceAudioOutput2Reserve()
{
int sampleCount = PARAM(0);
ERROR_LOG(HLE,"sceAudioOutput2Reserve(%i)", sampleCount);
chans[0].sampleCount = sampleCount;
chans[0].reserved = true;
RETURN(0);
}
void sceAudioOutput2OutputBlocking()
{
int vol = PARAM(0);
u32 dataPtr = PARAM(1);
WARN_LOG(HLE,"FAKE sceAudioOutput2OutputBlocking(%i, %08x)", vol, dataPtr);
chans[0].leftVolume = vol;
chans[0].rightVolume = vol;
chans[0].sampleAddress = dataPtr;
RETURN(0);
u32 retval = __AudioEnqueue(chans[0], 0, true);
if (retval < 0)
RETURN(retval);
}
u32 sceAudioOutput2ChangeLength(u32 sampleCount)
{
WARN_LOG(HLE,"sceAudioOutput2ChangeLength(%i)", sampleCount);
chans[0].sampleCount = sampleCount;
return 0;
}
u32 sceAudioOutput2GetRestSample()
{
WARN_LOG(HLE,"UNTESTED sceAudioOutput2GetRestSample()");
return chans[0].sampleQueue.size() * 2;
}
void sceAudioOutput2Release()
{
WARN_LOG(HLE,"sceAudioOutput2Release()");
chans[0].reserved = false;
RETURN(0);
}
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;
}
}
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.
{0x01562ba3, sceAudioOutput2Reserve, "sceAudioOutput2Reserve"},
{0x2d53f36e, sceAudioOutput2OutputBlocking, "sceAudioOutput2OutputBlocking"},
{0x63f2889c, WrapU_U<sceAudioOutput2ChangeLength>, "sceAudioOutput2ChangeLength"},
{0x647cef33, WrapU_V<sceAudioOutput2GetRestSample>, "sceAudioOutput2GetRestSample"},
{0x43196845, sceAudioOutput2Release, "sceAudioOutput2Release"},
{0x80F1F7E0, sceAudioInit, "sceAudioInit"},
{0x210567F7, sceAudioEnd, "sceAudioEnd"},
{0xA2BEAA6C, WrapU_U<sceAudioSetFrequency>, "sceAudioSetFrequency"},
{0x927AC32B, 0, "sceAudioSetVolumeOffset"},
// The oldest and standard audio interface. Supports 8 channels, most games use 1-2.
{0x8c1009b2, WrapU_UUU<sceAudioOutput>, "sceAudioOutput"},
{0x136CAF51, WrapV_UUU<sceAudioOutputBlocking>, "sceAudioOutputBlocking"},
{0xE2D56B2D, WrapU_UUUU<sceAudioOutputPanned>, "sceAudioOutputPanned"},
{0x13F592BC, WrapV_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)
{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"},
{0x6d4bec68, 0, "sceAudioInput"},
{0x086e5895, 0, "sceAudioInputBlocking"},
{0xa708c6a6, 0, "sceAudioGetInputLength"},
{0xA633048E, 0, "sceAudioPollInputEnd"},
{0x87b2e651, 0, "sceAudioWaitInputEnd"},
};
void Register_sceAudio()
{
RegisterModule("sceAudio", ARRAY_SIZE(sceAudio), sceAudio);
}