mirror of
https://github.com/libretro/scummvm.git
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216 lines
6.4 KiB
C++
216 lines
6.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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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 for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#if defined(SDL_BACKEND)
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#include "backends/mixer/sdl/sdl-mixer.h"
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#include "common/debug.h"
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#include "common/system.h"
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#include "common/config-manager.h"
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#include "common/textconsole.h"
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#if defined(GP2X)
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#define SAMPLES_PER_SEC 11025
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#elif defined(PLAYSTATION3) || defined(PSP2) || defined(NINTENDO_SWITCH)
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#define SAMPLES_PER_SEC 48000
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#else
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#define SAMPLES_PER_SEC 44100
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#endif
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SdlMixerManager::~SdlMixerManager() {
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_mixer->setReady(false);
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SDL_CloseAudio();
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SDL_QuitSubSystem(SDL_INIT_AUDIO);
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}
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void SdlMixerManager::init() {
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// Start SDL Audio subsystem
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if (SDL_InitSubSystem(SDL_INIT_AUDIO) == -1) {
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error("Could not initialize SDL: %s", SDL_GetError());
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}
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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const char *sdlDriverName = SDL_GetCurrentAudioDriver();
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#else
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const int maxNameLen = 20;
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char sdlDriverName[maxNameLen];
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sdlDriverName[0] = '\0';
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SDL_AudioDriverName(sdlDriverName, maxNameLen);
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#endif
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debug(1, "Using SDL Audio Driver \"%s\"", sdlDriverName);
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// Get the desired audio specs
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SDL_AudioSpec desired = getAudioSpec(SAMPLES_PER_SEC);
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// Needed as SDL_OpenAudio as of SDL-1.2.14 mutates fields in
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// "desired" if used directly.
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SDL_AudioSpec fmt = desired;
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// Start SDL audio with the desired specs
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if (SDL_OpenAudio(&fmt, &_obtained) != 0) {
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warning("Could not open audio device: %s", SDL_GetError());
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// The mixer is not marked as ready
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_mixer = new Audio::MixerImpl(desired.freq);
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return;
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}
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// The obtained sample format is not supported by the mixer, call
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// SDL_OpenAudio again with NULL as the second argument to force
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// SDL to do resampling to the desired audio spec.
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if (_obtained.format != desired.format) {
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debug(1, "SDL mixer sound format: %d differs from desired: %d", _obtained.format, desired.format);
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SDL_CloseAudio();
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if (SDL_OpenAudio(&fmt, NULL) != 0) {
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warning("Could not open audio device: %s", SDL_GetError());
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// The mixer is not marked as ready
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_mixer = new Audio::MixerImpl(desired.freq);
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return;
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}
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_obtained = desired;
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}
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debug(1, "Output sample rate: %d Hz", _obtained.freq);
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if (_obtained.freq != desired.freq)
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warning("SDL mixer output sample rate: %d differs from desired: %d", _obtained.freq, desired.freq);
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debug(1, "Output buffer size: %d samples", _obtained.samples);
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if (_obtained.samples != desired.samples)
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warning("SDL mixer output buffer size: %d differs from desired: %d", _obtained.samples, desired.samples);
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#ifndef __SYMBIAN32__
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// The SymbianSdlMixerManager does stereo->mono downmixing,
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// but otherwise we require stereo output.
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if (_obtained.channels != 2)
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error("SDL mixer output requires stereo output device");
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#endif
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_mixer = new Audio::MixerImpl(_obtained.freq);
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assert(_mixer);
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_mixer->setReady(true);
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startAudio();
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}
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static uint32 roundDownPowerOfTwo(uint32 samples) {
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// Public domain code from Sean Eron Anderson
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// http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2
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uint32 rounded = samples;
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--rounded;
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rounded |= rounded >> 1;
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rounded |= rounded >> 2;
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rounded |= rounded >> 4;
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rounded |= rounded >> 8;
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rounded |= rounded >> 16;
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++rounded;
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if (rounded != samples)
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rounded >>= 1;
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return rounded;
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}
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SDL_AudioSpec SdlMixerManager::getAudioSpec(uint32 outputRate) {
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SDL_AudioSpec desired;
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// There was once a GUI option for this, which was removed. Configurability
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// is retained for advanced users only who wish to use the commandline
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// option (--output-rate) or modify their ScummVM config file directly.
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uint32 freq = 0;
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if (ConfMan.hasKey("output_rate"))
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freq = ConfMan.getInt("output_rate");
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if (freq <= 0)
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freq = outputRate;
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// One SDL "sample" is a complete audio frame (i.e. all channels = 1 sample)
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uint32 samples = 0;
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// Different games and host systems have different performance
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// characteristics which are not easily measured, so allow advanced users to
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// tweak their audio buffer size if they are experience excess latency or
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// drop-outs by setting this value in their ScummVM config file directly
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if (ConfMan.hasKey("audio_buffer_size", Common::ConfigManager::kApplicationDomain))
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samples = ConfMan.getInt("audio_buffer_size", Common::ConfigManager::kApplicationDomain);
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// 256 is an arbitrary minimum; 32768 is the largest power-of-two value
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// representable with uint16
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if (samples < 256 || samples > 32768)
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// By default, hold no more than 45ms worth of samples to avoid
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// perceptable audio lag (ATSC IS-191). For reference, DOSBox (as of Sep
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// 2017) uses a buffer size of 1024 samples by default for a 16-bit
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// stereo 44kHz mixer, which happens to be the next lowest power of two
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// below 45ms.
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samples = freq / (1000.0 / 45);
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memset(&desired, 0, sizeof(desired));
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desired.freq = freq;
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desired.format = AUDIO_S16SYS;
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desired.channels = 2;
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desired.samples = roundDownPowerOfTwo(samples);
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desired.callback = sdlCallback;
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desired.userdata = this;
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return desired;
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}
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void SdlMixerManager::startAudio() {
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// Start the sound system
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SDL_PauseAudio(0);
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}
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void SdlMixerManager::callbackHandler(byte *samples, int len) {
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assert(_mixer);
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_mixer->mixCallback(samples, len);
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}
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void SdlMixerManager::sdlCallback(void *this_, byte *samples, int len) {
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SdlMixerManager *manager = (SdlMixerManager *)this_;
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assert(manager);
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manager->callbackHandler(samples, len);
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}
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void SdlMixerManager::suspendAudio() {
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SDL_CloseAudio();
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_audioSuspended = true;
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}
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int SdlMixerManager::resumeAudio() {
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if (!_audioSuspended)
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return -2;
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if (SDL_OpenAudio(&_obtained, NULL) < 0) {
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return -1;
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}
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SDL_PauseAudio(0);
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_audioSuspended = false;
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return 0;
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}
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#endif
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