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https://github.com/libretro/snes9x.git
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d8579ff9cb
Use minimal Snes9x-side buffer with XAudio2.
129 lines
3.4 KiB
C++
129 lines
3.4 KiB
C++
/*****************************************************************************\
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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This file is licensed under the Snes9x License.
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For further information, consult the LICENSE file in the root directory.
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\*****************************************************************************/
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#include "IS9xSoundOutput.h"
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#include "../snes9x.h"
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#include "../apu/apu.h"
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#include "wsnes9x.h"
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#include "CDirectSound.h"
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#include "CXAudio2.h"
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#include "win32_sound.h"
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#include "win32_display.h"
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#define CLAMP(x, low, high) (((x) > (high)) ? (high) : (((x) < (low)) ? (low) : (x)))
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// available sound output methods
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CDirectSound S9xDirectSound;
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CXAudio2 S9xXAudio2;
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// Interface used to access the sound output
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IS9xSoundOutput *S9xSoundOutput = &S9xXAudio2;
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/* ReInitSound
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reinitializes the sound core with current settings
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IN:
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mode - 0 disables sound output, 1 enables
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-----
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returns true if successful, false otherwise
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*/
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bool ReInitSound()
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{
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if (GUI.AVIOut)
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return false;
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if (GUI.AutomaticInputRate)
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{
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int rate = WinGetAutomaticInputRate();
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if (rate)
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Settings.SoundInputRate = rate;
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else
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{
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GUI.AutomaticInputRate = false;
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Settings.SoundInputRate = 31950;
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}
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}
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Settings.SoundInputRate = CLAMP(Settings.SoundInputRate,31700, 32300);
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Settings.SoundPlaybackRate = CLAMP(Settings.SoundPlaybackRate,8000, 48000);
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S9xSetSoundMute(GUI.Mute);
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if(S9xSoundOutput)
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S9xSoundOutput->DeInitSoundOutput();
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if (S9xSoundOutput == &S9xDirectSound)
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return S9xInitSound(GUI.SoundBufferSize, 0);
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else
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return S9xInitSound(0, 0);
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}
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void CloseSoundDevice() {
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S9xSoundOutput->DeInitSoundOutput();
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S9xSetSamplesAvailableCallback(NULL,NULL);
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}
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/* S9xOpenSoundDevice
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called by S9xInitSound - initializes the currently selected sound output and
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applies the current sound settings
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-----
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returns true if successful, false otherwise
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*/
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bool8 S9xOpenSoundDevice ()
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{
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S9xSetSamplesAvailableCallback (NULL, NULL);
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// point the interface to the correct output object
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switch(GUI.SoundDriver) {
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case WIN_SNES9X_DIRECT_SOUND_DRIVER:
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S9xSoundOutput = &S9xDirectSound;
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Settings.DynamicRateControl = false;
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break;
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case WIN_XAUDIO2_SOUND_DRIVER:
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S9xSoundOutput = &S9xXAudio2;
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break;
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default: // we default to DirectSound
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GUI.SoundDriver = WIN_SNES9X_DIRECT_SOUND_DRIVER;
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S9xSoundOutput = &S9xDirectSound;
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}
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if(!S9xSoundOutput->InitSoundOutput())
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return false;
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if(!S9xSoundOutput->SetupSound())
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return false;
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S9xSetSamplesAvailableCallback (S9xSoundCallback, NULL);
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return true;
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}
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/* S9xSoundCallback
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called by the sound core to process generated samples
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*/
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void S9xSoundCallback(void *data)
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{
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static double last_volume = 1.0;
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// only try to change volume if we actually need to switch it
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double current_volume = (Settings.TurboMode ? GUI.VolumeTurbo : GUI.VolumeRegular) / 100.;
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if (last_volume != current_volume) {
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S9xSoundOutput->SetVolume(current_volume);
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last_volume = current_volume;
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}
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S9xSoundOutput->ProcessSound();
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}
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/* GetAvailableSoundDevices
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returns a list of output devices available for the current output driver
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*/
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std::vector<std::wstring> GetAvailableSoundDevices()
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{
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return S9xSoundOutput->GetDeviceList();
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}
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/* FindAudioDeviceIndex
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find an audio device that matches the currently configured audio device string
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*/
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int FindAudioDeviceIndex(TCHAR *audio_device)
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{
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return S9xSoundOutput->FindDeviceIndex(audio_device);
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}
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