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https://github.com/libretro/stella2023.git
synced 2024-11-27 19:00:22 +00:00
fixed Sound muting for WAV files
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d488b9c860
commit
c53e0eabcb
@ -64,6 +64,8 @@ SoundSDL2::SoundSDL2(OSystem& osystem, AudioSettings& audioSettings)
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return;
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SoundSDL2::mute(true);
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myMuteState = !audioSettings.enabled();
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myWavVolumeFactor = myMuteState ? 0 : myVolumeFactor;
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Logger::debug("SoundSDL2::SoundSDL2 initialized");
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}
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@ -151,6 +153,10 @@ void SoundSDL2::setEnabled(bool enable)
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if(myAudioQueue)
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myAudioQueue->ignoreOverflows(!enable);
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// Set new mute state and resulting WAV data volume
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myMuteState = !enable;
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myWavVolumeFactor = myMuteState ? 0 : myVolumeFactor;
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Logger::debug(enable ? "SoundSDL2::setEnabled(true)" :
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"SoundSDL2::setEnabled(false)");
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}
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@ -195,7 +201,7 @@ void SoundSDL2::open(shared_ptr<AudioQueue> audioQueue,
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Logger::info(myAboutString);
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// And start the SDL sound subsystem ...
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mute(false);
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mute(false && myMuteState);
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Logger::debug("SoundSDL2::open finished");
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}
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@ -203,11 +209,11 @@ void SoundSDL2::open(shared_ptr<AudioQueue> audioQueue,
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void SoundSDL2::close()
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{
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stopWav();
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if(!myIsInitializedFlag)
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return;
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mute(true);
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// Mute and remember current mute state for 'open()'
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myMuteState = mute(true);
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if(myAudioQueue)
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myAudioQueue->closeSink(myCurrentFragment);
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@ -235,6 +241,13 @@ bool SoundSDL2::toggleMute()
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setEnabled(enabled);
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myOSystem.console().initializeAudio();
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// Adjust TIA sound to new mute state
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myMuteState = !enabled;
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mute(myMuteState);
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// Make sure the current WAV file continues playing if it got stopped by 'mute()'
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if(myWavDevice)
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SDL_PauseAudioDevice(myWavDevice, 0);
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string message = "Sound ";
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message += enabled ? "unmuted" : "muted";
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@ -253,6 +266,7 @@ void SoundSDL2::setVolume(uInt32 percent)
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SDL_LockAudioDevice(myDevice);
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myVolumeFactor = static_cast<float>(percent) / 100.F;
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myWavVolumeFactor = myAudioSettings.enabled() ? myVolumeFactor : 0;
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SDL_UnlockAudioDevice(myDevice);
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}
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}
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@ -263,16 +277,15 @@ void SoundSDL2::adjustVolume(int direction)
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Int32 percent = myVolume;
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percent = BSPF::clamp(percent + direction * 2, 0, 100);
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setVolume(percent);
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// Enable audio if it is currently disabled
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const bool enabled = myAudioSettings.enabled();
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if(percent > 0 && !enabled)
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if(percent > 0 && direction && !enabled)
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{
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setEnabled(true);
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myOSystem.console().initializeAudio();
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}
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setVolume(percent);
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// Now show an onscreen message
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ostringstream strval;
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@ -418,6 +431,7 @@ bool SoundSDL2::playWav(const string& fileName, const uInt32 position,
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// Set the callback function
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myWavSpec.callback = wavCallback;
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myWavSpec.userdata = nullptr;
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//myWavSpec.samples = 4096; // decrease for smaller samples;
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}
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if(position > myWavLength)
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return false;
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@ -472,16 +486,16 @@ void SoundSDL2::wavCallback(void* udata, uInt8* stream, int len)
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if(static_cast<uInt32>(len) > myWavLen)
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len = myWavLen;
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// Mix volume adjusted WAV into silent buffer
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// Mix volume adjusted WAV data into silent buffer
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SDL_MixAudioFormat(stream, myWavPos, myWavSpec.format, len,
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SDL_MIX_MAXVOLUME * myVolumeFactor);
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SDL_MIX_MAXVOLUME * myWavVolumeFactor);
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myWavPos += len;
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myWavLen -= len;
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}
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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float SoundSDL2::myVolumeFactor = 0xffff;
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float SoundSDL2::myWavVolumeFactor = 0xffff;
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SDL_AudioSpec SoundSDL2::myWavSpec; // audio output format
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uInt8* SoundSDL2::myWavPos = nullptr; // pointer to the audio buffer to be played
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uInt32 SoundSDL2::myWavLen = 0; // remaining length of the sample we have to play
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@ -165,7 +165,9 @@ class SoundSDL2 : public Sound
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// Current volume as a percentage (0 - 100)
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uInt32 myVolume{100};
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static float myVolumeFactor;
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float myVolumeFactor{0xffff};
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// Current mute state, used to control WAV file sound
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bool myMuteState{false};
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// Audio specification structure
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SDL_AudioSpec myHardwareSpec;
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@ -191,6 +193,7 @@ class SoundSDL2 : public Sound
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SDL_AudioDeviceID myWavDevice{0};
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uInt8* myWavBuffer{nullptr};
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static float myWavVolumeFactor;
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static SDL_AudioSpec myWavSpec; // audio output format
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static uInt8* myWavPos; // pointer to the audio buffer to be played
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static uInt32 myWavLen; // remaining length of the sample we have to play
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