bsnes/ruby/audio/asio.cpp

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#include <nall/windows/registry.hpp>
#include "asio.hpp"
struct AudioASIO : AudioDriver {
static AudioASIO* instance;
AudioASIO& self = *this;
AudioASIO(Audio& super) : AudioDriver(super) { instance = this; }
~AudioASIO() { terminate(); }
auto create() -> bool override {
super.setDevice(hasDevices().first());
super.setChannels(2);
super.setFrequency(48000);
super.setLatency(2048);
return initialize();
}
auto driver() -> string override { return "ASIO"; }
auto ready() -> bool override { return _ready; }
auto hasContext() -> bool override { return true; }
auto hasBlocking() -> bool override { return true; }
auto hasDevices() -> vector<string> override {
self.devices.reset();
for(auto candidate : registry::contents("HKLM\\SOFTWARE\\ASIO\\")) {
if(auto classID = registry::read({"HKLM\\SOFTWARE\\ASIO\\", candidate, "CLSID"})) {
self.devices.append({candidate.trimRight("\\", 1L), classID});
}
}
vector<string> devices;
for(auto& device : self.devices) devices.append(device.name);
Update to v104r06 release. byuu says: Changelog: - gba,ws: removed Thread::step() override¹ - processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not by one² - tomoko: created new initialize(Video,Audio,Input)Driver() functions³ - ruby/audio: split Audio::information into Audio::available(Devices,Frequencies,Latencies,Channels)³ - ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)() functions for consistency with other cores ¹: this should hopefully fix GBA Pokemon Pinball. Thanks to SuperMikeMan for pointing out the underlying cause. ²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more games. ³: this is the big change: so there was a problem with WASAPI where you might change your device under the audio settings panel. And your new device may not support the frequency that your old device used. This would end up not updating the frequency, and the pitch would be distorted. The old Audio::information() couldn't tell you what frequencies, latencies, or channels were available for all devices simultaneously, so I had to split them up. The new initializeAudioDriver() function validates you have a correct driver, or it defaults to none. Then it validates a correct device name, or it defaults to the first entry in the list. Then it validates a correct frequency, or defaults to the first in the list. Then finally it validates a correct latency, or defaults to the first in the list. In this way ... we have a clear path now with no API changes required to select default devices, frequencies, latencies, channel counts: they need to be the first items in their respective lists. So, what we need to do now is go through and for every audio driver that enumerates devices, we need to make sure the default device gets added to the top of the list. I'm ... not really sure how to do this with most drivers, so this is definitely going to take some time. Also, when you change a device, initializeAudioDriver() is called again, so if it's a bad device, it will disable the audio driver instead of continuing to send samples at it and hoping that the driver blocked those API calls when it failed to initialize properly. Now then ... since it was a decently-sized API change, it's possible I've broken compilation of the Linux drivers, so please report any compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
return devices;
}
auto hasChannels() -> vector<uint> override {
return {1, 2};
}
auto hasFrequencies() -> vector<uint> override {
return {self.frequency};
Update to v104r06 release. byuu says: Changelog: - gba,ws: removed Thread::step() override¹ - processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not by one² - tomoko: created new initialize(Video,Audio,Input)Driver() functions³ - ruby/audio: split Audio::information into Audio::available(Devices,Frequencies,Latencies,Channels)³ - ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)() functions for consistency with other cores ¹: this should hopefully fix GBA Pokemon Pinball. Thanks to SuperMikeMan for pointing out the underlying cause. ²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more games. ³: this is the big change: so there was a problem with WASAPI where you might change your device under the audio settings panel. And your new device may not support the frequency that your old device used. This would end up not updating the frequency, and the pitch would be distorted. The old Audio::information() couldn't tell you what frequencies, latencies, or channels were available for all devices simultaneously, so I had to split them up. The new initializeAudioDriver() function validates you have a correct driver, or it defaults to none. Then it validates a correct device name, or it defaults to the first entry in the list. Then it validates a correct frequency, or defaults to the first in the list. Then finally it validates a correct latency, or defaults to the first in the list. In this way ... we have a clear path now with no API changes required to select default devices, frequencies, latencies, channel counts: they need to be the first items in their respective lists. So, what we need to do now is go through and for every audio driver that enumerates devices, we need to make sure the default device gets added to the top of the list. I'm ... not really sure how to do this with most drivers, so this is definitely going to take some time. Also, when you change a device, initializeAudioDriver() is called again, so if it's a bad device, it will disable the audio driver instead of continuing to send samples at it and hoping that the driver blocked those API calls when it failed to initialize properly. Now then ... since it was a decently-sized API change, it's possible I've broken compilation of the Linux drivers, so please report any compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
}
auto hasLatencies() -> vector<uint> override {
Update to v104r06 release. byuu says: Changelog: - gba,ws: removed Thread::step() override¹ - processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not by one² - tomoko: created new initialize(Video,Audio,Input)Driver() functions³ - ruby/audio: split Audio::information into Audio::available(Devices,Frequencies,Latencies,Channels)³ - ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)() functions for consistency with other cores ¹: this should hopefully fix GBA Pokemon Pinball. Thanks to SuperMikeMan for pointing out the underlying cause. ²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more games. ³: this is the big change: so there was a problem with WASAPI where you might change your device under the audio settings panel. And your new device may not support the frequency that your old device used. This would end up not updating the frequency, and the pitch would be distorted. The old Audio::information() couldn't tell you what frequencies, latencies, or channels were available for all devices simultaneously, so I had to split them up. The new initializeAudioDriver() function validates you have a correct driver, or it defaults to none. Then it validates a correct device name, or it defaults to the first entry in the list. Then it validates a correct frequency, or defaults to the first in the list. Then finally it validates a correct latency, or defaults to the first in the list. In this way ... we have a clear path now with no API changes required to select default devices, frequencies, latencies, channel counts: they need to be the first items in their respective lists. So, what we need to do now is go through and for every audio driver that enumerates devices, we need to make sure the default device gets added to the top of the list. I'm ... not really sure how to do this with most drivers, so this is definitely going to take some time. Also, when you change a device, initializeAudioDriver() is called again, so if it's a bad device, it will disable the audio driver instead of continuing to send samples at it and hoping that the driver blocked those API calls when it failed to initialize properly. Now then ... since it was a decently-sized API change, it's possible I've broken compilation of the Linux drivers, so please report any compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
vector<uint> latencies;
uint latencyList[] = {64, 96, 128, 192, 256, 384, 512, 768, 1024, 1536, 2048, 3072, 6144}; //factors of 6144
for(auto& latency : latencyList) {
if(self.activeDevice) {
if(latency < self.activeDevice.minimumBufferSize) continue;
if(latency > self.activeDevice.maximumBufferSize) continue;
}
Update to v104r06 release. byuu says: Changelog: - gba,ws: removed Thread::step() override¹ - processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not by one² - tomoko: created new initialize(Video,Audio,Input)Driver() functions³ - ruby/audio: split Audio::information into Audio::available(Devices,Frequencies,Latencies,Channels)³ - ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)() functions for consistency with other cores ¹: this should hopefully fix GBA Pokemon Pinball. Thanks to SuperMikeMan for pointing out the underlying cause. ²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more games. ³: this is the big change: so there was a problem with WASAPI where you might change your device under the audio settings panel. And your new device may not support the frequency that your old device used. This would end up not updating the frequency, and the pitch would be distorted. The old Audio::information() couldn't tell you what frequencies, latencies, or channels were available for all devices simultaneously, so I had to split them up. The new initializeAudioDriver() function validates you have a correct driver, or it defaults to none. Then it validates a correct device name, or it defaults to the first entry in the list. Then it validates a correct frequency, or defaults to the first in the list. Then finally it validates a correct latency, or defaults to the first in the list. In this way ... we have a clear path now with no API changes required to select default devices, frequencies, latencies, channel counts: they need to be the first items in their respective lists. So, what we need to do now is go through and for every audio driver that enumerates devices, we need to make sure the default device gets added to the top of the list. I'm ... not really sure how to do this with most drivers, so this is definitely going to take some time. Also, when you change a device, initializeAudioDriver() is called again, so if it's a bad device, it will disable the audio driver instead of continuing to send samples at it and hoping that the driver blocked those API calls when it failed to initialize properly. Now then ... since it was a decently-sized API change, it's possible I've broken compilation of the Linux drivers, so please report any compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
latencies.append(latency);
}
//it is possible that no latencies in the hard-coded list above will match; so ensure driver-declared latencies are available
if(!latencies.find(self.activeDevice.minimumBufferSize)) latencies.append(self.activeDevice.minimumBufferSize);
if(!latencies.find(self.activeDevice.maximumBufferSize)) latencies.append(self.activeDevice.maximumBufferSize);
if(!latencies.find(self.activeDevice.preferredBufferSize)) latencies.append(self.activeDevice.preferredBufferSize);
latencies.sort();
Update to v104r06 release. byuu says: Changelog: - gba,ws: removed Thread::step() override¹ - processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not by one² - tomoko: created new initialize(Video,Audio,Input)Driver() functions³ - ruby/audio: split Audio::information into Audio::available(Devices,Frequencies,Latencies,Channels)³ - ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)() functions for consistency with other cores ¹: this should hopefully fix GBA Pokemon Pinball. Thanks to SuperMikeMan for pointing out the underlying cause. ²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more games. ³: this is the big change: so there was a problem with WASAPI where you might change your device under the audio settings panel. And your new device may not support the frequency that your old device used. This would end up not updating the frequency, and the pitch would be distorted. The old Audio::information() couldn't tell you what frequencies, latencies, or channels were available for all devices simultaneously, so I had to split them up. The new initializeAudioDriver() function validates you have a correct driver, or it defaults to none. Then it validates a correct device name, or it defaults to the first entry in the list. Then it validates a correct frequency, or defaults to the first in the list. Then finally it validates a correct latency, or defaults to the first in the list. In this way ... we have a clear path now with no API changes required to select default devices, frequencies, latencies, channel counts: they need to be the first items in their respective lists. So, what we need to do now is go through and for every audio driver that enumerates devices, we need to make sure the default device gets added to the top of the list. I'm ... not really sure how to do this with most drivers, so this is definitely going to take some time. Also, when you change a device, initializeAudioDriver() is called again, so if it's a bad device, it will disable the audio driver instead of continuing to send samples at it and hoping that the driver blocked those API calls when it failed to initialize properly. Now then ... since it was a decently-sized API change, it's possible I've broken compilation of the Linux drivers, so please report any compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
return latencies;
}
auto setContext(uintptr context) -> bool override { return initialize(); }
auto setDevice(string device) -> bool override { return initialize(); }
auto setBlocking(bool blocking) -> bool override { return initialize(); }
auto setChannels(uint channels) -> bool override { return initialize(); }
auto setLatency(uint latency) -> bool override { return initialize(); }
auto clear() -> void override {
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
if(!ready()) return;
for(uint n : range(self.channels)) {
memory::fill<uint8_t>(_channel[n].buffers[0], self.latency * _sampleSize);
memory::fill<uint8_t>(_channel[n].buffers[1], self.latency * _sampleSize);
}
memory::fill<uint8_t>(_queue.samples, sizeof(_queue.samples));
_queue.read = 0;
_queue.write = 0;
_queue.count = 0;
}
auto output(const double samples[]) -> void override {
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
if(!ready()) return;
//defer call to IASIO::start(), because the drivers themselves will sometimes crash internally.
//if software initializes AudioASIO but does not play music at startup, this can prevent a crash loop.
if(!_started) {
_started = true;
if(_asio->start() != ASE_OK) {
_ready = false;
return;
}
}
if(self.blocking) {
while(_queue.count >= self.latency);
Update to v103r16 release. byuu says: Changelog: - emulator/audio: added the ability to change the output frequency at run-time without emulator reset - tomoko: display video synchronize option again¹ - tomoko: Settings→Configuration expanded to Settings→{Video, Audio, Input, Hotkey, Advanced} Settings² - tomoko: fix default population of audio settings tab - ruby: Audio::frequency is a double now (to match both Emulator::Audio and ASIO)³ - tomoko: changing the audio device will repopulate the frequency and latency lists - tomoko: changing the audio frequency can now be done in real-time - ruby/audio/asio: added missing device() information, so devices can be changed now - ruby/audio/openal: ported to new API; added device selection support - ruby/audio/wasapi: ported to new API, but did not test yet (it's assuredly still broken)⁴ ¹: I'm uneasy about this ... but, I guess if people want to disable audio and just have smooth scrolling video ... so be it. With Screwtape's documentation, hopefully that'll help people understand that video synchronization always breaks audio synchronization. I may change this to a child menu that lets you pick between {no synchronization, video synchronization, audio synchronization} as a radio selection. ²: given how much more useful the video and audio tabs are now, I felt that four extra menu items were worth saving a click and going right to the tab you want. This also matches the behavior of the Tools menu displaying all tool options and taking you directly to each tab. This is kind of a hard change to get used to ... but I think it's for the better. ³: kind of stupid because I've never seen a hardware sound card where floor(frequency) != frequency, but whatever. Yay consistency. ⁴: I'm going to move it to be event-driven, and try to support 24-bit sample formats if possible. Who knows which cards that'll fix and which cards that'll break. I may end up making multiple WASAPI drivers so people can find one that actually works for them. We'll see.
2017-07-17 10:32:36 +00:00
}
for(uint n : range(self.channels)) {
Update to v103r16 release. byuu says: Changelog: - emulator/audio: added the ability to change the output frequency at run-time without emulator reset - tomoko: display video synchronize option again¹ - tomoko: Settings→Configuration expanded to Settings→{Video, Audio, Input, Hotkey, Advanced} Settings² - tomoko: fix default population of audio settings tab - ruby: Audio::frequency is a double now (to match both Emulator::Audio and ASIO)³ - tomoko: changing the audio device will repopulate the frequency and latency lists - tomoko: changing the audio frequency can now be done in real-time - ruby/audio/asio: added missing device() information, so devices can be changed now - ruby/audio/openal: ported to new API; added device selection support - ruby/audio/wasapi: ported to new API, but did not test yet (it's assuredly still broken)⁴ ¹: I'm uneasy about this ... but, I guess if people want to disable audio and just have smooth scrolling video ... so be it. With Screwtape's documentation, hopefully that'll help people understand that video synchronization always breaks audio synchronization. I may change this to a child menu that lets you pick between {no synchronization, video synchronization, audio synchronization} as a radio selection. ²: given how much more useful the video and audio tabs are now, I felt that four extra menu items were worth saving a click and going right to the tab you want. This also matches the behavior of the Tools menu displaying all tool options and taking you directly to each tab. This is kind of a hard change to get used to ... but I think it's for the better. ³: kind of stupid because I've never seen a hardware sound card where floor(frequency) != frequency, but whatever. Yay consistency. ⁴: I'm going to move it to be event-driven, and try to support 24-bit sample formats if possible. Who knows which cards that'll fix and which cards that'll break. I may end up making multiple WASAPI drivers so people can find one that actually works for them. We'll see.
2017-07-17 10:32:36 +00:00
_queue.samples[_queue.write][n] = samples[n];
}
_queue.write++;
_queue.count++;
}
private:
auto initialize() -> bool {
terminate();
hasDevices(); //this call populates self.devices
if(!self.devices) return false;
self.activeDevice = {};
for(auto& device : self.devices) {
if(self.device == device.name) {
self.activeDevice = device;
break;
}
}
if(!self.activeDevice) {
self.activeDevice = self.devices.first();
self.device = self.activeDevice.name;
}
CLSID classID;
if(CLSIDFromString((LPOLESTR)utf16_t(self.activeDevice.classID), (LPCLSID)&classID) != S_OK) return false;
if(CoCreateInstance(classID, 0, CLSCTX_INPROC_SERVER, classID, (void**)&_asio) != S_OK) return false;
if(!_asio->init((void*)self.context)) return false;
if(_asio->getSampleRate(&self.activeDevice.sampleRate) != ASE_OK) return false;
if(_asio->getChannels(&self.activeDevice.inputChannels, &self.activeDevice.outputChannels) != ASE_OK) return false;
if(_asio->getBufferSize(
&self.activeDevice.minimumBufferSize,
&self.activeDevice.maximumBufferSize,
&self.activeDevice.preferredBufferSize,
&self.activeDevice.granularity
) != ASE_OK) return false;
self.frequency = self.activeDevice.sampleRate;
self.latency = self.latency < self.activeDevice.minimumBufferSize ? self.activeDevice.minimumBufferSize : self.latency;
self.latency = self.latency > self.activeDevice.maximumBufferSize ? self.activeDevice.maximumBufferSize : self.latency;
for(uint n : range(self.channels)) {
_channel[n].isInput = false;
_channel[n].channelNum = n;
_channel[n].buffers[0] = nullptr;
_channel[n].buffers[1] = nullptr;
}
ASIOCallbacks callbacks;
callbacks.bufferSwitch = &AudioASIO::_bufferSwitch;
callbacks.sampleRateDidChange = &AudioASIO::_sampleRateDidChange;
callbacks.asioMessage = &AudioASIO::_asioMessage;
callbacks.bufferSwitchTimeInfo = &AudioASIO::_bufferSwitchTimeInfo;
if(_asio->createBuffers(_channel, self.channels, self.latency, &callbacks) != ASE_OK) return false;
if(_asio->getLatencies(&self.activeDevice.inputLatency, &self.activeDevice.outputLatency) != ASE_OK) return false;
//assume for the sake of sanity that all buffers use the same sample format ...
ASIOChannelInfo channelInformation = {};
channelInformation.channel = 0;
channelInformation.isInput = false;
if(_asio->getChannelInfo(&channelInformation) != ASE_OK) return false;
switch(_sampleFormat = channelInformation.type) {
case ASIOSTInt16LSB: _sampleSize = 2; break;
case ASIOSTInt24LSB: _sampleSize = 3; break;
case ASIOSTInt32LSB: _sampleSize = 4; break;
case ASIOSTFloat32LSB: _sampleSize = 4; break;
case ASIOSTFloat64LSB: _sampleSize = 8; break;
default: return false; //unsupported sample format
}
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
_ready = true;
_started = false;
clear();
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
return true;
}
auto terminate() -> void {
_ready = false;
_started = false;
self.activeDevice = {};
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
if(_asio) {
_asio->stop();
_asio->disposeBuffers();
_asio->Release();
_asio = nullptr;
}
}
private:
static auto _bufferSwitch(long doubleBufferInput, ASIOBool directProcess) -> void {
return instance->bufferSwitch(doubleBufferInput, directProcess);
}
static auto _sampleRateDidChange(ASIOSampleRate sampleRate) -> void {
return instance->sampleRateDidChange(sampleRate);
}
static auto _asioMessage(long selector, long value, void* message, double* optional) -> long {
return instance->asioMessage(selector, value, message, optional);
}
static auto _bufferSwitchTimeInfo(ASIOTime* parameters, long doubleBufferIndex, ASIOBool directProcess) -> ASIOTime* {
return instance->bufferSwitchTimeInfo(parameters, doubleBufferIndex, directProcess);
}
auto bufferSwitch(long doubleBufferInput, ASIOBool directProcess) -> void {
for(uint sampleIndex : range(self.latency)) {
double samples[8] = {0};
if(_queue.count) {
for(uint n : range(self.channels)) {
samples[n] = _queue.samples[_queue.read][n];
}
_queue.read++;
_queue.count--;
}
for(uint n : range(self.channels)) {
auto buffer = (uint8_t*)_channel[n].buffers[doubleBufferInput];
buffer += sampleIndex * _sampleSize;
switch(_sampleFormat) {
case ASIOSTInt16LSB: {
Update to v105 release. byuu says: This release provides several major improvements to Mega Drive emulation which enhances compatibility a good deal. It also includes important Super Famicom mosaic emulation improvements, plus a much-needed SuperFX save state issue fix. Changelog (since v104): - higan: many improvements to Emulator::Interface to support forks/frontends - higan: refreshed program icon - icarus: new program icon - Game Boy Advance: slight emulation speedup over v104 - Game Boy Advance: synchronize APU FIFO updates better - Mega Drive: added automatic region detection [hex_usr] - Mega Drive: support 8-bit SRAM - Game Boy Advance: fixed bug when changing to THUMB mode via MSR [MerryMage] - Master System: fix bug in backdrop color and background 0 priority [hex_usr] - Mega Drive: backgrounds always update output priority bit [Cydrak] - Mega Drive: emulated interlaced video output - Mega Drive: emulated shadow/highlight mode [Cydrak] - Super Famicom: auto joypad polling clears the shift register when starting - Super Famicom: added new low-entropy RAM initialization mode to more closely match hardware - Game Boy Advance: rumble will now time out after being left on for 500ms - ruby: improved rumble support in udev input driver [ma_rysia] - M68K: `move.b (a7)[+/-]` adjust a7 by two - M68K: illegal/lineA/lineF opcodes do not modify the stack register - Mega Drive: emulate VIP status bit - uPD7725: improved emulation of OV1/S1 flags [byuu, AWJ, Lord Nightmare] - uPD7725: improved handling of DP, RP updates [Jonas Quinn] - Super Famicom: improved emulation of mosaic effects in hires, interlace, and offset-per-tile modes [byuu, Cydrak] - ruby: improved Direct3D exclusive mode monitor selection [Cydrak] - Super Famicom: fixed save state bug affecting SuperFX games [Cydrak] - Mega Drive: added workaround for Clang compiler bug; allowing this core to work on macOS [Cydrak, Sintendo] - higan: hotkeys now also trigger when the main window lacks focus yet higan is set to allow input on focus loss - higan: fixed an edge case where `int16_t` ↔ `double` audio conversion could possibly result in overflows - higan: fixed a crash on macOS when choosing quit from the application menu [ncbncb] Changelog (since the previous WIP): - higan: restored `make console=true` - tomoko: if you allow input when main window focus is lost, hotkeys can now be triggered without focus as well - hiro/cocoa: fix crash on exit from menu [ncbncb] - ruby: smarter `double` → `int16_t` conversion to prevent underflow/overflow
2017-10-07 07:28:12 +00:00
*(uint16_t*)buffer = (uint16_t)sclamp<16>(samples[n] * (32768.0 - 1.0));
break;
}
case ASIOSTInt24LSB: {
Update to v105 release. byuu says: This release provides several major improvements to Mega Drive emulation which enhances compatibility a good deal. It also includes important Super Famicom mosaic emulation improvements, plus a much-needed SuperFX save state issue fix. Changelog (since v104): - higan: many improvements to Emulator::Interface to support forks/frontends - higan: refreshed program icon - icarus: new program icon - Game Boy Advance: slight emulation speedup over v104 - Game Boy Advance: synchronize APU FIFO updates better - Mega Drive: added automatic region detection [hex_usr] - Mega Drive: support 8-bit SRAM - Game Boy Advance: fixed bug when changing to THUMB mode via MSR [MerryMage] - Master System: fix bug in backdrop color and background 0 priority [hex_usr] - Mega Drive: backgrounds always update output priority bit [Cydrak] - Mega Drive: emulated interlaced video output - Mega Drive: emulated shadow/highlight mode [Cydrak] - Super Famicom: auto joypad polling clears the shift register when starting - Super Famicom: added new low-entropy RAM initialization mode to more closely match hardware - Game Boy Advance: rumble will now time out after being left on for 500ms - ruby: improved rumble support in udev input driver [ma_rysia] - M68K: `move.b (a7)[+/-]` adjust a7 by two - M68K: illegal/lineA/lineF opcodes do not modify the stack register - Mega Drive: emulate VIP status bit - uPD7725: improved emulation of OV1/S1 flags [byuu, AWJ, Lord Nightmare] - uPD7725: improved handling of DP, RP updates [Jonas Quinn] - Super Famicom: improved emulation of mosaic effects in hires, interlace, and offset-per-tile modes [byuu, Cydrak] - ruby: improved Direct3D exclusive mode monitor selection [Cydrak] - Super Famicom: fixed save state bug affecting SuperFX games [Cydrak] - Mega Drive: added workaround for Clang compiler bug; allowing this core to work on macOS [Cydrak, Sintendo] - higan: hotkeys now also trigger when the main window lacks focus yet higan is set to allow input on focus loss - higan: fixed an edge case where `int16_t` ↔ `double` audio conversion could possibly result in overflows - higan: fixed a crash on macOS when choosing quit from the application menu [ncbncb] Changelog (since the previous WIP): - higan: restored `make console=true` - tomoko: if you allow input when main window focus is lost, hotkeys can now be triggered without focus as well - hiro/cocoa: fix crash on exit from menu [ncbncb] - ruby: smarter `double` → `int16_t` conversion to prevent underflow/overflow
2017-10-07 07:28:12 +00:00
auto value = (uint32_t)sclamp<24>(samples[n] * (256.0 * 32768.0 - 1.0));
buffer[0] = value >> 0;
buffer[1] = value >> 8;
buffer[2] = value >> 16;
break;
}
case ASIOSTInt32LSB: {
Update to v105 release. byuu says: This release provides several major improvements to Mega Drive emulation which enhances compatibility a good deal. It also includes important Super Famicom mosaic emulation improvements, plus a much-needed SuperFX save state issue fix. Changelog (since v104): - higan: many improvements to Emulator::Interface to support forks/frontends - higan: refreshed program icon - icarus: new program icon - Game Boy Advance: slight emulation speedup over v104 - Game Boy Advance: synchronize APU FIFO updates better - Mega Drive: added automatic region detection [hex_usr] - Mega Drive: support 8-bit SRAM - Game Boy Advance: fixed bug when changing to THUMB mode via MSR [MerryMage] - Master System: fix bug in backdrop color and background 0 priority [hex_usr] - Mega Drive: backgrounds always update output priority bit [Cydrak] - Mega Drive: emulated interlaced video output - Mega Drive: emulated shadow/highlight mode [Cydrak] - Super Famicom: auto joypad polling clears the shift register when starting - Super Famicom: added new low-entropy RAM initialization mode to more closely match hardware - Game Boy Advance: rumble will now time out after being left on for 500ms - ruby: improved rumble support in udev input driver [ma_rysia] - M68K: `move.b (a7)[+/-]` adjust a7 by two - M68K: illegal/lineA/lineF opcodes do not modify the stack register - Mega Drive: emulate VIP status bit - uPD7725: improved emulation of OV1/S1 flags [byuu, AWJ, Lord Nightmare] - uPD7725: improved handling of DP, RP updates [Jonas Quinn] - Super Famicom: improved emulation of mosaic effects in hires, interlace, and offset-per-tile modes [byuu, Cydrak] - ruby: improved Direct3D exclusive mode monitor selection [Cydrak] - Super Famicom: fixed save state bug affecting SuperFX games [Cydrak] - Mega Drive: added workaround for Clang compiler bug; allowing this core to work on macOS [Cydrak, Sintendo] - higan: hotkeys now also trigger when the main window lacks focus yet higan is set to allow input on focus loss - higan: fixed an edge case where `int16_t` ↔ `double` audio conversion could possibly result in overflows - higan: fixed a crash on macOS when choosing quit from the application menu [ncbncb] Changelog (since the previous WIP): - higan: restored `make console=true` - tomoko: if you allow input when main window focus is lost, hotkeys can now be triggered without focus as well - hiro/cocoa: fix crash on exit from menu [ncbncb] - ruby: smarter `double` → `int16_t` conversion to prevent underflow/overflow
2017-10-07 07:28:12 +00:00
*(uint32_t*)buffer = (uint32_t)sclamp<32>(samples[n] * (65536.0 * 32768.0 - 1.0));
break;
}
case ASIOSTFloat32LSB: {
Update to v105 release. byuu says: This release provides several major improvements to Mega Drive emulation which enhances compatibility a good deal. It also includes important Super Famicom mosaic emulation improvements, plus a much-needed SuperFX save state issue fix. Changelog (since v104): - higan: many improvements to Emulator::Interface to support forks/frontends - higan: refreshed program icon - icarus: new program icon - Game Boy Advance: slight emulation speedup over v104 - Game Boy Advance: synchronize APU FIFO updates better - Mega Drive: added automatic region detection [hex_usr] - Mega Drive: support 8-bit SRAM - Game Boy Advance: fixed bug when changing to THUMB mode via MSR [MerryMage] - Master System: fix bug in backdrop color and background 0 priority [hex_usr] - Mega Drive: backgrounds always update output priority bit [Cydrak] - Mega Drive: emulated interlaced video output - Mega Drive: emulated shadow/highlight mode [Cydrak] - Super Famicom: auto joypad polling clears the shift register when starting - Super Famicom: added new low-entropy RAM initialization mode to more closely match hardware - Game Boy Advance: rumble will now time out after being left on for 500ms - ruby: improved rumble support in udev input driver [ma_rysia] - M68K: `move.b (a7)[+/-]` adjust a7 by two - M68K: illegal/lineA/lineF opcodes do not modify the stack register - Mega Drive: emulate VIP status bit - uPD7725: improved emulation of OV1/S1 flags [byuu, AWJ, Lord Nightmare] - uPD7725: improved handling of DP, RP updates [Jonas Quinn] - Super Famicom: improved emulation of mosaic effects in hires, interlace, and offset-per-tile modes [byuu, Cydrak] - ruby: improved Direct3D exclusive mode monitor selection [Cydrak] - Super Famicom: fixed save state bug affecting SuperFX games [Cydrak] - Mega Drive: added workaround for Clang compiler bug; allowing this core to work on macOS [Cydrak, Sintendo] - higan: hotkeys now also trigger when the main window lacks focus yet higan is set to allow input on focus loss - higan: fixed an edge case where `int16_t` ↔ `double` audio conversion could possibly result in overflows - higan: fixed a crash on macOS when choosing quit from the application menu [ncbncb] Changelog (since the previous WIP): - higan: restored `make console=true` - tomoko: if you allow input when main window focus is lost, hotkeys can now be triggered without focus as well - hiro/cocoa: fix crash on exit from menu [ncbncb] - ruby: smarter `double` → `int16_t` conversion to prevent underflow/overflow
2017-10-07 07:28:12 +00:00
*(float*)buffer = max(-1.0, min(+1.0, samples[n]));
break;
}
case ASIOSTFloat64LSB: {
Update to v105 release. byuu says: This release provides several major improvements to Mega Drive emulation which enhances compatibility a good deal. It also includes important Super Famicom mosaic emulation improvements, plus a much-needed SuperFX save state issue fix. Changelog (since v104): - higan: many improvements to Emulator::Interface to support forks/frontends - higan: refreshed program icon - icarus: new program icon - Game Boy Advance: slight emulation speedup over v104 - Game Boy Advance: synchronize APU FIFO updates better - Mega Drive: added automatic region detection [hex_usr] - Mega Drive: support 8-bit SRAM - Game Boy Advance: fixed bug when changing to THUMB mode via MSR [MerryMage] - Master System: fix bug in backdrop color and background 0 priority [hex_usr] - Mega Drive: backgrounds always update output priority bit [Cydrak] - Mega Drive: emulated interlaced video output - Mega Drive: emulated shadow/highlight mode [Cydrak] - Super Famicom: auto joypad polling clears the shift register when starting - Super Famicom: added new low-entropy RAM initialization mode to more closely match hardware - Game Boy Advance: rumble will now time out after being left on for 500ms - ruby: improved rumble support in udev input driver [ma_rysia] - M68K: `move.b (a7)[+/-]` adjust a7 by two - M68K: illegal/lineA/lineF opcodes do not modify the stack register - Mega Drive: emulate VIP status bit - uPD7725: improved emulation of OV1/S1 flags [byuu, AWJ, Lord Nightmare] - uPD7725: improved handling of DP, RP updates [Jonas Quinn] - Super Famicom: improved emulation of mosaic effects in hires, interlace, and offset-per-tile modes [byuu, Cydrak] - ruby: improved Direct3D exclusive mode monitor selection [Cydrak] - Super Famicom: fixed save state bug affecting SuperFX games [Cydrak] - Mega Drive: added workaround for Clang compiler bug; allowing this core to work on macOS [Cydrak, Sintendo] - higan: hotkeys now also trigger when the main window lacks focus yet higan is set to allow input on focus loss - higan: fixed an edge case where `int16_t` ↔ `double` audio conversion could possibly result in overflows - higan: fixed a crash on macOS when choosing quit from the application menu [ncbncb] Changelog (since the previous WIP): - higan: restored `make console=true` - tomoko: if you allow input when main window focus is lost, hotkeys can now be triggered without focus as well - hiro/cocoa: fix crash on exit from menu [ncbncb] - ruby: smarter `double` → `int16_t` conversion to prevent underflow/overflow
2017-10-07 07:28:12 +00:00
*(double*)buffer = max(-1.0, min(+1.0, samples[n]));
break;
}
}
}
}
}
auto sampleRateDidChange(ASIOSampleRate sampleRate) -> void {
}
auto asioMessage(long selector, long value, void* message, double* optional) -> long {
return ASE_OK;
}
auto bufferSwitchTimeInfo(ASIOTime* parameters, long doubleBufferIndex, ASIOBool directProcess) -> ASIOTime* {
return nullptr;
}
bool _ready = false;
bool _started = false;
struct Queue {
double samples[65536][8];
uint16_t read;
uint16_t write;
std::atomic<uint16_t> count;
};
struct Device {
explicit operator bool() const { return name; }
string name;
string classID;
ASIOSampleRate sampleRate;
long inputChannels;
long outputChannels;
long inputLatency;
long outputLatency;
long minimumBufferSize;
long maximumBufferSize;
long preferredBufferSize;
long granularity;
};
Queue _queue;
vector<Device> devices;
Device activeDevice;
IASIO* _asio = nullptr;
ASIOBufferInfo _channel[8];
long _sampleFormat;
long _sampleSize;
};
AudioASIO* AudioASIO::instance = nullptr;