2017-07-15 12:00:20 +00:00
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using ASIOError = long;
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enum : long {
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ASE_OK = 0,
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ASE_SUCCESS = 0x3f4847a0,
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ASE_NotPresent = -1000,
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ASE_HWMalfunction,
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ASE_InvalidParameter,
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ASE_InvalidMode,
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ASE_SPNotAdvancing,
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ASE_NoClock,
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ASE_NoMemory,
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};
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using ASIOBool = long;
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enum : long {
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ASIOFalse = 0,
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ASIOTrue = 1,
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};
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using ASIOSampleRate = double;
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using ASIOSamples = long long int;
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using ASIOTimeStamp = long long int;
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using ASIOSampleType = long;
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enum : long {
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ASIOSTInt16MSB = 0,
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ASIOSTInt24MSB = 1,
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ASIOSTInt32MSB = 2,
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ASIOSTFloat32MSB = 3,
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ASIOSTFloat64MSB = 4,
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ASIOSTInt32MSB16 = 8,
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ASIOSTInt32MSB18 = 9,
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ASIOSTInt32MSB20 = 10,
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ASIOSTInt32MSB24 = 11,
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ASIOSTInt16LSB = 16,
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ASIOSTInt24LSB = 17,
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ASIOSTInt32LSB = 18,
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ASIOSTFloat32LSB = 19,
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ASIOSTFloat64LSB = 20,
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ASIOSTInt32LSB16 = 24,
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ASIOSTInt32LSB18 = 25,
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ASIOSTInt32LSB20 = 26,
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ASIOSTInt32LSB24 = 27,
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ASIOSTDSDInt8LSB1 = 32,
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ASIOSTDSDInt8MSB1 = 33,
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ASIOSTDSDInt8NER8 = 40,
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ASIOSTLastEntry,
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};
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struct ASIOBufferInfo {
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ASIOBool isInput;
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long channelNum;
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void* buffers[2];
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};
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struct ASIOChannelInfo {
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long channel;
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ASIOBool isInput;
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ASIOBool isActive;
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long channelGroup;
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ASIOSampleType type;
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char name[32];
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};
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struct ASIOClockSource {
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long index;
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long associatedChannel;
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long associatedGroup;
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ASIOBool isCurrentSource;
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char name[32];
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};
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struct ASIOTimeInfo {
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double speed;
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ASIOTimeStamp systemTime;
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ASIOSamples samplePosition;
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ASIOSampleRate sampleRate;
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unsigned long flags;
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char reserved[12];
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};
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enum : unsigned long {
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kSystemTimeValid = 1 << 0,
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kSamplePositionValid = 1 << 1,
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kSampleRateValid = 1 << 2,
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kSpeedValid = 1 << 3,
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kSampleRateChanged = 1 << 4,
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kClockSourceChanged = 1 << 5,
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};
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struct ASIOTimeCode {
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double speed;
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ASIOSamples timeCodeSamples;
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unsigned long flags;
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char future[64];
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};
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enum : unsigned long {
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kTcValid = 1 << 0,
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kTcRunning = 1 << 1,
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kTcReverse = 1 << 2,
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kTcOnspeed = 1 << 3,
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kTcStill = 1 << 4,
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kTcSpeedValid = 1 << 8,
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};
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struct ASIOTime {
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long reserved[4];
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ASIOTimeInfo timeInfo;
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ASIOTimeCode timeCode;
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};
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struct ASIOCallbacks {
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auto (*bufferSwitch)(long doubleBufferIndex, ASIOBool directProcess) -> void;
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
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auto (*sampleRateDidChange)(ASIOSampleRate sampleRate) -> void;
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auto (*asioMessage)(long selector, long value, void* message, double* optional) -> long;
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auto (*bufferSwitchTimeInfo)(ASIOTime* parameters, long doubleBufferIndex, ASIOBool directProcess) -> ASIOTime*;
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2017-07-15 12:00:20 +00:00
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};
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enum : long {
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kAsioSelectorSupported = 1,
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kAsioEngineVersion,
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kAsioResetRequest,
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kAsioBufferSizeChange,
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kAsioResyncRequest,
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kAsioLatenciesChanged,
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kAsioSupportsTimeInfo,
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kAsioSupportsTimeCode,
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kAsioMMCCommand,
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kAsioSupportsInputMonitor,
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kAsioSupportsInputGain,
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kAsioSupportsInputMeter,
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kAsioSupportsOutputGain,
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kAsioSupportsOutputMeter,
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kAsioOverload,
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kAsioNumMessageSelectors,
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};
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struct IASIO : public IUnknown {
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
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virtual auto init(void* systemHandle) -> ASIOBool;
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2017-07-15 12:00:20 +00:00
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virtual auto getDriverName(char* name) -> void;
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virtual auto getDriverVersion() -> long;
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virtual auto getErrorMessage(char* error) -> void;
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virtual auto start() -> ASIOError;
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virtual auto stop() -> ASIOError;
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
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virtual auto getChannels(long* inputChannels, long* outputChannels) -> ASIOError = 0;
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2017-07-15 12:00:20 +00:00
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virtual auto getLatencies(long* inputLatency, long* outputLatency) -> ASIOError = 0;
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
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virtual auto getBufferSize(long* minimumSize, long* maximumSize, long* preferredSize, long* granularity) -> ASIOError = 0;
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2017-07-15 12:00:20 +00:00
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virtual auto canSampleRate(ASIOSampleRate sampleRate) -> ASIOError = 0;
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virtual auto getSampleRate(ASIOSampleRate* sampleRate) -> ASIOError = 0;
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virtual auto setSampleRate(ASIOSampleRate sampleRate) -> ASIOError = 0;
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
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virtual auto getClockSources(ASIOClockSource* clocks, long* sources) -> ASIOError = 0;
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2017-07-15 12:00:20 +00:00
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virtual auto setClockSource(long reference) -> ASIOError = 0;
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
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virtual auto getSamplePosition(ASIOSamples* samplePosition, ASIOTimeStamp* timeStamp) -> ASIOError = 0;
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virtual auto getChannelInfo(ASIOChannelInfo* information) -> ASIOError = 0;
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virtual auto createBuffers(ASIOBufferInfo* bufferInformation, long channels, long bufferSize, ASIOCallbacks* callbacks) -> ASIOError = 0;
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2017-07-15 12:00:20 +00:00
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virtual auto disposeBuffers() -> ASIOError = 0;
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virtual auto controlPanel() -> ASIOError = 0;
|
Update to v103r15 release.
byuu says:
Changelog:
- ruby: rewrote the API interfaces for Video, Audio, Input
- ruby/audio: can now select the number of output channels (not useful
to higan, sorry)
- ruby/asio: various improvements
- tomoko: audio settings panel can now select separate audio devices
(for ASIO, OSS so far)
- tomoko: audio settings panel frequency and latency lists are
dynamically populated now
Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:
- video: Direct3D, XShm
- audio: ASIO, OSS
- input: Windows, SDL, Xlib
It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.
Errata:
- ASIO needs device(), setDevice()
- need to call setDevice() at program startup to populate
frequency/latency settings properly
- changing the device and/or frequency needs to update the emulator
resampler rates
The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 05:11:18 +00:00
|
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virtual auto future(long selector, void* optional) -> ASIOError = 0;
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2017-07-15 12:00:20 +00:00
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virtual auto outputReady() -> ASIOError = 0;
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};
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