mirror of https://github.com/bsnes-emu/bsnes.git
97 lines
2.6 KiB
C
97 lines
2.6 KiB
C
#include "audio.h"
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#include <SDL.h>
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#ifndef _WIN32
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#define AUDIO_FREQUENCY 96000
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#include <unistd.h>
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#else
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#include <Windows.h>
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/* Windows (well, at least my VM) can't handle 96KHz sound well :( */
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/* felsqualle says: For SDL 2.0.6+ using the WASAPI driver, the highest freq.
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we can get is 48000. 96000 also works, but always has some faint crackling in
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the audio, no matter how high or low I set the buffer length...
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Not quite satisfied with that solution, because acc. to SDL2 docs,
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96k + WASAPI *should* work. */
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#define AUDIO_FREQUENCY 48000
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#endif
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/* Compatibility with older SDL versions */
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#ifndef SDL_AUDIO_ALLOW_SAMPLES_CHANGE
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#define SDL_AUDIO_ALLOW_SAMPLES_CHANGE 0
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#endif
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static SDL_AudioDeviceID device_id;
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static SDL_AudioSpec want_aspec, have_aspec;
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#define AUDIO_BUFFER_SIZE 512
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static unsigned buffer_pos = 0;
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static GB_sample_t audio_buffer[AUDIO_BUFFER_SIZE];
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bool GB_audio_is_playing(void)
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{
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return SDL_GetAudioDeviceStatus(device_id) == SDL_AUDIO_PLAYING;
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}
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void GB_audio_set_paused(bool paused)
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{
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GB_audio_clear_queue();
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SDL_PauseAudioDevice(device_id, paused);
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}
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void GB_audio_clear_queue(void)
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{
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SDL_ClearQueuedAudio(device_id);
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}
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unsigned GB_audio_get_frequency(void)
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{
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return have_aspec.freq;
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}
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size_t GB_audio_get_queue_length(void)
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{
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return SDL_GetQueuedAudioSize(device_id);
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}
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void GB_audio_queue_sample(GB_sample_t *sample)
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{
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audio_buffer[buffer_pos++] = *sample;
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if (buffer_pos == AUDIO_BUFFER_SIZE) {
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buffer_pos = 0;
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SDL_QueueAudio(device_id, (const void *)audio_buffer, sizeof(audio_buffer));
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}
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}
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void GB_audio_init(void)
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{
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/* Configure Audio */
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memset(&want_aspec, 0, sizeof(want_aspec));
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want_aspec.freq = AUDIO_FREQUENCY;
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want_aspec.format = AUDIO_S16SYS;
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want_aspec.channels = 2;
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want_aspec.samples = 512;
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SDL_version _sdl_version;
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SDL_GetVersion(&_sdl_version);
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unsigned sdl_version = _sdl_version.major * 1000 + _sdl_version.minor * 100 + _sdl_version.patch;
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#ifndef _WIN32
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/* SDL 2.0.5 on macOS and Linux introduced a bug where certain combinations of buffer lengths and frequencies
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fail to produce audio correctly. */
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if (sdl_version >= 2005) {
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want_aspec.samples = 2048;
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}
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#else
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if (sdl_version < 2006) {
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/* Since WASAPI audio was introduced in SDL 2.0.6, we have to lower the audio frequency
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to 44100 because otherwise we would get garbled audio output.*/
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want_aspec.freq = 44100;
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}
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#endif
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device_id = SDL_OpenAudioDevice(0, 0, &want_aspec, &have_aspec, SDL_AUDIO_ALLOW_FREQUENCY_CHANGE | SDL_AUDIO_ALLOW_SAMPLES_CHANGE);
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}
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