dolphin/Source/Core/AudioCommon/Src/OpenALStream.cpp

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// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "aldlist.h"
#include "OpenALStream.h"
#if defined HAVE_OPENAL && HAVE_OPENAL
#define AUDIO_NUMBUFFERS (4)
//#define AUDIO_SERVICE_UPDATE_PERIOD (20)
bool OpenALStream::Start()
{
ALDeviceList *pDeviceList = NULL;
ALCcontext *pContext = NULL;
ALCdevice *pDevice = NULL;
bool bReturn = false;
g_uiSource = 0;
pDeviceList = new ALDeviceList();
if ((pDeviceList) && (pDeviceList->GetNumDevices()))
{
pDevice = alcOpenDevice((const ALCchar *)pDeviceList->GetDeviceName(pDeviceList->GetDefaultDevice()));
if (pDevice)
{
pContext = alcCreateContext(pDevice, NULL);
if (pContext)
{
alcMakeContextCurrent(pContext);
thread = new Common::Thread(OpenALStream::ThreadFunc, (void *)this);
bReturn = true;
}
else
{
alcCloseDevice(pDevice);
PanicAlert("OpenAL: can't create context for device %s", pDevice);
}
} else {
PanicAlert("OpenAL: can't open device %s", pDevice);
}
delete pDeviceList;
} else {
PanicAlert("OpenAL: can't find sound devices");
}
return bReturn;
}
void OpenALStream::Stop()
{
ALCcontext *pContext;
ALCdevice *pDevice;
soundCriticalSection.Enter();
threadData = 1;
// kick the thread if it's waiting
soundSyncEvent.Set();
soundCriticalSection.Leave();
delete thread;
pContext = alcGetCurrentContext();
pDevice = alcGetContextsDevice(pContext);
alcMakeContextCurrent(NULL);
alcDestroyContext(pContext);
alcCloseDevice(pDevice);
soundSyncEvent.Shutdown();
thread = NULL;
}
void OpenALStream::Update()
{
//if (m_mixer->GetDataSize()) //here need debug
{
soundSyncEvent.Set();
}
}
void OpenALStream::Clear(bool mute)
{
m_muted = mute;
if(m_muted)
{
alSourceStop(g_uiSource);
}
else
{
alSourcePlay(g_uiSource);
}
}
THREAD_RETURN OpenALStream::ThreadFunc(void* args)
{
(reinterpret_cast<OpenALStream *>(args))->SoundLoop();
return 0;
}
void OpenALStream::SoundLoop()
{
ALuint uiBuffers[AUDIO_NUMBUFFERS] = {0};
ALuint uiSource = 0;
ALenum err;
u32 ulFrequency = m_mixer->GetSampleRate();
// Generate some AL Buffers for streaming
alGenBuffers(AUDIO_NUMBUFFERS, (ALuint *)uiBuffers);
// Generate a Source to playback the Buffers
alGenSources(1, &uiSource);
memset(realtimeBuffer, 0, OAL_BUFFER_SIZE * sizeof(short));
//*
for (int iLoop = 0; iLoop < AUDIO_NUMBUFFERS; iLoop++)
{
// pay load fake data
alBufferData(uiBuffers[iLoop], AL_FORMAT_STEREO16, realtimeBuffer, 1024, ulFrequency);
alSourceQueueBuffers(uiSource, 1, &uiBuffers[iLoop]);
}
//*/
g_uiSource = uiSource;
alSourcePlay(uiSource);
err = alGetError();
while (!threadData)
{
soundCriticalSection.Enter();
int numBytesToRender = 32768; //ya, this is a hack, we need real data count
/*int numBytesRender =*/ m_mixer->Mix(realtimeBuffer, numBytesToRender >> 2);
soundCriticalSection.Leave();
//if (numBytesRender) //here need debug
{
ALint iBuffersProcessed = 0;
alGetSourcei(uiSource, AL_BUFFERS_PROCESSED, &iBuffersProcessed);
if (iBuffersProcessed)
{
// Remove the Buffer from the Queue. (uiBuffer contains the Buffer ID for the unqueued Buffer)
ALuint uiTempBuffer = 0;
alSourceUnqueueBuffers(uiSource, 1, &uiTempBuffer);
/*
soundCriticalSection.Enter();
int numBytesToRender = 32768; //ya, this is a hack, we need real data count
m_mixer->Mix(realtimeBuffer, numBytesToRender >> 2);
soundCriticalSection.Leave();
unsigned long ulBytesWritten = 0;
*/
//if (numBytesRender)
{
alBufferData(uiTempBuffer, AL_FORMAT_STEREO16, realtimeBuffer, numBytesToRender, ulFrequency);
}
alSourceQueueBuffers(uiSource, 1, &uiTempBuffer);
}
}
if (!threadData)
soundSyncEvent.Wait();
}
alSourceStop(uiSource);
alSourcei(uiSource, AL_BUFFER, 0);
// Clean up buffers and sources
alDeleteSources(1, &uiSource);
alDeleteBuffers(AUDIO_NUMBUFFERS, (ALuint *)uiBuffers);
}
#endif //HAVE_OPENAL