OpenAL: YES! The first version of working OpenAL Backend!
I've only test in Ikaruga and Metroid Prime, at least they have sound. Performance is ugly, :<, still need more work on it. To enable oal in Dolphin, uncomment Source/Core/Common/Src/Common.h: //#define HAVE_OPENAL 1 git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2865 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -21,6 +21,7 @@
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#if defined HAVE_OPENAL && HAVE_OPENAL
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#define AUDIO_NUMBUFFERS (4)
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//#define AUDIO_SERVICE_UPDATE_PERIOD (20)
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bool OpenALStream::Start()
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{
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@ -96,16 +97,62 @@ THREAD_RETURN OpenALStream::ThreadFunc(void* args)
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void OpenALStream::SoundLoop()
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{
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while (!threadData) {
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soundCriticalSection.Enter();
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ALuint uiBuffers[AUDIO_NUMBUFFERS] = {0};
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ALuint uiSource = 0;
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ALenum err;
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u32 ulFrequency = m_mixer->GetSampleRate();
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// Generate some AL Buffers for streaming
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alGenBuffers(AUDIO_NUMBUFFERS, (ALuint *)uiBuffers);
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// Generate a Source to playback the Buffers
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alGenSources(1, &uiSource);
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// Add sound playing here
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// m_mixer->Mix(realtimeBuffer, numBytesToRender >> 2);
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soundCriticalSection.Leave();
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memset(realtimeBuffer, 0, OAL_BUFFER_SIZE * sizeof(short));
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//*
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for (int iLoop = 0; iLoop < AUDIO_NUMBUFFERS; iLoop++)
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{
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// pay load fake data
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alBufferData(uiBuffers[iLoop], AL_FORMAT_STEREO16, realtimeBuffer, 1024, ulFrequency);
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alSourceQueueBuffers(uiSource, 1, &uiBuffers[iLoop]);
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}
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//*/
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alSourcePlay(uiSource);
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err = alGetError();
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while (!threadData)
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{
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ALint iBuffersProcessed = 0;
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alGetSourcei(uiSource, AL_BUFFERS_PROCESSED, &iBuffersProcessed);
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if (iBuffersProcessed)
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{
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// Remove the Buffer from the Queue. (uiBuffer contains the Buffer ID for the unqueued Buffer)
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ALuint uiTempBuffer = 0;
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alSourceUnqueueBuffers(uiSource, 1, &uiTempBuffer);
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soundCriticalSection.Enter();
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int numBytesToRender = 32768; //ya, this is a hack, we need real data count
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m_mixer->Mix(realtimeBuffer, numBytesToRender >> 2);
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soundCriticalSection.Leave();
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unsigned long ulBytesWritten = 0;
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//if (ulBytesWritten)
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{
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//alBufferData(uiTempBuffer, ulFormat, pDecodeBuffer, ulBytesWritten, ulFrequency);
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alBufferData(uiTempBuffer, AL_FORMAT_STEREO16, realtimeBuffer, numBytesToRender, ulFrequency);
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alSourceQueueBuffers(uiSource, 1, &uiTempBuffer);
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}
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}
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if (!threadData)
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soundSyncEvent.Wait();
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}
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alSourceStop(uiSource);
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alSourcei(uiSource, AL_BUFFER, 0);
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// Clean up buffers and sources
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alDeleteSources(1, &uiSource);
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alDeleteBuffers(AUDIO_NUMBUFFERS, (const ALuint *)uiBuffers);
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}
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#endif //HAVE_OPENAL
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@ -33,6 +33,7 @@
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#endif // WIN32
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// public use
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#define SFX_MAX_SOURCE 1
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#define OAL_BUFFER_SIZE 1024*1024
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#endif
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@ -56,6 +57,8 @@ private:
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Common::Thread *thread;
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Common::CriticalSection soundCriticalSection;
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Common::Event soundSyncEvent;
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short realtimeBuffer[OAL_BUFFER_SIZE];
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#else
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public:
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OpenALStream(CMixer *mixer, void *hWnd = NULL): SoundStream(mixer) {}
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