// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "AudioCommon/AlsaSoundStream.h" #include "AudioCommon/AOSoundStream.h" #include "AudioCommon/AudioCommon.h" #include "AudioCommon/CoreAudioSoundStream.h" #include "AudioCommon/Mixer.h" #include "AudioCommon/NullSoundStream.h" #include "AudioCommon/OpenALStream.h" #include "AudioCommon/OpenSLESStream.h" #include "AudioCommon/PulseAudioStream.h" #include "AudioCommon/XAudio2_7Stream.h" #include "AudioCommon/XAudio2Stream.h" #include "Common/FileUtil.h" #include "Core/ConfigManager.h" #include "Core/Movie.h" // This shouldn't be a global, at least not here. SoundStream* g_sound_stream = nullptr; namespace AudioCommon { SoundStream* InitSoundStream() { CMixer *mixer = new CMixer(48000); // TODO: possible memleak with mixer std::string backend = SConfig::GetInstance().sBackend; if (backend == BACKEND_OPENAL && OpenALStream::isValid()) g_sound_stream = new OpenALStream(mixer); else if (backend == BACKEND_NULLSOUND && NullSound::isValid()) g_sound_stream = new NullSound(mixer); else if (backend == BACKEND_XAUDIO2) { if (XAudio2::isValid()) g_sound_stream = new XAudio2(mixer); else if (XAudio2_7::isValid()) g_sound_stream = new XAudio2_7(mixer); } else if (backend == BACKEND_AOSOUND && AOSound::isValid()) g_sound_stream = new AOSound(mixer); else if (backend == BACKEND_ALSA && AlsaSound::isValid()) g_sound_stream = new AlsaSound(mixer); else if (backend == BACKEND_COREAUDIO && CoreAudioSound::isValid()) g_sound_stream = new CoreAudioSound(mixer); else if (backend == BACKEND_PULSEAUDIO && PulseAudio::isValid()) g_sound_stream = new PulseAudio(mixer); else if (backend == BACKEND_OPENSLES && OpenSLESStream::isValid()) g_sound_stream = new OpenSLESStream(mixer); if (!g_sound_stream && NullSound::isValid()) { WARN_LOG(DSPHLE, "Could not initialize backend %s, using %s instead.", backend.c_str(), BACKEND_NULLSOUND); g_sound_stream = new NullSound(mixer); } if (g_sound_stream) { UpdateSoundStream(); if (g_sound_stream->Start()) { if (SConfig::GetInstance().m_DumpAudio) { std::string audio_file_name = File::GetUserPath(D_DUMPAUDIO_IDX) + "audiodump.wav"; File::CreateFullPath(audio_file_name); mixer->StartLogAudio(audio_file_name); } return g_sound_stream; } PanicAlertT("Could not initialize backend %s.", backend.c_str()); } PanicAlertT("Sound backend %s is not valid.", backend.c_str()); delete g_sound_stream; g_sound_stream = nullptr; return nullptr; } void ShutdownSoundStream() { INFO_LOG(DSPHLE, "Shutting down sound stream"); if (g_sound_stream) { g_sound_stream->Stop(); if (SConfig::GetInstance().m_DumpAudio) g_sound_stream->GetMixer()->StopLogAudio(); //g_sound_stream->StopLogAudio(); delete g_sound_stream; g_sound_stream = nullptr; } INFO_LOG(DSPHLE, "Done shutting down sound stream"); } std::vector GetSoundBackends() { std::vector backends; if (NullSound::isValid()) backends.push_back(BACKEND_NULLSOUND); if (XAudio2_7::isValid() || XAudio2::isValid()) backends.push_back(BACKEND_XAUDIO2); if (AOSound::isValid()) backends.push_back(BACKEND_AOSOUND); if (AlsaSound::isValid()) backends.push_back(BACKEND_ALSA); if (CoreAudioSound::isValid()) backends.push_back(BACKEND_COREAUDIO); if (PulseAudio::isValid()) backends.push_back(BACKEND_PULSEAUDIO); if (OpenALStream::isValid()) backends.push_back(BACKEND_OPENAL); if (OpenSLESStream::isValid()) backends.push_back(BACKEND_OPENSLES); return backends; } void PauseAndLock(bool doLock, bool unpauseOnUnlock) { if (g_sound_stream) { // audio typically doesn't maintain its own "paused" state // (that's already handled by the CPU and whatever else being paused) // so it should be good enough to only lock/unlock here. CMixer* pMixer = g_sound_stream->GetMixer(); if (pMixer) { std::mutex& csMixing = pMixer->MixerCritical(); if (doLock) csMixing.lock(); else csMixing.unlock(); } } } void UpdateSoundStream() { if (g_sound_stream) { g_sound_stream->SetVolume(SConfig::GetInstance().m_Volume); } } void ClearAudioBuffer(bool mute) { if (g_sound_stream) g_sound_stream->Clear(mute); } void SendAIBuffer(short *samples, unsigned int num_samples) { if (!g_sound_stream) return; CMixer* pMixer = g_sound_stream->GetMixer(); if (pMixer && samples) { pMixer->PushSamples(samples, num_samples); } g_sound_stream->Update(); } }