// 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 #include "AOSoundStream.h" #include "Mixer.h" #if defined(HAVE_AO) && HAVE_AO void AOSound::SoundLoop() { uint_32 numBytesToRender = 256; ao_initialize(); default_driver = ao_default_driver_id(); format.bits = 16; format.channels = 2; #ifdef __APPLE__ format.rate = 44100; // libao for osx only supports 44.1kHz... #else format.rate = m_mixer->GetSampleRate(); #endif format.byte_format = AO_FMT_LITTLE; device = ao_open_live(default_driver, &format, NULL /* no options */); if (!device) { PanicAlert("AudioCommon: Error opening AO device.\n"); ao_shutdown(); Stop(); return; } buf_size = format.bits/8 * format.channels * format.rate; while (!threadData) { m_mixer->Mix(realtimeBuffer, numBytesToRender >> 2); soundCriticalSection.Enter(); ao_play(device, (char*)realtimeBuffer, numBytesToRender); soundCriticalSection.Leave(); soundSyncEvent.Wait(); } } void *soundThread(void *args) { ((AOSound *)args)->SoundLoop(); return NULL; } bool AOSound::Start() { memset(realtimeBuffer, 0, sizeof(realtimeBuffer)); soundSyncEvent.Init(); thread = new Common::Thread(soundThread, (void *)this); return true; } void AOSound::Update() { soundSyncEvent.Set(); } void AOSound::Stop() { threadData = 1; soundSyncEvent.Set(); soundCriticalSection.Enter(); delete thread; thread = NULL; ao_shutdown(); ao_close(device); device = NULL; soundCriticalSection.Leave(); soundSyncEvent.Shutdown(); } AOSound::~AOSound() { } #endif