// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include #include "Common.h" #include "Thread.h" #include "PulseAudioStream.h" namespace { const size_t BUFFER_SAMPLES = 512; // ~10 ms const size_t CHANNEL_COUNT = 2; const size_t BUFFER_SIZE = BUFFER_SAMPLES * CHANNEL_COUNT * sizeof(s16); } PulseAudio::PulseAudio(CMixer *mixer) : SoundStream(mixer) , m_thread() , m_run_thread() {} bool PulseAudio::Start() { m_run_thread = true; m_thread = std::thread(std::mem_fun(&PulseAudio::SoundLoop), this); return true; } void PulseAudio::Stop() { m_run_thread = false; m_thread.join(); } void PulseAudio::Update() { // don't need to do anything here. } // Called on audio thread. void PulseAudio::SoundLoop() { Common::SetCurrentThreadName("Audio thread - pulse"); if (PulseInit()) { while (m_run_thread.load() && m_pa_connected == 1 && m_pa_error >= 0) m_pa_error = pa_mainloop_iterate(m_pa_ml, 1, NULL); if(m_pa_error < 0) ERROR_LOG(AUDIO, "PulseAudio error: %s", pa_strerror(m_pa_error)); PulseShutdown(); } } bool PulseAudio::PulseInit() { m_pa_error = 0; m_pa_connected = 0; // create pulseaudio main loop and context // also register the async state callback which is called when the connection to the pa server has changed m_pa_ml = pa_mainloop_new(); m_pa_mlapi = pa_mainloop_get_api(m_pa_ml); m_pa_ctx = pa_context_new(m_pa_mlapi, "dolphin-emu"); m_pa_error = pa_context_connect(m_pa_ctx, NULL, PA_CONTEXT_NOFLAGS, NULL); pa_context_set_state_callback(m_pa_ctx, StateCallback, this); // wait until we're connected to the pulseaudio server while (m_pa_connected == 0 && m_pa_error >= 0) m_pa_error = pa_mainloop_iterate(m_pa_ml, 1, NULL); if (m_pa_connected == 2 || m_pa_error < 0) { ERROR_LOG(AUDIO, "PulseAudio failed to initialize: %s", pa_strerror(m_pa_error)); return false; } // create a new audio stream with our sample format // also connect the callbacks for this stream pa_sample_spec ss; ss.format = PA_SAMPLE_S16LE; ss.channels = 2; ss.rate = m_mixer->GetSampleRate(); m_pa_s = pa_stream_new(m_pa_ctx, "Playback", &ss, NULL); pa_stream_set_write_callback(m_pa_s, WriteCallback, this); pa_stream_set_underflow_callback(m_pa_s, UnderflowCallback, this); // connect this audio stream to the default audio playback // limit buffersize to reduce latency m_pa_ba.fragsize = -1; m_pa_ba.maxlength = -1; // max buffer, so also max latency m_pa_ba.minreq = -1; // don't read every byte, try to group them _a bit_ m_pa_ba.prebuf = -1; // start as early as possible m_pa_ba.tlength = BUFFER_SIZE; // designed latency, only change this flag for low latency output pa_stream_flags flags = pa_stream_flags(PA_STREAM_INTERPOLATE_TIMING | PA_STREAM_ADJUST_LATENCY | PA_STREAM_AUTO_TIMING_UPDATE); m_pa_error = pa_stream_connect_playback(m_pa_s, NULL, &m_pa_ba, flags, NULL, NULL); if (m_pa_error < 0) { ERROR_LOG(AUDIO, "PulseAudio failed to initialize: %s", pa_strerror(m_pa_error)); return false; } INFO_LOG(AUDIO, "Pulse successfully initialized"); return true; } void PulseAudio::PulseShutdown() { pa_context_disconnect(m_pa_ctx); pa_context_unref(m_pa_ctx); pa_mainloop_free(m_pa_ml); } void PulseAudio::StateCallback(pa_context* c) { pa_context_state_t state = pa_context_get_state(c); switch (state) { case PA_CONTEXT_FAILED: case PA_CONTEXT_TERMINATED: m_pa_connected = 2; break; case PA_CONTEXT_READY: m_pa_connected = 1; break; default: break; } } // on underflow, increase pulseaudio latency in ~10ms steps void PulseAudio::UnderflowCallback(pa_stream* s) { m_pa_ba.tlength += BUFFER_SIZE; pa_stream_set_buffer_attr(s, &m_pa_ba, NULL, NULL); WARN_LOG(AUDIO, "pulseaudio underflow, new latency: %d bytes", m_pa_ba.tlength); } void PulseAudio::WriteCallback(pa_stream* s, size_t length) { // fetch dst buffer directly from pulseaudio, so no memcpy is needed void* buffer; m_pa_error = pa_stream_begin_write(s, &buffer, &length); if (!buffer || m_pa_error < 0) return; // error will be printed from main loop m_mixer->Mix((s16*) buffer, length / sizeof(s16) / CHANNEL_COUNT); m_pa_error = pa_stream_write(s, buffer, length, NULL, 0, PA_SEEK_RELATIVE); } // Callbacks that forward to internal methods (required because PulseAudio is a C API). void PulseAudio::StateCallback(pa_context* c, void* userdata) { PulseAudio* p = (PulseAudio*) userdata; p->StateCallback(c); } void PulseAudio::UnderflowCallback(pa_stream* s, void* userdata) { PulseAudio* p = (PulseAudio*) userdata; p->UnderflowCallback(s); } void PulseAudio::WriteCallback(pa_stream* s, size_t length, void* userdata) { PulseAudio* p = (PulseAudio*) userdata; p->WriteCallback(s, length); }