// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "aldlist.h" #include "OpenALStream.h" #include "DPL2Decoder.h" #if defined HAVE_OPENAL && HAVE_OPENAL soundtouch::SoundTouch soundTouch; // // AyuanX: Spec says OpenAL1.1 is thread safe already // bool OpenALStream::Start() { ALDeviceList *pDeviceList = NULL; ALCcontext *pContext = NULL; ALCdevice *pDevice = NULL; bool bReturn = false; pDeviceList = new ALDeviceList(); if ((pDeviceList) && (pDeviceList->GetNumDevices())) { char *defDevName = pDeviceList->GetDeviceName(pDeviceList->GetDefaultDevice()); WARN_LOG(AUDIO, "Found OpenAL device %s", defDevName); pDevice = alcOpenDevice(defDevName); if (pDevice) { pContext = alcCreateContext(pDevice, NULL); if (pContext) { // Used to determine an appropriate period size (2x period = total buffer size) //ALCint refresh; //alcGetIntegerv(pDevice, ALC_REFRESH, 1, &refresh); //period_size_in_millisec = 1000 / refresh; alcMakeContextCurrent(pContext); thread = std::thread(std::mem_fun(&OpenALStream::SoundLoop), this); bReturn = true; } else { alcCloseDevice(pDevice); PanicAlertT("OpenAL: can't create context for device %s", defDevName); } } else { PanicAlertT("OpenAL: can't open device %s", defDevName); } delete pDeviceList; } else { PanicAlertT("OpenAL: can't find sound devices"); } // Initialize DPL2 parameters dpl2reset(); soundTouch.clear(); return bReturn; } void OpenALStream::Stop() { threadData = 1; // kick the thread if it's waiting soundSyncEvent.Set(); soundTouch.clear(); thread.join(); alSourceStop(uiSource); alSourcei(uiSource, AL_BUFFER, 0); // Clean up buffers and sources alDeleteSources(1, &uiSource); uiSource = 0; alDeleteBuffers(numBuffers, uiBuffers); ALCcontext *pContext = alcGetCurrentContext(); ALCdevice *pDevice = alcGetContextsDevice(pContext); alcMakeContextCurrent(NULL); alcDestroyContext(pContext); alcCloseDevice(pDevice); } void OpenALStream::SetVolume(int volume) { fVolume = (float)volume / 100.0f; if (uiSource) alSourcef(uiSource, AL_GAIN, fVolume); } void OpenALStream::Update() { soundSyncEvent.Set(); } void OpenALStream::Clear(bool mute) { m_muted = mute; if(m_muted) { soundTouch.clear(); alSourceStop(uiSource); } else { alSourcePlay(uiSource); } } void OpenALStream::SoundLoop() { Common::SetCurrentThreadName("Audio thread - openal"); bool surround_capable = Core::g_CoreStartupParameter.bDPL2Decoder; #if defined(__APPLE__) bool float32_capable = false; const ALenum AL_FORMAT_STEREO_FLOAT32 = 0; // OSX does not have the alext AL_FORMAT_51CHN32 yet. surround_capable = false; const ALenum AL_FORMAT_51CHN32 = 0; #else bool float32_capable = true; #endif u32 ulFrequency = m_mixer->GetSampleRate(); numBuffers = Core::g_CoreStartupParameter.iLatency + 2; // OpenAL requires a minimum of two buffers memset(uiBuffers, 0, numBuffers * sizeof(ALuint)); uiSource = 0; // Generate some AL Buffers for streaming alGenBuffers(numBuffers, (ALuint *)uiBuffers); // Generate a Source to playback the Buffers alGenSources(1, &uiSource); // Short Silence memset(sampleBuffer, 0, OAL_MAX_SAMPLES * numBuffers * FRAME_SURROUND_FLOAT); memset(realtimeBuffer, 0, OAL_MAX_SAMPLES * FRAME_STEREO_SHORT); for (int i = 0; i < numBuffers; i++) { if (surround_capable) alBufferData(uiBuffers[i], AL_FORMAT_51CHN32, sampleBuffer, 4 * FRAME_SURROUND_FLOAT, ulFrequency); else alBufferData(uiBuffers[i], AL_FORMAT_STEREO16, realtimeBuffer, 4 * FRAME_STEREO_SHORT, ulFrequency); } alSourceQueueBuffers(uiSource, numBuffers, uiBuffers); alSourcePlay(uiSource); // Set the default sound volume as saved in the config file. alSourcef(uiSource, AL_GAIN, fVolume); // TODO: Error handling //ALenum err = alGetError(); ALint iBuffersFilled = 0; ALint iBuffersProcessed = 0; ALint iState = 0; ALuint uiBufferTemp[OAL_MAX_BUFFERS] = {0}; soundTouch.setChannels(2); soundTouch.setSampleRate(ulFrequency); soundTouch.setTempo(1.0); soundTouch.setSetting(SETTING_USE_QUICKSEEK, 0); soundTouch.setSetting(SETTING_USE_AA_FILTER, 0); soundTouch.setSetting(SETTING_SEQUENCE_MS, 1); soundTouch.setSetting(SETTING_SEEKWINDOW_MS, 28); soundTouch.setSetting(SETTING_OVERLAP_MS, 12); while (!threadData) { // num_samples_to_render in this update - depends on SystemTimers::AUDIO_DMA_PERIOD. const u32 stereo_16_bit_size = 4; const u32 dma_length = 32; const u64 ais_samples_per_second = 48000 * stereo_16_bit_size; u64 audio_dma_period = SystemTimers::GetTicksPerSecond() / (AudioInterface::GetAIDSampleRate() * stereo_16_bit_size / dma_length); u64 num_samples_to_render = (audio_dma_period * ais_samples_per_second) / SystemTimers::GetTicksPerSecond(); unsigned int numSamples = (unsigned int)num_samples_to_render; unsigned int minSamples = surround_capable ? 240 : 0; // DPL2 accepts 240 samples minimum (FWRDURATION) numSamples = (numSamples > OAL_MAX_SAMPLES) ? OAL_MAX_SAMPLES : numSamples; numSamples = m_mixer->Mix(realtimeBuffer, numSamples); // Convert the samples from short to float float dest[OAL_MAX_SAMPLES * STEREO_CHANNELS]; for (u32 i = 0; i < numSamples * STEREO_CHANNELS; ++i) dest[i] = (float)realtimeBuffer[i] / (1 << 16); soundTouch.putSamples(dest, numSamples); if (iBuffersProcessed == iBuffersFilled) { alGetSourcei(uiSource, AL_BUFFERS_PROCESSED, &iBuffersProcessed); iBuffersFilled = 0; } if (iBuffersProcessed) { float rate = m_mixer->GetCurrentSpeed(); if (rate <= 0) { Core::RequestRefreshInfo(); rate = m_mixer->GetCurrentSpeed(); } // Place a lower limit of 10% speed. When a game boots up, there will be // many silence samples. These do not need to be timestretched. if (rate > 0.10) { // Adjust SETTING_SEQUENCE_MS to balance between lag vs hollow audio soundTouch.setSetting(SETTING_SEQUENCE_MS, (int)(1 / (rate * rate))); soundTouch.setTempo(rate); if (rate > 10) { soundTouch.clear(); } } unsigned int nSamples = soundTouch.receiveSamples(sampleBuffer, OAL_MAX_SAMPLES * numBuffers); if (nSamples < minSamples) continue; // Remove the Buffer from the Queue. (uiBuffer contains the Buffer ID for the unqueued Buffer) if (iBuffersFilled == 0) { alSourceUnqueueBuffers(uiSource, iBuffersProcessed, uiBufferTemp); ALenum err = alGetError(); if (err != 0) { ERROR_LOG(AUDIO, "Error unqueuing buffers: %08x", err); } } if (surround_capable) { float dpl2[OAL_MAX_SAMPLES * OAL_MAX_BUFFERS * SURROUND_CHANNELS]; dpl2decode(sampleBuffer, nSamples, dpl2); alBufferData(uiBufferTemp[iBuffersFilled], AL_FORMAT_51CHN32, dpl2, nSamples * FRAME_SURROUND_FLOAT, ulFrequency); ALenum err = alGetError(); if (err == AL_INVALID_ENUM) { // 5.1 is not supported by the host, fallback to stereo WARN_LOG(AUDIO, "Unable to set 5.1 surround mode. Updating OpenAL Soft might fix this issue."); surround_capable = false; } else if (err != 0) { ERROR_LOG(AUDIO, "Error occurred while buffering data: %08x", err); } } else { if (float32_capable) { alBufferData(uiBufferTemp[iBuffersFilled], AL_FORMAT_STEREO_FLOAT32, sampleBuffer, nSamples * FRAME_STEREO_FLOAT, ulFrequency); ALenum err = alGetError(); if (err == AL_INVALID_ENUM) { float32_capable = false; } else if (err != 0) { ERROR_LOG(AUDIO, "Error occurred while buffering float32 data: %08x", err); } } else { // Convert the samples from float to short short stereo[OAL_MAX_SAMPLES * STEREO_CHANNELS * OAL_MAX_BUFFERS]; for (u32 i = 0; i < nSamples * STEREO_CHANNELS; ++i) stereo[i] = (short)((float)sampleBuffer[i] * (1 << 16)); alBufferData(uiBufferTemp[iBuffersFilled], AL_FORMAT_STEREO16, stereo, nSamples * FRAME_STEREO_SHORT, ulFrequency); } } alSourceQueueBuffers(uiSource, 1, &uiBufferTemp[iBuffersFilled]); ALenum err = alGetError(); if (err != 0) { ERROR_LOG(AUDIO, "Error queuing buffers: %08x", err); } iBuffersFilled++; if (iBuffersFilled == numBuffers) { alSourcePlay(uiSource); err = alGetError(); if (err != 0) { ERROR_LOG(AUDIO, "Error occurred during playback: %08x", err); } } alGetSourcei(uiSource, AL_SOURCE_STATE, &iState); if (iState != AL_PLAYING) { // Buffer underrun occurred, resume playback alSourcePlay(uiSource); err = alGetError(); if (err != 0) { ERROR_LOG(AUDIO, "Error occurred resuming playback: %08x", err); } } } else { soundSyncEvent.Wait(); } } } #endif //HAVE_OPENAL