// Copyright 2009 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "AudioCommon/AudioCommon.h" #include #include #include "AudioCommon/AlsaSoundStream.h" #include "AudioCommon/CubebStream.h" #include "AudioCommon/Mixer.h" #include "AudioCommon/NullSoundStream.h" #include "AudioCommon/OpenALStream.h" #include "AudioCommon/OpenSLESStream.h" #include "AudioCommon/PulseAudioStream.h" #include "AudioCommon/WASAPIStream.h" #include "Common/Common.h" #include "Common/FileUtil.h" #include "Common/Logging/Log.h" #include "Core/Config/MainSettings.h" #include "Core/ConfigManager.h" #include "Core/System.h" namespace AudioCommon { constexpr int AUDIO_VOLUME_MIN = 0; constexpr int AUDIO_VOLUME_MAX = 100; static std::unique_ptr CreateSoundStreamForBackend(std::string_view backend) { if (backend == BACKEND_CUBEB) return std::make_unique(); else if (backend == BACKEND_OPENAL && OpenALStream::IsValid()) return std::make_unique(); else if (backend == BACKEND_NULLSOUND) return std::make_unique(); else if (backend == BACKEND_ALSA && AlsaSound::IsValid()) return std::make_unique(); else if (backend == BACKEND_PULSEAUDIO && PulseAudio::IsValid()) return std::make_unique(); else if (backend == BACKEND_OPENSLES && OpenSLESStream::IsValid()) return std::make_unique(); else if (backend == BACKEND_WASAPI && WASAPIStream::IsValid()) return std::make_unique(); return {}; } void InitSoundStream(Core::System& system) { std::string backend = Config::Get(Config::MAIN_AUDIO_BACKEND); std::unique_ptr sound_stream = CreateSoundStreamForBackend(backend); if (!sound_stream) { WARN_LOG_FMT(AUDIO, "Unknown backend {}, using {} instead.", backend, GetDefaultSoundBackend()); backend = GetDefaultSoundBackend(); sound_stream = CreateSoundStreamForBackend(backend); } if (!sound_stream || !sound_stream->Init()) { WARN_LOG_FMT(AUDIO, "Could not initialize backend {}, using {} instead.", backend, BACKEND_NULLSOUND); sound_stream = std::make_unique(); sound_stream->Init(); } system.SetSoundStream(std::move(sound_stream)); } void PostInitSoundStream(Core::System& system) { // This needs to be called after AudioInterface::Init and SerialInterface::Init (for GBA devices) // where input sample rates are set UpdateSoundStream(system); SetSoundStreamRunning(system, true); if (Config::Get(Config::MAIN_DUMP_AUDIO) && !system.IsAudioDumpStarted()) StartAudioDump(system); } void ShutdownSoundStream(Core::System& system) { INFO_LOG_FMT(AUDIO, "Shutting down sound stream"); if (Config::Get(Config::MAIN_DUMP_AUDIO) && system.IsAudioDumpStarted()) StopAudioDump(system); SetSoundStreamRunning(system, false); system.SetSoundStream(nullptr); INFO_LOG_FMT(AUDIO, "Done shutting down sound stream"); } std::string GetDefaultSoundBackend() { std::string backend = BACKEND_NULLSOUND; #if defined ANDROID backend = BACKEND_OPENSLES; #elif defined __linux__ if (AlsaSound::IsValid()) backend = BACKEND_ALSA; else backend = BACKEND_CUBEB; #elif defined(__APPLE__) || defined(_WIN32) || defined(__OpenBSD__) backend = BACKEND_CUBEB; #endif return backend; } DPL2Quality GetDefaultDPL2Quality() { return DPL2Quality::High; } std::vector GetSoundBackends() { std::vector backends; backends.emplace_back(BACKEND_NULLSOUND); backends.emplace_back(BACKEND_CUBEB); if (AlsaSound::IsValid()) backends.emplace_back(BACKEND_ALSA); if (PulseAudio::IsValid()) backends.emplace_back(BACKEND_PULSEAUDIO); if (OpenALStream::IsValid()) backends.emplace_back(BACKEND_OPENAL); if (OpenSLESStream::IsValid()) backends.emplace_back(BACKEND_OPENSLES); if (WASAPIStream::IsValid()) backends.emplace_back(BACKEND_WASAPI); return backends; } bool SupportsDPL2Decoder(std::string_view backend) { #ifndef __APPLE__ if (backend == BACKEND_OPENAL) return true; #endif if (backend == BACKEND_CUBEB) return true; if (backend == BACKEND_PULSEAUDIO) return true; return false; } bool SupportsLatencyControl(std::string_view backend) { return backend == BACKEND_OPENAL || backend == BACKEND_WASAPI; } bool SupportsVolumeChanges(std::string_view backend) { // FIXME: this one should ask the backend whether it supports it. // but getting the backend from string etc. is probably // too much just to enable/disable a stupid slider... return backend == BACKEND_CUBEB || backend == BACKEND_OPENAL || backend == BACKEND_WASAPI; } void UpdateSoundStream(Core::System& system) { SoundStream* sound_stream = system.GetSoundStream(); if (sound_stream) { int volume = Config::Get(Config::MAIN_AUDIO_MUTED) ? 0 : Config::Get(Config::MAIN_AUDIO_VOLUME); sound_stream->SetVolume(volume); } } void SetSoundStreamRunning(Core::System& system, bool running) { SoundStream* sound_stream = system.GetSoundStream(); if (!sound_stream) return; if (system.IsSoundStreamRunning() == running) return; system.SetSoundStreamRunning(running); if (sound_stream->SetRunning(running)) return; if (running) ERROR_LOG_FMT(AUDIO, "Error starting stream."); else ERROR_LOG_FMT(AUDIO, "Error stopping stream."); } void SendAIBuffer(Core::System& system, const short* samples, unsigned int num_samples) { SoundStream* sound_stream = system.GetSoundStream(); if (!sound_stream) return; if (Config::Get(Config::MAIN_DUMP_AUDIO) && !system.IsAudioDumpStarted()) StartAudioDump(system); else if (!Config::Get(Config::MAIN_DUMP_AUDIO) && system.IsAudioDumpStarted()) StopAudioDump(system); Mixer* mixer = sound_stream->GetMixer(); if (mixer && samples) { mixer->PushSamples(samples, num_samples); } } void StartAudioDump(Core::System& system) { SoundStream* sound_stream = system.GetSoundStream(); std::time_t start_time = std::time(nullptr); std::string path_prefix = File::GetUserPath(D_DUMPAUDIO_IDX) + SConfig::GetInstance().GetGameID(); std::string base_name = fmt::format("{}_{:%Y-%m-%d_%H-%M-%S}", path_prefix, fmt::localtime(start_time)); const std::string audio_file_name_dtk = fmt::format("{}_dtkdump.wav", base_name); const std::string audio_file_name_dsp = fmt::format("{}_dspdump.wav", base_name); File::CreateFullPath(audio_file_name_dtk); File::CreateFullPath(audio_file_name_dsp); sound_stream->GetMixer()->StartLogDTKAudio(audio_file_name_dtk); sound_stream->GetMixer()->StartLogDSPAudio(audio_file_name_dsp); system.SetAudioDumpStarted(true); } void StopAudioDump(Core::System& system) { SoundStream* sound_stream = system.GetSoundStream(); if (!sound_stream) return; sound_stream->GetMixer()->StopLogDTKAudio(); sound_stream->GetMixer()->StopLogDSPAudio(); system.SetAudioDumpStarted(false); } void IncreaseVolume(Core::System& system, unsigned short offset) { Config::SetBaseOrCurrent(Config::MAIN_AUDIO_MUTED, false); int currentVolume = Config::Get(Config::MAIN_AUDIO_VOLUME); currentVolume += offset; if (currentVolume > AUDIO_VOLUME_MAX) currentVolume = AUDIO_VOLUME_MAX; Config::SetBaseOrCurrent(Config::MAIN_AUDIO_VOLUME, currentVolume); UpdateSoundStream(system); } void DecreaseVolume(Core::System& system, unsigned short offset) { Config::SetBaseOrCurrent(Config::MAIN_AUDIO_MUTED, false); int currentVolume = Config::Get(Config::MAIN_AUDIO_VOLUME); currentVolume -= offset; if (currentVolume < AUDIO_VOLUME_MIN) currentVolume = AUDIO_VOLUME_MIN; Config::SetBaseOrCurrent(Config::MAIN_AUDIO_VOLUME, currentVolume); UpdateSoundStream(system); } void ToggleMuteVolume(Core::System& system) { bool isMuted = Config::Get(Config::MAIN_AUDIO_MUTED); Config::SetBaseOrCurrent(Config::MAIN_AUDIO_MUTED, !isMuted); UpdateSoundStream(system); } } // namespace AudioCommon