178 lines
4.4 KiB
C++
178 lines
4.4 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "CoreAudioSoundStream.h"
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typedef struct internal
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{
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AudioUnit audioUnit;
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short realtimeBuffer[1024 * 1024];
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};
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OSStatus callback(void *inRefCon, AudioUnitRenderActionFlags *ioActionFlags, const AudioTimeStamp *inTimeStamp, UInt32 inBusNumber, UInt32 inNumberFrames, AudioBufferList *ioData) {
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internal *soundStruct = (internal *)inRefCon;
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for (int i=0; i < (int)ioData->mNumberBuffers; i++)
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{
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memcpy(ioData->mBuffers[i].mData, &soundStruct->realtimeBuffer, ioData->mBuffers[i].mDataByteSize);
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}
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return 0;
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}
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void CoreAudioSound::SoundLoop()
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{
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CoreAudioInit();
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}
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CoreAudioSound::CoreAudioSound(CMixer *mixer) : SoundStream(mixer)
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{
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}
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CoreAudioSound::~CoreAudioSound()
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{
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}
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bool CoreAudioSound::CoreAudioInit()
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{
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ComponentDescription desc;
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OSStatus err;
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UInt32 enableIO;
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AURenderCallbackStruct callback_struct;
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AudioStreamBasicDescription format;
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UInt32 numBytesToRender = 512;
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internal *soundStruct = (internal *)malloc(sizeof(internal));
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memset(soundStruct->realtimeBuffer, 0, sizeof(soundStruct->realtimeBuffer));
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desc.componentType = kAudioUnitType_Output;
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desc.componentSubType = kAudioUnitSubType_HALOutput;
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desc.componentFlags = 0;
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desc.componentFlagsMask = 0;
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desc.componentManufacturer = kAudioUnitManufacturer_Apple;
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Component component = FindNextComponent(NULL, &desc);
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if (component == NULL)
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printf("error finding component\n");
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err = OpenAComponent(component, &soundStruct->audioUnit);
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if (err)
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printf("error opening audio component\n");
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//enable output device
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enableIO = 1;
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AudioUnitSetProperty(soundStruct->audioUnit,
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kAudioOutputUnitProperty_EnableIO,
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kAudioUnitScope_Output,
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0,
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&enableIO,
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sizeof(enableIO));
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format.mBitsPerChannel = 16;
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format.mChannelsPerFrame = 2;
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format.mBytesPerPacket = 4;
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format.mBytesPerFrame = 4;
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format.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
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format.mFormatID = kAudioFormatLinearPCM;
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format.mFramesPerPacket = 1;
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format.mSampleRate = m_mixer->GetSampleRate();
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//set format to output scope
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err = AudioUnitSetProperty(soundStruct->audioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, 0, &format, sizeof(AudioStreamBasicDescription));
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if (err)
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printf("error when setting output format\n");
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callback_struct.inputProc = callback;
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callback_struct.inputProcRefCon = soundStruct;
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err = AudioUnitSetProperty(soundStruct->audioUnit, kAudioUnitProperty_SetRenderCallback, kAudioUnitScope_Global, 0, &callback_struct, sizeof(callback_struct));
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if (err)
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printf("error when setting input callback\n");
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err = AudioUnitInitialize(soundStruct->audioUnit);
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if (err)
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printf("error when initiaising audiounit\n");
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err = AudioOutputUnitStart(soundStruct->audioUnit);
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if (err)
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printf("error when starting audiounit\n");
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do
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{
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soundCriticalSection.Enter();
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m_mixer->Mix(soundStruct->realtimeBuffer, numBytesToRender);
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soundCriticalSection.Leave();
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soundSyncEvent.Wait();
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}while(!threadData);
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err = AudioOutputUnitStop(soundStruct->audioUnit);
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if(err)
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printf("error when sopping audiounit\n");
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err = AudioUnitUninitialize(soundStruct->audioUnit);
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if(err)
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printf("Error uninitializing audiounit\n");
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err = CloseComponent(soundStruct->audioUnit);
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if(err)
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printf("Error while closing component\n");
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free(soundStruct);
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return true;
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}
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void *coreAudioThread(void *args)
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{
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((CoreAudioSound *)args)->SoundLoop();
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return NULL;
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}
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bool CoreAudioSound::Start()
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{
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soundSyncEvent.Init();
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thread = new Common::Thread(coreAudioThread, (void *)this);
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return true;
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}
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void CoreAudioSound::Stop()
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{
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threadData = 1;
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soundSyncEvent.Set();
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delete thread;
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thread = NULL;
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return;
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}
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void CoreAudioSound::Update()
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{
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soundSyncEvent.Set();
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}
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