pcsx2/plugins/spu2-x/src/SndOut.h

694 lines
17 KiB
C++

/* SPU2-X, A plugin for Emulating the Sound Processing Unit of the Playstation 2
* Developed and maintained by the Pcsx2 Development Team.
*
* Original portions from SPU2ghz are (c) 2008 by David Quintana [gigaherz]
*
* SPU2-X is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* SPU2-X 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with SPU2-X. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
// Number of stereo samples per SndOut block.
// All drivers must work in units of this size when communicating with
// SndOut.
static const int SndOutPacketSize = 64;
// Overall master volume shift; this is meant to be a precision value and does not affect
// actual output volumes. It converts SPU2 16 bit volumes to 32-bit volumes, and likewise
// downsamples 32 bit samples to 16 bit sound driver output (this way timestretching and
// DSP effects get better precision results)
static const int SndOutVolumeShift = 12;
static const int SndOutVolumeShift32 = 16-SndOutVolumeShift; // shift up, not down
// Samplerate of the SPU2. For accurate playback we need to match this
// exactly. Trying to scale samplerates and maintain SPU2's Ts timing accuracy
// is too problematic. :)
static const int SampleRate = 48000;
extern int FindOutputModuleById( const wchar_t* omodid );
// Implemented in Config.cpp
extern float VolumeAdjustFL;
extern float VolumeAdjustC;
extern float VolumeAdjustFR;
extern float VolumeAdjustBL;
extern float VolumeAdjustBR;
extern float VolumeAdjustSL;
extern float VolumeAdjustSR;
extern float VolumeAdjustLFE;
struct Stereo51Out16DplII;
struct Stereo51Out32DplII;
struct Stereo51Out16Dpl; // similar to DplII but without rear balancing
struct Stereo51Out32Dpl;
extern void ResetDplIIDecoder();
extern void ProcessDplIISample16( const StereoOut32& src, Stereo51Out16DplII * s);
extern void ProcessDplIISample32( const StereoOut32& src, Stereo51Out32DplII * s);
extern void ProcessDplSample16( const StereoOut32& src, Stereo51Out16Dpl * s);
extern void ProcessDplSample32( const StereoOut32& src, Stereo51Out32Dpl * s);
struct StereoOut16
{
s16 Left;
s16 Right;
StereoOut16() :
Left( 0 ),
Right( 0 )
{
}
StereoOut16( const StereoOut32& src ) :
Left( (s16)src.Left ),
Right( (s16)src.Right )
{
}
StereoOut16( s16 left, s16 right ) :
Left( left ),
Right( right )
{
}
StereoOut32 UpSample() const;
void ResampleFrom( const StereoOut32& src )
{
// Use StereoOut32's built in conversion
*this = src.DownSample();
}
void AdjustFrom(const StereoOut32& src)
{
ResampleFrom(src);
Left = (s16) (Left * VolumeAdjustFL);
Right = (s16) (Right * VolumeAdjustFR);
}
};
struct StereoOutFloat
{
float Left;
float Right;
StereoOutFloat() :
Left( 0 ),
Right( 0 )
{
}
explicit StereoOutFloat( const StereoOut32& src ) :
Left( src.Left / 2147483647.0f ),
Right( src.Right / 2147483647.0f )
{
}
explicit StereoOutFloat( s32 left, s32 right ) :
Left( left / 2147483647.0f ),
Right( right / 2147483647.0f )
{
}
StereoOutFloat( float left, float right ) :
Left( left ),
Right( right )
{
}
};
struct Stereo21Out16
{
s16 Left;
s16 Right;
s16 LFE;
void ResampleFrom( const StereoOut32& src )
{
Left = src.Left >> SndOutVolumeShift;
Right = src.Right >> SndOutVolumeShift;
LFE = (src.Left + src.Right) >> (SndOutVolumeShift + 1);
}
void AdjustFrom(const StereoOut32& src)
{
ResampleFrom(src);
Left = (s16) (Left * VolumeAdjustFL);
Right = (s16) (Right * VolumeAdjustFR);
LFE = (s16) (LFE * VolumeAdjustLFE);
}
};
struct Stereo40Out16
{
s16 Left;
s16 Right;
s16 LeftBack;
s16 RightBack;
void ResampleFrom( const StereoOut32& src )
{
Left = src.Left >> SndOutVolumeShift;
Right = src.Right >> SndOutVolumeShift;
LeftBack = src.Left >> SndOutVolumeShift;
RightBack = src.Right >> SndOutVolumeShift;
}
void AdjustFrom(const StereoOut32& src)
{
ResampleFrom(src);
Left = (s16) (Left * VolumeAdjustFL);
Right = (s16) (Right * VolumeAdjustFR);
LeftBack = (s16) (LeftBack * VolumeAdjustBL);
RightBack = (s16) (RightBack * VolumeAdjustBR);
}
};
struct Stereo40Out32
{
s32 Left;
s32 Right;
s32 LeftBack;
s32 RightBack;
void ResampleFrom( const StereoOut32& src )
{
Left = src.Left << SndOutVolumeShift32;
Right = src.Right << SndOutVolumeShift32;
LeftBack = src.Left << SndOutVolumeShift32;
RightBack = src.Right << SndOutVolumeShift32;
}
void AdjustFrom(const StereoOut32& src)
{
ResampleFrom(src);
Left = (s32) (Left * VolumeAdjustFL);
Right = (s32) (Right * VolumeAdjustFR);
LeftBack = (s32) (LeftBack * VolumeAdjustBL);
RightBack = (s32) (RightBack * VolumeAdjustBR);
}
};
struct Stereo41Out16
{
s16 Left;
s16 Right;
s16 LFE;
s16 LeftBack;
s16 RightBack;
void ResampleFrom( const StereoOut32& src )
{
Left = src.Left >> SndOutVolumeShift;
Right = src.Right >> SndOutVolumeShift;
LFE = (src.Left + src.Right) >> (SndOutVolumeShift + 1);
LeftBack = src.Left >> SndOutVolumeShift;
RightBack = src.Right >> SndOutVolumeShift;
}
void AdjustFrom(const StereoOut32& src)
{
ResampleFrom(src);
Left = (s32) (Left * VolumeAdjustFL);
Right = (s32) (Right * VolumeAdjustFR);
LeftBack = (s32) (LeftBack * VolumeAdjustBL);
RightBack = (s32) (RightBack * VolumeAdjustBR);
LFE = (s32) (LFE * VolumeAdjustLFE);
}
};
struct Stereo51Out16
{
s16 Left;
s16 Right;
s16 Center;
s16 LFE;
s16 LeftBack;
s16 RightBack;
// Implementation Note: Center and Subwoofer/LFE -->
// This method is simple and sounds nice. It relies on the speaker/soundcard
// systems do to their own low pass / crossover. Manual lowpass is wasted effort
// and can't match solid state results anyway.
void ResampleFrom( const StereoOut32& src )
{
Left = src.Left >> SndOutVolumeShift;
Right = src.Right >> SndOutVolumeShift;
Center = (src.Left + src.Right) >> (SndOutVolumeShift + 1);
LFE = Center;
LeftBack = src.Left >> SndOutVolumeShift;
RightBack = src.Right >> SndOutVolumeShift;
}
void AdjustFrom(const StereoOut32& src)
{
ResampleFrom(src);
Left = (s16) (Left * VolumeAdjustFL);
Right = (s16) (Right * VolumeAdjustFR);
LeftBack = (s16) (LeftBack * VolumeAdjustBL);
RightBack = (s16) (RightBack * VolumeAdjustBR);
Center = (s16) (Center * VolumeAdjustC);
LFE = (s16) (LFE * VolumeAdjustLFE);
}
};
struct Stereo51Out16DplII
{
s16 Left;
s16 Right;
s16 Center;
s16 LFE;
s16 LeftBack;
s16 RightBack;
void ResampleFrom( const StereoOut32& src )
{
ProcessDplIISample16(src, this);
}
void AdjustFrom(const StereoOut32& src)
{
ResampleFrom(src);
Left = (s32) (Left * VolumeAdjustFL);
Right = (s32) (Right * VolumeAdjustFR);
LeftBack = (s32) (LeftBack * VolumeAdjustBL);
RightBack = (s32) (RightBack * VolumeAdjustBR);
Center = (s32) (Center * VolumeAdjustC);
LFE = (s32) (LFE * VolumeAdjustLFE);
}
};
struct Stereo51Out32DplII
{
s32 Left;
s32 Right;
s32 Center;
s32 LFE;
s32 LeftBack;
s32 RightBack;
void ResampleFrom( const StereoOut32& src )
{
ProcessDplIISample32(src, this);
}
void AdjustFrom(const StereoOut32& src)
{
ResampleFrom(src);
Left = (s32) (Left * VolumeAdjustFL);
Right = (s32) (Right * VolumeAdjustFR);
LeftBack = (s32) (LeftBack * VolumeAdjustBL);
RightBack = (s32) (RightBack * VolumeAdjustBR);
Center = (s32) (Center * VolumeAdjustC);
LFE = (s32) (LFE * VolumeAdjustLFE);
}
};
struct Stereo51Out16Dpl
{
s16 Left;
s16 Right;
s16 Center;
s16 LFE;
s16 LeftBack;
s16 RightBack;
void ResampleFrom( const StereoOut32& src )
{
ProcessDplSample16(src, this);
}
void AdjustFrom(const StereoOut32& src)
{
ResampleFrom(src);
Left = (s32) (Left * VolumeAdjustFL);
Right = (s32) (Right * VolumeAdjustFR);
LeftBack = (s32) (LeftBack * VolumeAdjustBL);
RightBack = (s32) (RightBack * VolumeAdjustBR);
Center = (s32) (Center * VolumeAdjustC);
LFE = (s32) (LFE * VolumeAdjustLFE);
}
};
struct Stereo51Out32Dpl
{
s32 Left;
s32 Right;
s32 Center;
s32 LFE;
s32 LeftBack;
s32 RightBack;
void ResampleFrom( const StereoOut32& src )
{
ProcessDplSample32(src, this);
}
void AdjustFrom(const StereoOut32& src)
{
ResampleFrom(src);
Left = (s32) (Left * VolumeAdjustFL);
Right = (s32) (Right * VolumeAdjustFR);
LeftBack = (s32) (LeftBack * VolumeAdjustBL);
RightBack = (s32) (RightBack * VolumeAdjustBR);
Center = (s32) (Center * VolumeAdjustC);
LFE = (s32) (LFE * VolumeAdjustLFE);
}
};
struct Stereo71Out16
{
s16 Left;
s16 Right;
s16 Center;
s16 LFE;
s16 LeftBack;
s16 RightBack;
s16 LeftSide;
s16 RightSide;
void ResampleFrom( const StereoOut32& src )
{
Left = src.Left >> SndOutVolumeShift;
Right = src.Right >> SndOutVolumeShift;
Center = (src.Left + src.Right) >> (SndOutVolumeShift + 1);
LFE = Center;
LeftBack = src.Left >> SndOutVolumeShift;
RightBack = src.Right >> SndOutVolumeShift;
LeftSide = src.Left >> (SndOutVolumeShift+1);
RightSide = src.Right >> (SndOutVolumeShift+1);
}
void AdjustFrom(const StereoOut32& src)
{
ResampleFrom(src);
Left = (s16) (Left * VolumeAdjustFL);
Right = (s16) (Right * VolumeAdjustFR);
LeftBack = (s16) (LeftBack * VolumeAdjustBL);
RightBack = (s16) (RightBack * VolumeAdjustBR);
LeftSide = (s16) (LeftBack * VolumeAdjustSL);
RightSide = (s16) (RightBack * VolumeAdjustSR);
Center = (s16) (Center * VolumeAdjustC);
LFE = (s16) (LFE * VolumeAdjustLFE);
}
};
struct Stereo71Out32
{
s32 Left;
s32 Right;
s32 Center;
s32 LFE;
s32 LeftBack;
s32 RightBack;
s32 LeftSide;
s32 RightSide;
void ResampleFrom( const StereoOut32& src )
{
Left = src.Left << SndOutVolumeShift32;
Right = src.Right << SndOutVolumeShift32;
Center = (src.Left + src.Right) << (SndOutVolumeShift32 - 1);
LFE = Center;
LeftBack = src.Left << SndOutVolumeShift32;
RightBack = src.Right << SndOutVolumeShift32;
LeftSide = src.Left << (SndOutVolumeShift32 - 1);
RightSide = src.Right << (SndOutVolumeShift32 - 1);
}
void AdjustFrom(const StereoOut32& src)
{
ResampleFrom(src);
Left = (s32) (Left * VolumeAdjustFL);
Right = (s32) (Right * VolumeAdjustFR);
LeftBack = (s32) (LeftBack * VolumeAdjustBL);
RightBack = (s32) (RightBack * VolumeAdjustBR);
LeftSide = (s32) (LeftBack * VolumeAdjustSL);
RightSide = (s32) (RightBack * VolumeAdjustSR);
Center = (s32) (Center * VolumeAdjustC);
LFE = (s32) (LFE * VolumeAdjustLFE);
}
};
struct Stereo20Out32
{
s32 Left;
s32 Right;
void ResampleFrom( const StereoOut32& src )
{
Left = src.Left << SndOutVolumeShift32;
Right = src.Right << SndOutVolumeShift32;
}
void AdjustFrom(const StereoOut32& src)
{
ResampleFrom(src);
Left = (s32) (Left * VolumeAdjustFL);
Right = (s32) (Right * VolumeAdjustFR);
}
};
struct Stereo21Out32
{
s32 Left;
s32 Right;
s32 LFE;
void ResampleFrom( const StereoOut32& src )
{
Left = src.Left << SndOutVolumeShift32;
Right = src.Right << SndOutVolumeShift32;
LFE = (src.Left + src.Right) << (SndOutVolumeShift32 - 1);
}
void AdjustFrom(const StereoOut32& src)
{
ResampleFrom(src);
Left = (s32) (Left * VolumeAdjustFL);
Right = (s32) (Right * VolumeAdjustFR);
LFE = (s32) (LFE * VolumeAdjustLFE);
}
};
struct Stereo41Out32
{
s32 Left;
s32 Right;
s32 LFE;
s32 LeftBack;
s32 RightBack;
void ResampleFrom( const StereoOut32& src )
{
Left = src.Left << SndOutVolumeShift32;
Right = src.Right << SndOutVolumeShift32;
LFE = (src.Left + src.Right) << (SndOutVolumeShift32 - 1);
LeftBack = src.Left << SndOutVolumeShift32;
RightBack = src.Right << SndOutVolumeShift32;
}
void AdjustFrom(const StereoOut32& src)
{
ResampleFrom(src);
Left = (s32) (Left * VolumeAdjustFL);
Right = (s32) (Right * VolumeAdjustFR);
LeftBack = (s32) (LeftBack * VolumeAdjustBL);
RightBack = (s32) (RightBack * VolumeAdjustBR);
LFE = (s32) (LFE * VolumeAdjustLFE);
}
};
struct Stereo51Out32
{
s32 Left;
s32 Right;
s32 Center;
s32 LFE;
s32 LeftBack;
s32 RightBack;
void ResampleFrom( const StereoOut32& src )
{
Left = src.Left << SndOutVolumeShift32;
Right = src.Right << SndOutVolumeShift32;
Center = (src.Left + src.Right) << (SndOutVolumeShift32 - 1);
LFE = Center;
LeftBack = src.Left << SndOutVolumeShift32;
RightBack = src.Right << SndOutVolumeShift32;
}
void AdjustFrom(const StereoOut32& src)
{
ResampleFrom(src);
Left = (s32) (Left * VolumeAdjustFL);
Right = (s32) (Right * VolumeAdjustFR);
LeftBack = (s32) (LeftBack * VolumeAdjustBL);
RightBack = (s32) (RightBack * VolumeAdjustBR);
Center = (s32) (Center * VolumeAdjustC);
LFE = (s32) (LFE * VolumeAdjustLFE);
}
};
// Developer Note: This is a static class only (all static members).
class SndBuffer
{
private:
static bool m_underrun_freeze;
static s32 m_predictData;
static float lastPct;
static StereoOut32* sndTempBuffer;
static StereoOut16* sndTempBuffer16;
static int sndTempProgress;
static int m_dsp_progress;
static int m_timestretch_progress;
static int m_timestretch_writepos;
static StereoOut32 *m_buffer;
static s32 m_size;
static __aligned(4) volatile s32 m_rpos;
static __aligned(4) volatile s32 m_wpos;
static float lastEmergencyAdj;
static float cTempo;
static float eTempo;
static int ssFreeze;
static void _InitFail();
static bool CheckUnderrunStatus( int& nSamples, int& quietSampleCount );
static void soundtouchInit();
static void soundtouchClearContents();
static void soundtouchCleanup();
static void timeStretchWrite();
static void timeStretchUnderrun();
static s32 timeStretchOverrun();
static void PredictDataWrite( int samples );
static float GetStatusPct();
static void UpdateTempoChangeSoundTouch();
static void UpdateTempoChangeSoundTouch2();
static void _WriteSamples(StereoOut32* bData, int nSamples);
static void _WriteSamples_Safe(StereoOut32* bData, int nSamples);
static void _ReadSamples_Safe(StereoOut32* bData, int nSamples);
static void _WriteSamples_Internal(StereoOut32 *bData, int nSamples);
static void _DropSamples_Internal(int nSamples);
static void _ReadSamples_Internal(StereoOut32 *bData, int nSamples);
static int _GetApproximateDataInBuffer();
public:
static void UpdateTempoChangeAsyncMixing();
static void Init();
static void Cleanup();
static void Write( const StereoOut32& Sample );
static s32 Test();
static void ClearContents();
// Note: When using with 32 bit output buffers, the user of this function is responsible
// for shifting the values to where they need to be manually. The fixed point depth of
// the sample output is determined by the SndOutVolumeShift, which is the number of bits
// to shift right to get a 16 bit result.
template< typename T >
static void ReadSamples( T* bData );
};
class SndOutModule
{
public:
// Virtual destructor, because it helps fight C+++ funny-business.
virtual ~SndOutModule() {}
// Returns a unique identification string for this driver.
// (usually just matches the driver's cpp filename)
virtual const wchar_t* GetIdent() const=0;
// Returns the long name / description for this driver.
// (for use in configuration screen)
virtual const wchar_t* GetLongName() const=0;
virtual s32 Init()=0;
virtual void Close()=0;
virtual s32 Test() const=0;
// Gui function: Used to open the configuration box for this driver.
virtual void Configure(uptr parent)=0;
// Loads settings from the INI file for this driver
virtual void ReadSettings()=0;
// Set output API for this driver
virtual void SetApiSettings(wxString api) =0;
// Saves settings to the INI file for this driver
virtual void WriteSettings() const=0;
// Returns the number of empty samples in the output buffer.
// (which is effectively the amount of data played since the last update)
virtual int GetEmptySampleCount() =0;
};
#ifdef _MSC_VER
//internal
extern SndOutModule* WaveOut;
extern SndOutModule* DSoundOut;
extern SndOutModule* XAudio2Out;
#endif
extern SndOutModule* PortaudioOut;
#ifdef __linux__
extern SndOutModule * const SDLOut;
extern SndOutModule* AlsaOut;
#endif
extern SndOutModule* mods[];
// =====================================================================================================
extern bool WavRecordEnabled;
extern void RecordStart();
extern void RecordStop();
extern void RecordWrite( const StereoOut16& sample );
extern s32 DspLoadLibrary(wchar_t *fileName, int modNum);
extern void DspCloseLibrary();
extern int DspProcess(s16 *buffer, int samples);
extern void DspUpdate(); // to let the Dsp process window messages