project64/Source/Project64-audio/Driver/SoundBase.h

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// Project64 - A Nintendo 64 emulator
// http://www.pj64-emu.com/
// Copyright(C) 2001-2021 Project64
// Copyright(C) 2000-2015 Azimer
// GNU/GPLv2 licensed: https://gnu.org/licenses/gpl-2.0.html
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#pragma once
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#include <Common/SyncEvent.h>
#include <Common/CriticalSection.h>
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class SoundDriverBase
{
public:
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SoundDriverBase();
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void AI_SetFrequency(uint32_t Frequency, uint32_t BufferSize);
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void AI_LenChanged(uint8_t *start, uint32_t length);
void AI_Startup();
void AI_Shutdown();
void AI_Update(bool Wait);
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uint32_t AI_ReadLength();
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virtual void SetFrequency(uint32_t Frequency, uint32_t BufferSize);
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virtual void StartAudio();
virtual void StopAudio();
protected:
enum { MAX_SIZE = 48000 * 2 * 2 }; // Max Buffer Size (44100Hz * 16bit * Stereo)
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virtual bool Initialize();
void LoadAiBuffer(uint8_t *start, uint32_t length); // Reads in length amount of audio bytes
uint32_t m_MaxBufferSize; // Variable size determined by Playback rate
CriticalSection m_CS;
private:
void BufferAudio();
SyncEvent m_AiUpdateEvent;
uint8_t *m_AI_DMAPrimaryBuffer, *m_AI_DMASecondaryBuffer;
uint32_t m_AI_DMAPrimaryBytes, m_AI_DMASecondaryBytes;
uint32_t m_BufferRemaining; // Buffer remaining
uint32_t m_CurrentReadLoc; // Currently playing Buffer
uint32_t m_CurrentWriteLoc; // Currently writing Buffer
uint8_t m_Buffer[MAX_SIZE]; // Emulated buffers
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};