diff --git a/src/common/SoundSDL2.cxx b/src/common/SoundSDL2.cxx index 37e658f20..1c894e924 100644 --- a/src/common/SoundSDL2.cxx +++ b/src/common/SoundSDL2.cxx @@ -64,6 +64,8 @@ SoundSDL2::SoundSDL2(OSystem& osystem, AudioSettings& audioSettings) return; SoundSDL2::mute(true); + myMuteState = !audioSettings.enabled(); + myWavVolumeFactor = myMuteState ? 0 : myVolumeFactor; Logger::debug("SoundSDL2::SoundSDL2 initialized"); } @@ -151,6 +153,10 @@ void SoundSDL2::setEnabled(bool enable) if(myAudioQueue) myAudioQueue->ignoreOverflows(!enable); + // Set new mute state and resulting WAV data volume + myMuteState = !enable; + myWavVolumeFactor = myMuteState ? 0 : myVolumeFactor; + Logger::debug(enable ? "SoundSDL2::setEnabled(true)" : "SoundSDL2::setEnabled(false)"); } @@ -195,7 +201,7 @@ void SoundSDL2::open(shared_ptr audioQueue, Logger::info(myAboutString); // And start the SDL sound subsystem ... - mute(false); + mute(false && myMuteState); Logger::debug("SoundSDL2::open finished"); } @@ -203,11 +209,11 @@ void SoundSDL2::open(shared_ptr audioQueue, // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - void SoundSDL2::close() { - stopWav(); if(!myIsInitializedFlag) return; - mute(true); + // Mute and remember current mute state for 'open()' + myMuteState = mute(true); if(myAudioQueue) myAudioQueue->closeSink(myCurrentFragment); @@ -235,6 +241,13 @@ bool SoundSDL2::toggleMute() setEnabled(enabled); myOSystem.console().initializeAudio(); + // Adjust TIA sound to new mute state + myMuteState = !enabled; + mute(myMuteState); + // Make sure the current WAV file continues playing if it got stopped by 'mute()' + if(myWavDevice) + SDL_PauseAudioDevice(myWavDevice, 0); + string message = "Sound "; message += enabled ? "unmuted" : "muted"; @@ -253,6 +266,7 @@ void SoundSDL2::setVolume(uInt32 percent) SDL_LockAudioDevice(myDevice); myVolumeFactor = static_cast(percent) / 100.F; + myWavVolumeFactor = myAudioSettings.enabled() ? myVolumeFactor : 0; SDL_UnlockAudioDevice(myDevice); } } @@ -263,16 +277,15 @@ void SoundSDL2::adjustVolume(int direction) Int32 percent = myVolume; percent = BSPF::clamp(percent + direction * 2, 0, 100); - setVolume(percent); - // Enable audio if it is currently disabled const bool enabled = myAudioSettings.enabled(); - if(percent > 0 && !enabled) + if(percent > 0 && direction && !enabled) { setEnabled(true); myOSystem.console().initializeAudio(); } + setVolume(percent); // Now show an onscreen message ostringstream strval; @@ -418,6 +431,7 @@ bool SoundSDL2::playWav(const string& fileName, const uInt32 position, // Set the callback function myWavSpec.callback = wavCallback; myWavSpec.userdata = nullptr; + //myWavSpec.samples = 4096; // decrease for smaller samples; } if(position > myWavLength) return false; @@ -472,16 +486,16 @@ void SoundSDL2::wavCallback(void* udata, uInt8* stream, int len) if(static_cast(len) > myWavLen) len = myWavLen; - // Mix volume adjusted WAV into silent buffer + // Mix volume adjusted WAV data into silent buffer SDL_MixAudioFormat(stream, myWavPos, myWavSpec.format, len, - SDL_MIX_MAXVOLUME * myVolumeFactor); + SDL_MIX_MAXVOLUME * myWavVolumeFactor); myWavPos += len; myWavLen -= len; } } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -float SoundSDL2::myVolumeFactor = 0xffff; +float SoundSDL2::myWavVolumeFactor = 0xffff; SDL_AudioSpec SoundSDL2::myWavSpec; // audio output format uInt8* SoundSDL2::myWavPos = nullptr; // pointer to the audio buffer to be played uInt32 SoundSDL2::myWavLen = 0; // remaining length of the sample we have to play diff --git a/src/common/SoundSDL2.hxx b/src/common/SoundSDL2.hxx index 60868b2f9..e5fd57fb6 100644 --- a/src/common/SoundSDL2.hxx +++ b/src/common/SoundSDL2.hxx @@ -165,7 +165,9 @@ class SoundSDL2 : public Sound // Current volume as a percentage (0 - 100) uInt32 myVolume{100}; - static float myVolumeFactor; + float myVolumeFactor{0xffff}; + // Current mute state, used to control WAV file sound + bool myMuteState{false}; // Audio specification structure SDL_AudioSpec myHardwareSpec; @@ -191,6 +193,7 @@ class SoundSDL2 : public Sound SDL_AudioDeviceID myWavDevice{0}; uInt8* myWavBuffer{nullptr}; + static float myWavVolumeFactor; static SDL_AudioSpec myWavSpec; // audio output format static uInt8* myWavPos; // pointer to the audio buffer to be played static uInt32 myWavLen; // remaining length of the sample we have to play