fixed Sound muting for WAV files

This commit is contained in:
Thomas Jentzsch 2022-09-14 13:39:24 +02:00
parent d488b9c860
commit c53e0eabcb
2 changed files with 27 additions and 10 deletions

View File

@ -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> 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> 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<float>(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<uInt32>(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

View File

@ -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