stella/src/common/SoundSDL2.cxx

551 lines
15 KiB
C++

//============================================================================
//
// SSSS tt lll lll
// SS SS tt ll ll
// SS tttttt eeee ll ll aaaa
// SSSS tt ee ee ll ll aa
// SS tt eeeeee ll ll aaaaa -- "An Atari 2600 VCS Emulator"
// SS SS tt ee ll ll aa aa
// SSSS ttt eeeee llll llll aaaaa
//
// Copyright (c) 1995-2024 by Bradford W. Mott, Stephen Anthony
// and the Stella Team
//
// See the file "License.txt" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//============================================================================
#ifdef SOUND_SUPPORT
#include <cmath>
#include "SDL_lib.hxx"
#include "Logger.hxx"
#include "FrameBuffer.hxx"
#include "OSystem.hxx"
#include "Console.hxx"
#include "AudioQueue.hxx"
#include "EmulationTiming.hxx"
#include "AudioSettings.hxx"
#include "audio/SimpleResampler.hxx"
#include "audio/LanczosResampler.hxx"
#include "ThreadDebugging.hxx"
#include "SoundSDL2.hxx"
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SoundSDL2::SoundSDL2(OSystem& osystem, AudioSettings& audioSettings)
: Sound{osystem},
myAudioSettings{audioSettings}
{
ASSERT_MAIN_THREAD;
Logger::debug("SoundSDL2::SoundSDL2 started ...");
if(SDL_InitSubSystem(SDL_INIT_AUDIO) < 0)
{
ostringstream buf;
buf << "WARNING: Failed to initialize SDL audio system! \n"
<< " " << SDL_GetError() << '\n';
Logger::error(buf.view());
return;
}
queryHardware(myDevices); // NOLINT
SDL_zero(myHardwareSpec);
if(!openDevice())
return;
Logger::debug("SoundSDL2::SoundSDL2 initialized");
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SoundSDL2::~SoundSDL2()
{
ASSERT_MAIN_THREAD;
if(!myIsInitializedFlag)
return;
SDL_CloseAudioDevice(myDevice);
SDL_QuitSubSystem(SDL_INIT_AUDIO);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::queryHardware(VariantList& devices)
{
ASSERT_MAIN_THREAD;
const int numDevices = SDL_GetNumAudioDevices(0);
// log the available audio devices
ostringstream s;
s << "Supported audio devices (" << numDevices << "):";
Logger::debug(s.view());
VarList::push_back(devices, "Default", 0);
for(int i = 0; i < numDevices; ++i)
{
ostringstream ss;
ss << " " << i + 1 << ": " << SDL_GetAudioDeviceName(i, 0);
Logger::debug(ss.view());
VarList::push_back(devices, SDL_GetAudioDeviceName(i, 0), i + 1);
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool SoundSDL2::openDevice()
{
ASSERT_MAIN_THREAD;
SDL_AudioSpec desired;
desired.freq = myAudioSettings.sampleRate();
desired.format = AUDIO_F32SYS;
desired.channels = 2;
desired.samples = static_cast<Uint16>(myAudioSettings.fragmentSize());
desired.callback = callback;
desired.userdata = this;
if(myIsInitializedFlag)
SDL_CloseAudioDevice(myDevice);
myDeviceId = BSPF::clamp(myAudioSettings.device(), 0U,
static_cast<uInt32>(myDevices.size() - 1));
const char* const device = myDeviceId
? myDevices.at(myDeviceId).first.c_str()
: nullptr;
myDevice = SDL_OpenAudioDevice(device, 0, &desired, &myHardwareSpec,
SDL_AUDIO_ALLOW_FREQUENCY_CHANGE);
if(myDevice == 0)
{
ostringstream buf;
buf << "WARNING: Couldn't open SDL audio device! \n"
<< " " << SDL_GetError() << '\n';
Logger::error(buf.view());
return myIsInitializedFlag = false;
}
return myIsInitializedFlag = true;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::setEnabled(bool enable)
{
mute(!enable);
pause(!enable);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::open(shared_ptr<AudioQueue> audioQueue,
EmulationTiming* emulationTiming)
{
const string pre_about = myAboutString;
// Do we need to re-open the sound device?
// Only do this when absolutely necessary
if(myAudioSettings.sampleRate() != static_cast<uInt32>(myHardwareSpec.freq) ||
myAudioSettings.fragmentSize() != static_cast<uInt32>(myHardwareSpec.samples) ||
myAudioSettings.device() != myDeviceId)
openDevice();
myEmulationTiming = emulationTiming;
myWavHandler.setSpeed(262 * 60 * 2. / myEmulationTiming->audioSampleRate());
Logger::debug("SoundSDL2::open started ...");
audioQueue->ignoreOverflows(!myAudioSettings.enabled());
if(!myAudioSettings.enabled())
{
Logger::info("Sound disabled\n");
return;
}
myAudioQueue = audioQueue;
myUnderrun = true;
myCurrentFragment = nullptr;
// Adjust volume to that defined in settings
setVolume(myAudioSettings.volume());
initResampler();
// Show some info
myAboutString = about();
if(myAboutString != pre_about)
Logger::info(myAboutString);
// And start the SDL sound subsystem ...
pause(false);
Logger::debug("SoundSDL2::open finished");
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::mute(bool enable)
{
if(enable)
myVolumeFactor = 0;
else
setVolume(myAudioSettings.volume());
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::toggleMute()
{
const bool wasMuted = myVolumeFactor == 0;
mute(!wasMuted);
string message = "Sound ";
message += !myAudioSettings.enabled()
? "disabled"
: (wasMuted ? "unmuted" : "muted");
myOSystem.frameBuffer().showTextMessage(message);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool SoundSDL2::pause(bool enable)
{
ASSERT_MAIN_THREAD;
const bool wasPaused = SDL_GetAudioDeviceStatus(myDevice) == SDL_AUDIO_PAUSED;
if(myIsInitializedFlag)
{
SDL_PauseAudioDevice(myDevice, enable ? 1 : 0);
myWavHandler.pause(enable);
}
return wasPaused;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::setVolume(uInt32 volume)
{
if(myIsInitializedFlag && (volume <= 100))
{
myAudioSettings.setVolume(volume);
myVolumeFactor = myAudioSettings.enabled() ? static_cast<float>(volume) / 100.F : 0;
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::adjustVolume(int direction)
{
Int32 percent = myAudioSettings.volume();
percent = BSPF::clamp(percent + direction * 2, 0, 100);
// Enable audio if it is currently disabled
const bool enabled = myAudioSettings.enabled();
if(percent > 0 && direction && !enabled)
{
setEnabled(true);
myOSystem.console().initializeAudio();
}
setVolume(percent);
// Now show an onscreen message
ostringstream strval;
(percent) ? strval << percent << "%" : strval << "Off";
myOSystem.frameBuffer().showGaugeMessage("Volume", strval.view(), percent);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
string SoundSDL2::about() const
{
ostringstream buf;
buf << "Sound enabled:\n"
<< " Volume: " << myAudioSettings.volume() << "%\n"
<< " Device: " << myDevices.at(myDeviceId).first << '\n'
<< " Channels: " << static_cast<uInt32>(myHardwareSpec.channels)
<< (myAudioQueue->isStereo() ? " (Stereo)" : " (Mono)") << '\n'
<< " Preset: ";
switch(myAudioSettings.preset())
{
using enum AudioSettings::Preset;
case custom:
buf << "Custom\n";
break;
case lowQualityMediumLag:
buf << "Low quality, medium lag\n";
break;
case highQualityMediumLag:
buf << "High quality, medium lag\n";
break;
case highQualityLowLag:
buf << "High quality, low lag\n";
break;
case ultraQualityMinimalLag:
buf << "Ultra quality, minimal lag\n";
break;
default:
break; // Not supposed to get here
}
buf << " Fragment size: " << static_cast<uInt32>(myHardwareSpec.samples)
<< " bytes\n"
<< " Sample rate: " << static_cast<uInt32>(myHardwareSpec.freq)
<< " Hz\n";
buf << " Resampling: ";
switch(myAudioSettings.resamplingQuality())
{
using enum AudioSettings::ResamplingQuality;
case nearestNeighbour:
buf << "Quality 1, nearest neighbor\n";
break;
case lanczos_2:
buf << "Quality 2, Lanczos (a = 2)\n";
break;
case lanczos_3:
buf << "Quality 3, Lanczos (a = 3)\n";
break;
default:
break; // Not supposed to get here
}
buf << " Headroom: " << std::fixed << std::setprecision(1)
<< (0.5 * myAudioSettings.headroom()) << " frames\n"
<< " Buffer size: " << std::fixed << std::setprecision(1)
<< (0.5 * myAudioSettings.bufferSize()) << " frames\n";
return buf.str();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::initResampler()
{
const Resampler::NextFragmentCallback nextFragmentCallback = [this] () -> Int16* {
Int16* nextFragment = nullptr;
if(myUnderrun)
nextFragment = myAudioQueue->size() >= myEmulationTiming->prebufferFragmentCount()
? myAudioQueue->dequeue(myCurrentFragment)
: nullptr;
else
nextFragment = myAudioQueue->dequeue(myCurrentFragment);
myUnderrun = nextFragment == nullptr;
if(nextFragment)
myCurrentFragment = nextFragment;
return nextFragment;
};
const Resampler::Format formatFrom =
Resampler::Format(myEmulationTiming->audioSampleRate(),
myAudioQueue->fragmentSize(), myAudioQueue->isStereo());
const Resampler::Format formatTo =
Resampler::Format(myHardwareSpec.freq, myHardwareSpec.samples,
myHardwareSpec.channels > 1);
switch(myAudioSettings.resamplingQuality())
{
using enum AudioSettings::ResamplingQuality;
case nearestNeighbour:
myResampler = make_unique<SimpleResampler>(formatFrom, formatTo,
nextFragmentCallback);
break;
case lanczos_2:
myResampler = make_unique<LanczosResampler>(formatFrom, formatTo,
nextFragmentCallback, 2);
break;
case lanczos_3:
myResampler = make_unique<LanczosResampler>(formatFrom, formatTo,
nextFragmentCallback, 3);
break;
default:
throw runtime_error("invalid resampling quality");
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::callback(void* object, uInt8* stream, int len)
{
auto* self = static_cast<SoundSDL2*>(object);
if(self->myAudioQueue)
{
// The stream is 32-bit float (even though this callback is 8-bits), since
// the resampler and TIA audio subsystem always generate float samples
auto* s = reinterpret_cast<float*>(stream);
const uInt32 length = len >> 2;
self->myResampler->fillFragment(s, length);
for(uInt32 i = 0; i < length; ++i)
s[i] *= SoundSDL2::myVolumeFactor;
}
else
SDL_memset(stream, 0, len);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool SoundSDL2::playWav(const string& fileName, const uInt32 position,
const uInt32 length)
{
const char* const device = myDeviceId
? myDevices.at(myDeviceId).first.c_str()
: nullptr;
return myWavHandler.play(fileName, device, position, length);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::stopWav()
{
myWavHandler.stop();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt32 SoundSDL2::wavSize() const
{
return myWavHandler.size();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool SoundSDL2::WavHandlerSDL2::play(
const string& fileName, const char* device,
const uInt32 position, const uInt32 length
)
{
// Load WAV file
if(fileName != myFilename || myBuffer == nullptr)
{
if(myBuffer)
{
SDL_FreeWAV(myBuffer);
myBuffer = nullptr;
}
SDL_zero(mySpec);
if(SDL_LoadWAV(fileName.c_str(), &mySpec, &myBuffer, &myLength) == nullptr)
return false;
// Set the callback function
mySpec.callback = callback;
mySpec.userdata = this;
}
if(position > myLength)
return false;
myFilename = fileName;
myRemaining = length
? std::min(length, myLength - position)
: myLength;
myPos = myBuffer + position;
// Open audio device
if(!myDevice)
{
myDevice = SDL_OpenAudioDevice(device, 0, &mySpec, nullptr, 0);
if(!myDevice)
return false;
// Play audio
pause(false);
}
return true;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::WavHandlerSDL2::stop()
{
if(myBuffer)
{
// Clean up
myRemaining = 0;
SDL_CloseAudioDevice(myDevice); myDevice = 0;
SDL_FreeWAV(myBuffer); myBuffer = nullptr;
}
if(myCvtBuffer)
{
myCvtBuffer.reset();
myCvtBufferSize = 0;
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::WavHandlerSDL2::processWav(uInt8* stream, uInt32 len)
{
SDL_memset(stream, mySpec.silence, len);
if(myRemaining)
{
if(mySpeed != 1.0)
{
const int origLen = len;
len = std::round(len / mySpeed);
const int newFreq =
std::round(static_cast<double>(mySpec.freq) * origLen / len);
if(len > myRemaining)
len = myRemaining;
SDL_AudioCVT cvt;
SDL_BuildAudioCVT(&cvt, mySpec.format, mySpec.channels, mySpec.freq,
mySpec.format, mySpec.channels, newFreq);
SDL_assert(cvt.needed); // Obviously, this one is always needed.
cvt.len = len * mySpec.channels; // Mono 8 bit sample frames
if(!myCvtBuffer ||
myCvtBufferSize < static_cast<uInt32>(cvt.len * cvt.len_mult))
{
myCvtBufferSize = cvt.len * cvt.len_mult;
myCvtBuffer = make_unique<uInt8[]>(myCvtBufferSize);
}
cvt.buf = myCvtBuffer.get();
// Read original data into conversion buffer
SDL_memcpy(cvt.buf, myPos, cvt.len);
SDL_ConvertAudio(&cvt);
// Mix volume adjusted WAV data into silent buffer
SDL_MixAudioFormat(stream, cvt.buf, mySpec.format, cvt.len_cvt,
SDL_MIX_MAXVOLUME * SoundSDL2::myVolumeFactor);
}
else
{
if(len > myRemaining)
len = myRemaining;
// Mix volume adjusted WAV data into silent buffer
SDL_MixAudioFormat(stream, myPos, mySpec.format, len,
SDL_MIX_MAXVOLUME * myVolumeFactor);
}
myPos += len;
myRemaining -= len;
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::WavHandlerSDL2::callback(void* object, uInt8* stream, int len)
{
static_cast<WavHandlerSDL2*>(object)->processWav(
stream, static_cast<uInt32>(len));
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SoundSDL2::WavHandlerSDL2::~WavHandlerSDL2()
{
if(myDevice)
{
SDL_CloseAudioDevice(myDevice);
SDL_FreeWAV(myBuffer);
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::WavHandlerSDL2::pause(bool state) const
{
if(myDevice)
SDL_PauseAudioDevice(myDevice, state ? 1 : 0);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
float SoundSDL2::myVolumeFactor = 0.F;
#endif // SOUND_SUPPORT