stella/src/common/SoundSDL2.cxx

331 lines
9.6 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) 1995-2018 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 <sstream>
#include <cassert>
#include <cmath>
#include "SDL_lib.hxx"
#include "FrameBuffer.hxx"
#include "Settings.hxx"
#include "System.hxx"
#include "OSystem.hxx"
#include "Console.hxx"
#include "SoundSDL2.hxx"
#include "AudioQueue.hxx"
#include "EmulationTiming.hxx"
#include "AudioSettings.hxx"
#include "audio/SimpleResampler.hxx"
#include "audio/LanczosResampler.hxx"
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SoundSDL2::SoundSDL2(OSystem& osystem, AudioSettings& audioSettings)
: Sound(osystem),
myIsInitializedFlag(false),
myVolume(100),
myVolumeFactor(0xffff),
myDevice(0),
myEmulationTiming(nullptr),
myCurrentFragment(nullptr),
myUnderrun(false),
myAudioSettings(audioSettings)
{
myOSystem.logMessage("SoundSDL2::SoundSDL2 started ...", 2);
if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) {
ostringstream buf;
buf << "WARNING: Failed to initialize SDL audio system! " << endl
<< " " << SDL_GetError() << endl;
myOSystem.logMessage(buf.str(), 0);
return;
}
SDL_zero(myHardwareSpec);
if(!openDevice())
return;
mute(true);
myOSystem.logMessage("SoundSDL2::SoundSDL2 initialized", 2);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SoundSDL2::~SoundSDL2()
{
if (!myIsInitializedFlag) return;
SDL_CloseAudioDevice(myDevice);
SDL_QuitSubSystem(SDL_INIT_AUDIO);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool SoundSDL2::openDevice()
{
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 = static_cast<void*>(this);
if(myIsInitializedFlag)
SDL_CloseAudioDevice(myDevice);
myDevice = SDL_OpenAudioDevice(nullptr, 0, &desired, &myHardwareSpec,
SDL_AUDIO_ALLOW_FREQUENCY_CHANGE);
if(myDevice == 0)
{
ostringstream buf;
buf << "WARNING: Couldn't open SDL audio device! " << endl
<< " " << SDL_GetError() << endl;
myOSystem.logMessage(buf.str(), 0);
return myIsInitializedFlag = false;
}
return myIsInitializedFlag = true;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::setEnabled(bool state)
{
myAudioSettings.setEnabled(state);
if (myAudioQueue) myAudioQueue->ignoreOverflows(!state);
myOSystem.logMessage(state ? "SoundSDL2::setEnabled(true)" :
"SoundSDL2::setEnabled(false)", 2);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::open(shared_ptr<AudioQueue> audioQueue,
EmulationTiming* emulationTiming)
{
string pre_about = myAboutString;
// Do we need to re-open the sound device?
// Only do this when absolutely necessary
if(myAudioSettings.sampleRate() != uInt32(myHardwareSpec.freq) ||
myAudioSettings.fragmentSize() != uInt32(myHardwareSpec.samples))
openDevice();
myEmulationTiming = emulationTiming;
myOSystem.logMessage("SoundSDL2::open started ...", 2);
mute(true);
audioQueue->ignoreOverflows(!myAudioSettings.enabled());
if(!myAudioSettings.enabled())
{
myOSystem.logMessage("Sound disabled\n", 1);
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)
myOSystem.logMessage(myAboutString, 1);
// And start the SDL sound subsystem ...
mute(false);
myOSystem.logMessage("SoundSDL2::open finished", 2);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::close()
{
if(!myIsInitializedFlag) return;
mute(true);
if (myAudioQueue) myAudioQueue->closeSink(myCurrentFragment);
myAudioQueue.reset();
myCurrentFragment = nullptr;
myOSystem.logMessage("SoundSDL2::close", 2);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool SoundSDL2::mute(bool state)
{
bool oldstate = SDL_GetAudioDeviceStatus(myDevice) == SDL_AUDIO_PAUSED;
if(myIsInitializedFlag)
SDL_PauseAudioDevice(myDevice, state ? 1 : 0);
return oldstate;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::setVolume(uInt32 percent)
{
if(myIsInitializedFlag && (percent <= 100))
{
myAudioSettings.setVolume(percent);
myVolume = percent;
SDL_LockAudioDevice(myDevice);
myVolumeFactor = static_cast<float>(percent) / 100.f;
SDL_UnlockAudioDevice(myDevice);
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::adjustVolume(Int8 direction)
{
ostringstream strval;
string message;
Int32 percent = myVolume;
if(direction == -1)
percent -= 2;
else if(direction == 1)
percent += 2;
if((percent < 0) || (percent > 100))
return;
setVolume(percent);
// Now show an onscreen message
strval << percent;
message = "Volume set to ";
message += strval.str();
myOSystem.frameBuffer().showMessage(message);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
string SoundSDL2::about() const
{
ostringstream buf;
buf << "Sound enabled:" << endl
<< " Volume: " << myVolume << endl
<< " Channels: " << uInt32(myHardwareSpec.channels) << endl
<< " Preset: ";
switch (myAudioSettings.preset()) {
case AudioSettings::Preset::custom:
buf << "Custom" << endl;
break;
case AudioSettings::Preset::lowQualityMediumLag:
buf << "Low quality, medium lag" << endl;
break;
case AudioSettings::Preset::highQualityMediumLag:
buf << "High quality, medium lag" << endl;
break;
case AudioSettings::Preset::highQualityLowLag:
buf << "High quality, low lag" << endl;
break;
case AudioSettings::Preset::veryHighQualityVeryLowLag:
buf << "Very high quality, very low lag" << endl;
break;
}
buf << " Sample rate: " << uInt32(myHardwareSpec.freq) << endl
<< " Frag size: " << uInt32(myHardwareSpec.samples) << endl
<< " Buffer size: " << myAudioSettings.bufferSize() << endl
<< " Head room: " << myAudioSettings.headroom() << endl
<< " Resampling: ";
switch (myAudioSettings.resamplingQuality()) {
case AudioSettings::ResamplingQuality::nearestNeightbour:
buf << "quality 1, nearest neighbor" << endl;
break;
case AudioSettings::ResamplingQuality::lanczos_2:
buf << "quality 2, Lanczos (a = 2)" << endl;
break;
case AudioSettings::ResamplingQuality::lanczos_3:
buf << "quality 3, Lanczos (a = 3)" << endl;
break;
}
return buf.str();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::processFragment(float* stream, uInt32 length)
{
myResampler->fillFragment(stream, length);
for (uInt32 i = 0; i < length; i++) stream[i] = stream[i] * myVolumeFactor;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::initResampler()
{
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;
};
Resampler::Format formatFrom =
Resampler::Format(myEmulationTiming->audioSampleRate(), myAudioQueue->fragmentSize(), myAudioQueue->isStereo());
Resampler::Format formatTo =
Resampler::Format(myHardwareSpec.freq, myHardwareSpec.samples, myHardwareSpec.channels > 1);
switch (myAudioSettings.resamplingQuality()) {
case AudioSettings::ResamplingQuality::nearestNeightbour:
myResampler = make_unique<SimpleResampler>(formatFrom, formatTo, nextFragmentCallback);
break;
case AudioSettings::ResamplingQuality::lanczos_2:
myResampler = make_unique<LanczosResampler>(formatFrom, formatTo, nextFragmentCallback, 2);
break;
case AudioSettings::ResamplingQuality::lanczos_3:
myResampler = make_unique<LanczosResampler>(formatFrom, formatTo, nextFragmentCallback, 3);
break;
default:
throw runtime_error("invalid resampling quality");
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::callback(void* udata, uInt8* stream, int len)
{
SoundSDL2* self = static_cast<SoundSDL2*>(udata);
if (self->myAudioQueue)
self->processFragment(reinterpret_cast<float*>(stream), len >> 2);
else
SDL_memset(stream, 0, len);
}
#endif // SOUND_SUPPORT