New sound driver framework. Made the SDL and GTK+ frontends use it. It will help cleaning up the sound related global variables hell. It should be easy enough to port the sound drivers of the MFC frontend to it. Now if someone could do it, it would allow using the sound drivers directly from the core, removing the C wrappers and a lot of global vars.
This commit is contained in:
parent
753b72123d
commit
2b3a6f8c9b
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@ -178,7 +178,7 @@ SET(SRC_SDL
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src/sdl/filters.cpp
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src/sdl/text.cpp
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src/sdl/inputSDL.cpp
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src/sdl/sndSDL.cpp
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src/common/SoundSDL.cpp
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src/sdl/expr.cpp
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src/sdl/exprNode.cpp
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src/sdl/expr-lex.cpp
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@ -217,7 +217,7 @@ SET(SRC_GTK
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src/gtk/tools.cpp
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src/gtk/window.cpp
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src/sdl/inputSDL.cpp
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src/sdl/sndSDL.cpp
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src/common/SoundSDL.cpp
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)
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IF( NOT NO_DEBUGGER )
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@ -0,0 +1,34 @@
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// VisualBoyAdvance - Nintendo Gameboy/GameboyAdvance (TM) emulator.
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// Copyright (C) 2008 VBA-M development team
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2, or(at your option)
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// any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef __VBA_SOUND_DRIVER_H__
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#define __VBA_SOUND_DRIVER_H__
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class SoundDriver
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{
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public:
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virtual ~SoundDriver() {};
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virtual bool init(int quality) = 0;
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virtual void pause() = 0;
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virtual void reset() = 0;
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virtual void resume() = 0;
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virtual void write(const u16 * finalWave, int length) = 0;
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virtual int getBufferLength() = 0;
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};
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#endif // __VBA_SOUND_DRIVER_H__
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@ -1,21 +1,18 @@
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#include <SDL.h>
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#include "../System.h"
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#include "../Sound.h"
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#include "../Globals.h"
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#include "SoundSDL.h"
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extern int emulating;
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const int sdlSoundSamples = 4096;
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const int sdlSoundAlign = 4;
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const int sdlSoundCapacity = sdlSoundSamples * 2;
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const int sdlSoundTotalLen = sdlSoundCapacity + sdlSoundAlign;
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static u8 sdlSoundBuffer[sdlSoundTotalLen];
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static int sdlSoundRPos;
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static int sdlSoundWPos;
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static SDL_cond *sdlSoundCond;
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static SDL_mutex *sdlSoundMutex;
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u8 SoundSDL::sdlSoundBuffer[sdlSoundTotalLen];
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int SoundSDL::sdlSoundRPos;
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int SoundSDL::sdlSoundWPos;
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SDL_cond * SoundSDL::sdlSoundCond;
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SDL_mutex * SoundSDL::sdlSoundMutex;
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static inline int soundBufferFree()
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inline int SoundSDL::soundBufferFree()
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{
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int ret = sdlSoundRPos - sdlSoundWPos - sdlSoundAlign;
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if (ret < 0)
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@ -23,7 +20,7 @@ static inline int soundBufferFree()
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return ret;
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}
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static inline int soundBufferUsed()
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inline int SoundSDL::soundBufferUsed()
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{
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int ret = sdlSoundWPos - sdlSoundRPos;
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if (ret < 0)
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@ -31,7 +28,7 @@ static inline int soundBufferUsed()
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return ret;
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}
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static void soundCallback(void *,u8 *stream,int len)
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void SoundSDL::soundCallback(void *,u8 *stream,int len)
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{
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if (len <= 0 || !emulating)
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return;
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SDL_mutexV(sdlSoundMutex);
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}
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void systemWriteDataToSoundBuffer()
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void SoundSDL::write(const u16 * finalWave, int length)
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{
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if (SDL_GetAudioStatus() != SDL_AUDIO_PLAYING)
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{
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SDL_PauseAudio(0);
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}
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int remain = soundBufferLen;
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const u8 *wave = reinterpret_cast<const u8 *>(soundFinalWave);
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int remain = length;
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const u8 *wave = reinterpret_cast<const u8 *>(finalWave);
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SDL_mutexP(sdlSoundMutex);
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SDL_mutexV(sdlSoundMutex);
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}
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bool systemSoundInit()
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bool SoundSDL::init(int quality)
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{
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SDL_AudioSpec audio;
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switch(soundQuality) {
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switch(quality) {
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case 1:
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audio.freq = 44100;
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soundBufferLen = 1470*2;
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_bufferLen = 1470*2;
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break;
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case 2:
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audio.freq = 22050;
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soundBufferLen = 736*2;
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_bufferLen = 736*2;
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break;
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case 4:
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audio.freq = 11025;
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soundBufferLen = 368*2;
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_bufferLen = 368*2;
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break;
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}
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audio.format=AUDIO_S16SYS;
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audio.format = AUDIO_S16SYS;
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audio.channels = 2;
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audio.samples = 1024;
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audio.callback = soundCallback;
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}
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void systemSoundShutdown()
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SoundSDL::~SoundSDL()
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{
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SDL_mutexP(sdlSoundMutex);
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int iSave = emulating;
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emulating = iSave;
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}
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void systemSoundPause()
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void SoundSDL::pause()
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{
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SDL_PauseAudio(1);
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}
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void systemSoundResume()
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void SoundSDL::resume()
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{
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SDL_PauseAudio(0);
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}
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void systemSoundReset()
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void SoundSDL::reset()
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{
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}
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int SoundSDL::getBufferLength()
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{
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return _bufferLen;
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}
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@ -0,0 +1,53 @@
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// VisualBoyAdvance - Nintendo Gameboy/GameboyAdvance (TM) emulator.
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// Copyright (C) 2008 VBA-M development team
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2, or(at your option)
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// any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef __VBA_SOUND_SDL_H__
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#define __VBA_SOUND_SDL_H__
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#include "SoundDriver.h"
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class SoundSDL: public SoundDriver
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{
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public:
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virtual ~SoundSDL();
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virtual bool init(int quality);
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virtual void pause();
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virtual void reset();
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virtual void resume();
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virtual void write(const u16 * finalWave, int length);
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virtual int getBufferLength();
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private:
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static const int sdlSoundSamples = 4096;
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static const int sdlSoundAlign = 4;
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static const int sdlSoundCapacity = sdlSoundSamples * 2;
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static const int sdlSoundTotalLen = sdlSoundCapacity + sdlSoundAlign;
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static u8 sdlSoundBuffer[sdlSoundTotalLen];
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static int sdlSoundRPos;
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static int sdlSoundWPos;
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static SDL_cond * sdlSoundCond;
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static SDL_mutex * sdlSoundMutex;
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int _bufferLen;
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static int soundBufferFree();
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static int soundBufferUsed();
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static void soundCallback(void *, u8 *stream, int len);
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};
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#endif // __VBA_SOUND_SDL_H__
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#include "../dmg/gb.h"
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#include "../dmg/gbGlobals.h"
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#include "../Util.h"
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#include "../Sound.h"
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#include "../sdl/inputSDL.h"
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#include "../Sound.h"
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#include "../common/SoundSDL.h"
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#include "window.h"
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#include "intl.h"
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int systemRenderedFrames;
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int systemFPS;
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static SoundDriver * systemSoundDriver = 0;
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inline VBA::Window * GUI()
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{
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return VBA::Window::poGetInstance();
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{
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}
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void systemWriteDataToSoundBuffer()
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{
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systemSoundDriver->write(soundFinalWave, soundBufferLen);
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}
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bool systemSoundInit()
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{
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systemSoundShutdown();
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systemSoundDriver = new SoundSDL();
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bool ret = systemSoundDriver->init(soundQuality);
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soundBufferLen = systemSoundDriver->getBufferLength();
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return ret;
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}
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void systemSoundShutdown()
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{
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delete systemSoundDriver;
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}
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void systemSoundPause()
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{
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systemSoundDriver->pause();
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}
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void systemSoundResume()
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{
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systemSoundDriver->resume();
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}
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void systemSoundReset()
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{
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systemSoundDriver->reset();
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}
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void debuggerMain()
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{
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}
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#include "filters.h"
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#include "text.h"
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#include "inputSDL.h"
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#include "../common/SoundSDL.h"
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#ifndef _WIN32
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# include <unistd.h>
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static int ignore_first_resize_event = 0;
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static SoundDriver * systemSoundDriver = 0;
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/* forward */
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void systemConsoleMessage(const char*);
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sdl_patch_num++;
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}
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soundInit();
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bool failed = false;
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IMAGE_TYPE type = utilFindType(szFile);
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emulating = 1;
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renderedFrames = 0;
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soundInit();
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autoFrameSkipLastTime = throttleLastTime = systemGetClock();
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SDL_WM_SetCaption("VBA-M", NULL);
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{
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return inputGetSensorY();
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}
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void systemWriteDataToSoundBuffer()
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{
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systemSoundDriver->write(soundFinalWave, soundBufferLen);
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}
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bool systemSoundInit()
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{
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systemSoundShutdown();
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systemSoundDriver = new SoundSDL();
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bool ret = systemSoundDriver->init(soundQuality);
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soundBufferLen = systemSoundDriver->getBufferLength();
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return ret;
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}
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void systemSoundShutdown()
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{
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delete systemSoundDriver;
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}
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void systemSoundPause()
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{
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systemSoundDriver->pause();
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}
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void systemSoundResume()
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{
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systemSoundDriver->resume();
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}
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void systemSoundReset()
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{
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systemSoundDriver->reset();
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}
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