added OpenAL output

UI change coming soon
This commit is contained in:
spacy51 2007-12-05 22:37:40 +00:00
parent 8ff7a70258
commit ba33eb122a
1 changed files with 331 additions and 0 deletions

331
src/win32/OpenAL.cpp Normal file
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// VisualBoyAdvance - Nintendo Gameboy/GameboyAdvance (TM) emulator.
// Copyright (C) 2007 VBA-M development team
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2, or(at your option)
// any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software Foundation,
// Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "stdafx.h" // includes VBA.h
// Interface
#include "Sound.h"
// OpenAL
#include <al.h>
#include <alc.h>
#pragma comment( lib, "OpenAL32.lib" )
// Windows
#include <windows.h> // for Sleep() and OutputDebugString()
// Internals
#include "../Sound.h"
#include "../Globals.h" // for 'speedup' and 'synchronize'
// Debug
#include <assert.h>
#define NBUFFERS 5
//#define LOGALL
// LOGALL writes very detailed informations to vba-trace.log
#ifndef LOGALL
#define winlog //
#define debugState() //
#endif
class OpenAL : public ISound
{
public:
OpenAL();
virtual ~OpenAL();
bool init(); // initialize the primary and secondary sound buffer
void pause(); // pause the secondary sound buffer
void reset(); // stop and reset the secondary sound buffer
void resume(); // resume the secondary sound buffer
void write(); // write the emulated sound to the secondary sound buffer
private:
bool initialized;
bool buffersLoaded;
bool playing;
ALCdevice *device;
ALCcontext *context;
ALuint buffer[NBUFFERS];
ALuint tempBuffer;
ALuint source;
int freq;
#ifdef LOGALL
void debugState();
#endif
};
OpenAL::OpenAL()
{
initialized = false;
buffersLoaded = false;
playing = false;
device = NULL;
context = NULL;
memset( buffer, 0, NBUFFERS * sizeof( ALuint ) );
tempBuffer = 0;
source = 0;
}
OpenAL::~OpenAL()
{
alSourceStop( source );
assert( AL_NO_ERROR == alGetError() );
alSourcei( source, AL_BUFFER, 0 );
assert( AL_NO_ERROR == alGetError() );
alDeleteSources( 1, &source );
assert( AL_NO_ERROR == alGetError() );
alDeleteBuffers( NBUFFERS, buffer );
assert( AL_NO_ERROR == alGetError() );
alcMakeContextCurrent( NULL );
assert( AL_NO_ERROR == alGetError() );
alcDestroyContext( context );
assert( AL_NO_ERROR == alGetError() );
assert( ALC_TRUE == alcCloseDevice( device ) );
assert( AL_NO_ERROR == alGetError() );
}
#ifdef LOGALL
void OpenAL::debugState()
{
ALint value = 0;
alGetSourcei( source, AL_SOURCE_STATE, &value );
assert( AL_NO_ERROR == alGetError() );
winlog( " playing = %i\n", playing );
winlog( " Source:\n" );
winlog( " State: " );
switch( value )
{
case AL_INITIAL:
winlog( "AL_INITIAL\n" );
break;
case AL_PLAYING:
winlog( "AL_PLAYING\n" );
break;
case AL_PAUSED:
winlog( "AL_PAUSED\n" );
break;
case AL_STOPPED:
winlog( "AL_STOPPED\n" );
break;
default:
winlog( "!unknown!\n" );
break;
}
alGetSourcei( source, AL_BUFFERS_QUEUED, &value );
assert( AL_NO_ERROR == alGetError() );
winlog( " Buffers in queue: %i\n", value );
alGetSourcei( source, AL_BUFFERS_PROCESSED, &value );
assert( AL_NO_ERROR == alGetError() );
winlog( " Buffers processed: %i\n", value );
}
#endif
bool OpenAL::init()
{
winlog( "OpenAL::init\n" );
assert( initialized == false );
device = alcOpenDevice( NULL );
assert( device != NULL );
context = alcCreateContext( device, NULL );
assert( context != NULL );
ALCboolean retVal = alcMakeContextCurrent( context );
assert( ALC_TRUE == retVal );
alGenBuffers( NBUFFERS, buffer );
assert( AL_NO_ERROR == alGetError() );
alGenSources( 1, &source );
assert( AL_NO_ERROR == alGetError() );
switch( soundQuality )
{
case 4:
freq = 11025;
break;
case 2:
freq = 22050;
break;
default:
soundQuality = 1;
case 1:
freq = 44100;
break;
}
soundBufferLen = freq * 2 * 2 / 60;
// 16bit stereo, buffer can store the sound for 1 frame in 60Hz
setsystemSoundOn( true );
initialized = true;
return true;
}
void OpenAL::resume()
{
winlog( "OpenAL::resume\n" );
assert( initialized );
playing = true;
if( !buffersLoaded ) return;
debugState();
ALint sourceState = 0;
alGetSourcei( source, AL_SOURCE_STATE, &sourceState );
assert( AL_NO_ERROR == alGetError() );
if( sourceState != AL_PLAYING ) {
alSourcePlay( source );
assert( AL_NO_ERROR == alGetError() );
}
debugState();
}
void OpenAL::pause()
{
winlog( "OpenAL::pause\n" );
assert( initialized );
playing = false;
if( !buffersLoaded ) return;
debugState();
ALint sourceState = 0;
alGetSourcei( source, AL_SOURCE_STATE, &sourceState );
assert( AL_NO_ERROR == alGetError() );
if( sourceState == AL_PLAYING ) {
alSourcePause( source );
assert( AL_NO_ERROR == alGetError() );
}
debugState();
}
void OpenAL::reset()
{
winlog( "OpenAL::reset\n" );
assert( initialized );
playing = false;
if( !buffersLoaded ) return;
debugState();
ALint sourceState = 0;
alGetSourcei( source, AL_SOURCE_STATE, &sourceState );
assert( AL_NO_ERROR == alGetError() );
if( sourceState != AL_STOPPED ) {
alSourceStop( source );
assert( AL_NO_ERROR == alGetError() );
}
debugState();
}
void OpenAL::write()
{
winlog( "OpenAL::write\n" );
assert( initialized );
debugState();
ALint sourceState = 0;
ALint nBuffersProcessed = 0;
if( !buffersLoaded ) {
// ==initial buffer filling==
winlog( " initial buffer filling\n" );
for( int i = 0 ; i < NBUFFERS ; i++ ) {
// filling the buffers explicitly with silence would be cleaner...
alBufferData( buffer[i], AL_FORMAT_STEREO16, soundFinalWave, soundBufferLen, freq );
assert( AL_NO_ERROR == alGetError() );
}
alSourceQueueBuffers( source, NBUFFERS, buffer );
assert( AL_NO_ERROR == alGetError() );
buffersLoaded = true;
} else {
// ==normal buffer refreshing==
nBuffersProcessed = 0;
alGetSourcei( source, AL_BUFFERS_PROCESSED, &nBuffersProcessed );
assert( AL_NO_ERROR == alGetError() );
if( !speedup && synchronize && !theApp.throttle ) {
// wait until at least one buffer has finished
while( nBuffersProcessed == 0 ) {
winlog( " waiting...\n" );
// wait for 1/10 of the time one buffer needs to have finished
Sleep( soundBufferLen * 1000 / ( freq * 2 * 2 * 10 ) );
alGetSourcei( source, AL_BUFFERS_PROCESSED, &nBuffersProcessed );
assert( AL_NO_ERROR == alGetError() );
}
} else {
if( nBuffersProcessed == 0 ) return;
}
assert( nBuffersProcessed > 0 );
// tempBuffer contains the Buffer ID for the unqueued Buffer
tempBuffer = 0;
alSourceUnqueueBuffers( source, 1, &tempBuffer );
assert( AL_NO_ERROR == alGetError() );
alBufferData( tempBuffer, AL_FORMAT_STEREO16, soundFinalWave, soundBufferLen, freq );
assert( AL_NO_ERROR == alGetError() );
// refill buffer
alSourceQueueBuffers( source, 1, &tempBuffer );
assert( AL_NO_ERROR == alGetError() );
}
// start playing the source if necessary
alGetSourcei( source, AL_SOURCE_STATE, &sourceState );
assert( AL_NO_ERROR == alGetError() );
if( playing && ( sourceState != AL_PLAYING ) ) {
alSourcePlay( source );
assert( AL_NO_ERROR == alGetError() );
}
}
ISound *newOpenAL()
{
winlog( "newOpenAL\n" );
return new OpenAL();
}