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//============================================================================
//
// 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) 1995-2015 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.
//
// $Id: SoundSDL2.cxx 3205 2015-09-14 21:33:50Z stephena $
//============================================================================
#include <sstream>
#include <cassert>
#include <cmath>
#include <SDL.h>
#include "TIASnd.h"
#include "SoundSDL2.h"
namespace Emulation {
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SoundSDL2::SoundSDL2(TIASound *tiasound)
: myTIASound(tiasound),
myIsEnabled(false),
myIsInitializedFlag(false),
myLastRegisterSetCycle(0),
myNumChannels(0),
myFragmentSizeLogBase2(0),
myIsMuted(true),
myVolume(100)
{
// The sound system is opened only once per program run, to eliminate
// issues with opening and closing it multiple times
// This fixes a bug most prevalent with ATI video cards in Windows,
// whereby sound stopped working after the first video change
SDL_AudioSpec desired;
desired.freq = 44100;
desired.format = AUDIO_S16SYS;
desired.channels = 2;
desired.samples = 1024;
desired.callback = callback;
desired.userdata = static_cast<void*>(this);
if(SDL_OpenAudio(&desired, &myHardwareSpec) < 0)
{
std::cerr << "WARNING: Couldn't open SDL audio system!\n"
<< " " << SDL_GetError() << "\n";
return;
}
// Make sure the sample buffer isn't to big (if it is the sound code
// will not work so we'll need to disable the audio support)
if((float(myHardwareSpec.samples) / float(myHardwareSpec.freq)) >= 0.25)
{
std::cerr << "WARNING: Sound device doesn't support realtime audio! Make "
<< "sure a sound\n"
<< " server isn't running. Audio is disabled.\n";
SDL_CloseAudio();
return;
}
// Pre-compute fragment-related variables as much as possible
myFragmentSizeLogBase2 = log(myHardwareSpec.samples) / log(2.0);
myFragmentSizeLogDiv1 = myFragmentSizeLogBase2 / 60.0;
myFragmentSizeLogDiv2 = (myFragmentSizeLogBase2 - 1) / 60.0;
myIsInitializedFlag = true;
SDL_PauseAudio(1);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SoundSDL2::~SoundSDL2()
{
// Close the SDL audio system if it's initialized
if(myIsInitializedFlag)
{
SDL_CloseAudio();
myIsEnabled = myIsInitializedFlag = false;
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::setEnabled(bool)
{
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::open()
{
myIsEnabled = false;
mute(true);
if(!myIsInitializedFlag)
{
return;
}
// Now initialize the TIASound object which will actually generate sound
myTIASound->outputFrequency(myHardwareSpec.freq);
const string& chanResult =
myTIASound->channels(myHardwareSpec.channels, myNumChannels == 2);
// Adjust volume to that defined in settings
myVolume = 100;
setVolume(myVolume);
// And start the SDL sound subsystem ...
myIsEnabled = true;
mute(false);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::close()
{
if(myIsInitializedFlag)
{
myIsEnabled = false;
SDL_PauseAudio(1);
myLastRegisterSetCycle = 0;
myTIASound->reset();
myRegWriteQueue.clear();
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::mute(bool state)
{
if(myIsInitializedFlag)
{
myIsMuted = state;
SDL_PauseAudio(myIsMuted ? 1 : 0);
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::reset()
{
if(myIsInitializedFlag)
{
SDL_PauseAudio(1);
myLastRegisterSetCycle = 0;
myTIASound->reset();
myRegWriteQueue.clear();
mute(myIsMuted);
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::setVolume(Int32 percent)
{
if(myIsInitializedFlag && (percent >= 0) && (percent <= 100))
{
SDL_LockAudio();
myVolume = percent;
myTIASound->volume(percent);
SDL_UnlockAudio();
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::adjustVolume(Int8 direction)
{
string message;
Int32 percent = myVolume;
if(direction == -1)
percent -= 2;
else if(direction == 1)
percent += 2;
if((percent < 0) || (percent > 100))
return;
setVolume(percent);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::adjustCycleCounter(Int32 amount)
{
myLastRegisterSetCycle += amount;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::setChannels(uInt32 channels)
{
if(channels == 1 || channels == 2)
myNumChannels = channels;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::setFrameRate(float framerate)
{
// Recalculate since frame rate has changed
// FIXME - should we clear out the queue or adjust the values in it?
myFragmentSizeLogDiv1 = myFragmentSizeLogBase2 / framerate;
myFragmentSizeLogDiv2 = (myFragmentSizeLogBase2 - 1) / framerate;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::set(uInt16 addr, uInt8 value, Int32 cycle)
{
SDL_LockAudio();
// First, calculate how many seconds would have past since the last
// register write on a real 2600
double delta = double(cycle - myLastRegisterSetCycle) / 1193191.66666667;
// Now, adjust the time based on the frame rate the user has selected. For
// the sound to "scale" correctly, we have to know the games real frame
// rate (e.g., 50 or 60) and the currently emulated frame rate. We use these
// values to "scale" the time before the register change occurs.
RegWrite info;
info.addr = addr;
info.value = value;
info.delta = delta;
myRegWriteQueue.enqueue(info);
// Update last cycle counter to the current cycle
myLastRegisterSetCycle = cycle;
SDL_UnlockAudio();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::processFragment(Int16* stream, uInt32 length)
{
uInt32 channels = myHardwareSpec.channels;
length = length / channels;
// If there are excessive items on the queue then we'll remove some
if(myRegWriteQueue.duration() > myFragmentSizeLogDiv1)
{
double removed = 0.0;
while(removed < myFragmentSizeLogDiv2)
{
RegWrite& info = myRegWriteQueue.front();
removed += info.delta;
myTIASound->set(info.addr, info.value);
myRegWriteQueue.dequeue();
}
}
double position = 0.0;
double remaining = length;
while(remaining > 0.0)
{
if(myRegWriteQueue.size() == 0)
{
// There are no more pending TIA sound register updates so we'll
// use the current settings to finish filling the sound fragment
myTIASound->process(stream + (uInt32(position) * channels),
length - uInt32(position));
// Since we had to fill the fragment we'll reset the cycle counter
// to zero. NOTE: This isn't 100% correct, however, it'll do for
// now. We should really remember the overrun and remove it from
// the delta of the next write.
myLastRegisterSetCycle = 0;
break;
}
else
{
// There are pending TIA sound register updates so we need to
// update the sound buffer to the point of the next register update
RegWrite& info = myRegWriteQueue.front();
// How long will the remaining samples in the fragment take to play
double duration = remaining / myHardwareSpec.freq;
// Does the register update occur before the end of the fragment?
if(info.delta <= duration)
{
// If the register update time hasn't already passed then
// process samples upto the point where it should occur
if(info.delta > 0.0)
{
// Process the fragment upto the next TIA register write. We
// round the count passed to process up if needed.
double samples = (myHardwareSpec.freq * info.delta);
myTIASound->process(stream + (uInt32(position) * channels),
uInt32(samples) + uInt32(position + samples) -
(uInt32(position) + uInt32(samples)));
position += samples;
remaining -= samples;
}
myTIASound->set(info.addr, info.value);
myRegWriteQueue.dequeue();
}
else
{
// The next register update occurs in the next fragment so finish
// this fragment with the current TIA settings and reduce the register
// update delay by the corresponding amount of time
myTIASound->process(stream + (uInt32(position) * channels),
length - uInt32(position));
info.delta -= duration;
break;
}
}
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::callback(void* udata, uInt8* stream, int len)
{
SoundSDL2* sound = static_cast<SoundSDL2*>(udata);
if(sound->myIsEnabled)
{
// The callback is requesting 8-bit (unsigned) data, but the TIA sound
// emulator deals in 16-bit (signed) data
// So, we need to convert the pointer and half the length
sound->processFragment(reinterpret_cast<Int16*>(stream), uInt32(len) >> 1);
}
else
SDL_memset(stream, 0, len); // Write 'silence'
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SoundSDL2::RegWriteQueue::RegWriteQueue(uInt32 capacity)
: myCapacity(capacity),
myBuffer(0),
mySize(0),
myHead(0),
myTail(0)
{
myBuffer = new RegWrite[myCapacity];
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SoundSDL2::RegWriteQueue::~RegWriteQueue()
{
delete[] myBuffer;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::RegWriteQueue::clear()
{
myHead = myTail = mySize = 0;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::RegWriteQueue::dequeue()
{
if(mySize > 0)
{
myHead = (myHead + 1) % myCapacity;
--mySize;
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
double SoundSDL2::RegWriteQueue::duration() const
{
double duration = 0.0;
for(uInt32 i = 0; i < mySize; ++i)
{
duration += myBuffer[(myHead + i) % myCapacity].delta;
}
return duration;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::RegWriteQueue::enqueue(const RegWrite& info)
{
// If an attempt is made to enqueue more than the queue can hold then
// we'll enlarge the queue's capacity.
if(mySize == myCapacity)
grow();
myBuffer[myTail] = info;
myTail = (myTail + 1) % myCapacity;
++mySize;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SoundSDL2::RegWrite& SoundSDL2::RegWriteQueue::front() const
{
assert(mySize != 0);
return myBuffer[myHead];
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt32 SoundSDL2::RegWriteQueue::size() const
{
return mySize;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void SoundSDL2::RegWriteQueue::grow()
{
RegWrite *buffer = new RegWrite[myCapacity*2];
for(uInt32 i = 0; i < mySize; ++i) {
buffer[i] = myBuffer[(myHead + i) % myCapacity];
}
myHead = 0;
myTail = mySize;
myCapacity *= 2;
delete[] myBuffer;
myBuffer = buffer;
}
}
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