Move the audio code to a different file
This commit is contained in:
parent
110cedeaac
commit
8d016f19d2
3
Makefile
3
Makefile
@ -37,6 +37,7 @@ endif
|
||||
VERSION := 0.12.3
|
||||
export VERSION
|
||||
CONF ?= debug
|
||||
SDL_AUDIO_DRIVER ?= sdl
|
||||
|
||||
BIN := build/bin
|
||||
OBJ := build/obj
|
||||
@ -172,7 +173,7 @@ all: cocoa sdl tester libretro
|
||||
# Get a list of our source files and their respective object file targets
|
||||
|
||||
CORE_SOURCES := $(shell ls Core/*.c)
|
||||
SDL_SOURCES := $(shell ls SDL/*.c) $(OPEN_DIALOG)
|
||||
SDL_SOURCES := $(shell ls SDL/*.c) $(OPEN_DIALOG) SDL/audio/$(SDL_AUDIO_DRIVER).c
|
||||
TESTER_SOURCES := $(shell ls Tester/*.c)
|
||||
|
||||
ifeq ($(PLATFORM),Darwin)
|
||||
|
16
SDL/audio/audio.h
Normal file
16
SDL/audio/audio.h
Normal file
@ -0,0 +1,16 @@
|
||||
#ifndef sdl_audio_h
|
||||
#define sdl_audio_h
|
||||
|
||||
#include <stdbool.h>
|
||||
#include <stddef.h>
|
||||
#include <Core/gb.h>
|
||||
|
||||
bool GB_audio_is_playing(void);
|
||||
void GB_audio_set_paused(bool paused);
|
||||
void GB_audio_clear_queue(void);
|
||||
unsigned GB_audio_get_frequency(void);
|
||||
size_t GB_audio_get_queue_length(void);
|
||||
void GB_audio_queue_sample(GB_sample_t *sample);
|
||||
void GB_audio_init(void);
|
||||
|
||||
#endif /* sdl_audio_h */
|
87
SDL/audio/sdl.c
Normal file
87
SDL/audio/sdl.c
Normal file
@ -0,0 +1,87 @@
|
||||
#include "audio.h"
|
||||
#include <SDL.h>
|
||||
|
||||
#ifndef _WIN32
|
||||
#define AUDIO_FREQUENCY 96000
|
||||
#include <unistd.h>
|
||||
#else
|
||||
#include <Windows.h>
|
||||
/* Windows (well, at least my VM) can't handle 96KHz sound well :( */
|
||||
|
||||
/* felsqualle says: For SDL 2.0.6+ using the WASAPI driver, the highest freq.
|
||||
we can get is 48000. 96000 also works, but always has some faint crackling in
|
||||
the audio, no matter how high or low I set the buffer length...
|
||||
Not quite satisfied with that solution, because acc. to SDL2 docs,
|
||||
96k + WASAPI *should* work. */
|
||||
|
||||
#define AUDIO_FREQUENCY 48000
|
||||
#endif
|
||||
|
||||
/* Compatibility with older SDL versions */
|
||||
#ifndef SDL_AUDIO_ALLOW_SAMPLES_CHANGE
|
||||
#define SDL_AUDIO_ALLOW_SAMPLES_CHANGE 0
|
||||
#endif
|
||||
|
||||
static SDL_AudioDeviceID device_id;
|
||||
static SDL_AudioSpec want_aspec, have_aspec;
|
||||
|
||||
bool GB_audio_is_playing(void)
|
||||
{
|
||||
return SDL_GetAudioDeviceStatus(device_id) == SDL_AUDIO_PLAYING;
|
||||
}
|
||||
|
||||
void GB_audio_set_paused(bool paused)
|
||||
{
|
||||
GB_audio_clear_queue();
|
||||
SDL_PauseAudioDevice(device_id, paused);
|
||||
}
|
||||
|
||||
void GB_audio_clear_queue(void)
|
||||
{
|
||||
SDL_ClearQueuedAudio(device_id);
|
||||
}
|
||||
|
||||
unsigned GB_audio_get_frequency(void)
|
||||
{
|
||||
return have_aspec.freq;
|
||||
}
|
||||
|
||||
size_t GB_audio_get_queue_length(void)
|
||||
{
|
||||
return SDL_GetQueuedAudioSize(device_id);
|
||||
}
|
||||
|
||||
void GB_audio_queue_sample(GB_sample_t *sample)
|
||||
{
|
||||
SDL_QueueAudio(device_id, sample, sizeof(*sample));
|
||||
}
|
||||
|
||||
void GB_audio_init(void)
|
||||
{
|
||||
/* Configure Audio */
|
||||
memset(&want_aspec, 0, sizeof(want_aspec));
|
||||
want_aspec.freq = AUDIO_FREQUENCY;
|
||||
want_aspec.format = AUDIO_S16SYS;
|
||||
want_aspec.channels = 2;
|
||||
want_aspec.samples = 512;
|
||||
|
||||
SDL_version _sdl_version;
|
||||
SDL_GetVersion(&_sdl_version);
|
||||
unsigned sdl_version = _sdl_version.major * 1000 + _sdl_version.minor * 100 + _sdl_version.patch;
|
||||
|
||||
#ifndef _WIN32
|
||||
/* SDL 2.0.5 on macOS and Linux introduced a bug where certain combinations of buffer lengths and frequencies
|
||||
fail to produce audio correctly. */
|
||||
if (sdl_version >= 2005) {
|
||||
want_aspec.samples = 2048;
|
||||
}
|
||||
#else
|
||||
if (sdl_version < 2006) {
|
||||
/* Since WASAPI audio was introduced in SDL 2.0.6, we have to lower the audio frequency
|
||||
to 44100 because otherwise we would get garbled audio output.*/
|
||||
want_aspec.freq = 44100;
|
||||
}
|
||||
#endif
|
||||
|
||||
device_id = SDL_OpenAudioDevice(0, 0, &want_aspec, &have_aspec, SDL_AUDIO_ALLOW_FREQUENCY_CHANGE | SDL_AUDIO_ALLOW_SAMPLES_CHANGE);
|
||||
}
|
81
SDL/main.c
81
SDL/main.c
@ -8,27 +8,12 @@
|
||||
#include "utils.h"
|
||||
#include "gui.h"
|
||||
#include "shader.h"
|
||||
|
||||
#include "audio/audio.h"
|
||||
|
||||
#ifndef _WIN32
|
||||
#define AUDIO_FREQUENCY 96000
|
||||
#include <unistd.h>
|
||||
#else
|
||||
#include <Windows.h>
|
||||
/* Windows (well, at least my VM) can't handle 96KHz sound well :( */
|
||||
|
||||
/* felsqualle says: For SDL 2.0.6+ using the WASAPI driver, the highest freq.
|
||||
we can get is 48000. 96000 also works, but always has some faint crackling in
|
||||
the audio, no matter how high or low I set the buffer length...
|
||||
Not quite satisfied with that solution, because acc. to SDL2 docs,
|
||||
96k + WASAPI *should* work. */
|
||||
|
||||
#define AUDIO_FREQUENCY 48000
|
||||
#endif
|
||||
|
||||
/* Compatibility with older SDL versions */
|
||||
#ifndef SDL_AUDIO_ALLOW_SAMPLES_CHANGE
|
||||
#define SDL_AUDIO_ALLOW_SAMPLES_CHANGE 0
|
||||
#endif
|
||||
|
||||
GB_gameboy_t gb;
|
||||
@ -42,7 +27,6 @@ static char *filename = NULL;
|
||||
static typeof(free) *free_function = NULL;
|
||||
static char *battery_save_path_ptr;
|
||||
|
||||
SDL_AudioDeviceID device_id;
|
||||
|
||||
void set_filename(const char *new_filename, typeof(free) *new_free_function)
|
||||
{
|
||||
@ -53,8 +37,6 @@ void set_filename(const char *new_filename, typeof(free) *new_free_function)
|
||||
free_function = new_free_function;
|
||||
}
|
||||
|
||||
static SDL_AudioSpec want_aspec, have_aspec;
|
||||
|
||||
static char *captured_log = NULL;
|
||||
|
||||
static void log_capture_callback(GB_gameboy_t *gb, const char *string, GB_log_attributes attributes)
|
||||
@ -127,16 +109,15 @@ static void screen_size_changed(void)
|
||||
|
||||
static void open_menu(void)
|
||||
{
|
||||
bool audio_playing = SDL_GetAudioDeviceStatus(device_id) == SDL_AUDIO_PLAYING;
|
||||
bool audio_playing = GB_audio_is_playing();
|
||||
if (audio_playing) {
|
||||
SDL_PauseAudioDevice(device_id, 1);
|
||||
GB_audio_set_paused(true);
|
||||
}
|
||||
size_t previous_width = GB_get_screen_width(&gb);
|
||||
run_gui(true);
|
||||
SDL_ShowCursor(SDL_DISABLE);
|
||||
if (audio_playing) {
|
||||
SDL_ClearQueuedAudio(device_id);
|
||||
SDL_PauseAudioDevice(device_id, 0);
|
||||
GB_audio_set_paused(false);
|
||||
}
|
||||
GB_set_color_correction_mode(&gb, configuration.color_correction_mode);
|
||||
GB_set_border_mode(&gb, configuration.border_mode);
|
||||
@ -176,7 +157,7 @@ static void handle_events(GB_gameboy_t *gb)
|
||||
GB_set_key_state(gb, (GB_key_t) button, event.type == SDL_JOYBUTTONDOWN);
|
||||
}
|
||||
else if (button == JOYPAD_BUTTON_TURBO) {
|
||||
SDL_ClearQueuedAudio(device_id);
|
||||
GB_audio_clear_queue();
|
||||
turbo_down = event.type == SDL_JOYBUTTONDOWN;
|
||||
GB_set_turbo_mode(gb, turbo_down, turbo_down && rewind_down);
|
||||
}
|
||||
@ -294,14 +275,7 @@ static void handle_events(GB_gameboy_t *gb)
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
bool audio_playing = SDL_GetAudioDeviceStatus(device_id) == SDL_AUDIO_PLAYING;
|
||||
if (audio_playing) {
|
||||
SDL_PauseAudioDevice(device_id, 1);
|
||||
}
|
||||
else if (!audio_playing) {
|
||||
SDL_ClearQueuedAudio(device_id);
|
||||
SDL_PauseAudioDevice(device_id, 0);
|
||||
}
|
||||
GB_audio_set_paused(GB_audio_is_playing());
|
||||
}
|
||||
break;
|
||||
|
||||
@ -336,7 +310,7 @@ static void handle_events(GB_gameboy_t *gb)
|
||||
case SDL_KEYUP: // Fallthrough
|
||||
if (event.key.keysym.scancode == configuration.keys[8]) {
|
||||
turbo_down = event.type == SDL_KEYDOWN;
|
||||
SDL_ClearQueuedAudio(device_id);
|
||||
GB_audio_clear_queue();
|
||||
GB_set_turbo_mode(gb, turbo_down, turbo_down && rewind_down);
|
||||
}
|
||||
else if (event.key.keysym.scancode == configuration.keys_2[0]) {
|
||||
@ -409,15 +383,15 @@ static void gb_audio_callback(GB_gameboy_t *gb, GB_sample_t *sample)
|
||||
if (turbo_down) {
|
||||
static unsigned skip = 0;
|
||||
skip++;
|
||||
if (skip == have_aspec.freq / 8) {
|
||||
if (skip == GB_audio_get_frequency() / 8) {
|
||||
skip = 0;
|
||||
}
|
||||
if (skip > have_aspec.freq / 16) {
|
||||
if (skip > GB_audio_get_frequency() / 16) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (SDL_GetQueuedAudioSize(device_id) / sizeof(*sample) > have_aspec.freq / 4) {
|
||||
if (GB_audio_get_queue_length() / sizeof(*sample) > GB_audio_get_frequency() / 4) {
|
||||
return;
|
||||
}
|
||||
|
||||
@ -426,7 +400,7 @@ static void gb_audio_callback(GB_gameboy_t *gb, GB_sample_t *sample)
|
||||
sample->right = sample->right * configuration.volume / 100;
|
||||
}
|
||||
|
||||
SDL_QueueAudio(device_id, sample, sizeof(*sample));
|
||||
GB_audio_queue_sample(sample);
|
||||
|
||||
}
|
||||
|
||||
@ -514,7 +488,7 @@ restart:
|
||||
GB_set_vblank_callback(&gb, (GB_vblank_callback_t) vblank);
|
||||
GB_set_pixels_output(&gb, active_pixel_buffer);
|
||||
GB_set_rgb_encode_callback(&gb, rgb_encode);
|
||||
GB_set_sample_rate(&gb, have_aspec.freq);
|
||||
GB_set_sample_rate(&gb, GB_audio_get_frequency());
|
||||
GB_set_color_correction_mode(&gb, configuration.color_correction_mode);
|
||||
update_palette();
|
||||
if ((unsigned)configuration.border_mode <= GB_BORDER_ALWAYS) {
|
||||
@ -675,34 +649,7 @@ int main(int argc, char **argv)
|
||||
pixel_format = SDL_AllocFormat(SDL_PIXELFORMAT_ABGR8888);
|
||||
}
|
||||
|
||||
|
||||
/* Configure Audio */
|
||||
memset(&want_aspec, 0, sizeof(want_aspec));
|
||||
want_aspec.freq = AUDIO_FREQUENCY;
|
||||
want_aspec.format = AUDIO_S16SYS;
|
||||
want_aspec.channels = 2;
|
||||
want_aspec.samples = 512;
|
||||
|
||||
SDL_version _sdl_version;
|
||||
SDL_GetVersion(&_sdl_version);
|
||||
unsigned sdl_version = _sdl_version.major * 1000 + _sdl_version.minor * 100 + _sdl_version.patch;
|
||||
|
||||
#ifndef _WIN32
|
||||
/* SDL 2.0.5 on macOS and Linux introduced a bug where certain combinations of buffer lengths and frequencies
|
||||
fail to produce audio correctly. */
|
||||
if (sdl_version >= 2005) {
|
||||
want_aspec.samples = 2048;
|
||||
}
|
||||
#else
|
||||
if (sdl_version < 2006) {
|
||||
/* Since WASAPI audio was introduced in SDL 2.0.6, we have to lower the audio frequency
|
||||
to 44100 because otherwise we would get garbled audio output.*/
|
||||
want_aspec.freq = 44100;
|
||||
}
|
||||
#endif
|
||||
|
||||
device_id = SDL_OpenAudioDevice(0, 0, &want_aspec, &have_aspec, SDL_AUDIO_ALLOW_FREQUENCY_CHANGE | SDL_AUDIO_ALLOW_SAMPLES_CHANGE);
|
||||
/* Start Audio */
|
||||
GB_audio_init();
|
||||
|
||||
SDL_EventState(SDL_DROPFILE, SDL_ENABLE);
|
||||
|
||||
@ -735,7 +682,7 @@ int main(int argc, char **argv)
|
||||
else {
|
||||
connect_joypad();
|
||||
}
|
||||
SDL_PauseAudioDevice(device_id, 0);
|
||||
GB_audio_set_paused(false);
|
||||
run(); // Never returns
|
||||
return 0;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user