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