diff --git a/SDL/main.c b/SDL/main.c index 2d5eee1..5120e87 100755 --- a/SDL/main.c +++ b/SDL/main.c @@ -10,8 +10,15 @@ #ifndef _WIN32 #define AUDIO_FREQUENCY 96000 #else -/* Windows (well, at least my VM) can't handle 96KHz sound well :( */ -#define AUDIO_FREQUENCY 44100 +/* LIJI32 says: 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 GB_gameboy_t gb; @@ -24,6 +31,8 @@ static char *filename = NULL; static bool should_free_filename = false; static char *battery_save_path_ptr; +SDL_AudioDeviceID deviceId; + void set_filename(const char *new_filename, bool new_should_free) { if (filename && should_free_filename) { @@ -132,13 +141,13 @@ static void handle_events(GB_gameboy_t *gb) } else { - bool audio_playing = SDL_GetAudioStatus() == SDL_AUDIO_PLAYING; + bool audio_playing = SDL_GetAudioDeviceStatus(deviceId) == SDL_AUDIO_PLAYING; if (audio_playing) { - SDL_PauseAudio(true); + SDL_PauseAudioDevice(deviceId, 1); } run_gui(true); - if (audio_playing) { - SDL_PauseAudio(false); + if (!audio_playing) { + SDL_PauseAudioDevice(deviceId, 0); } GB_set_color_correction_mode(gb, configuration.color_correction_mode); GB_set_highpass_filter_mode(gb, configuration.highpass_mode); @@ -160,13 +169,13 @@ static void handle_events(GB_gameboy_t *gb) case SDL_KEYDOWN: switch (event.key.keysym.scancode) { case SDL_SCANCODE_ESCAPE: { - bool audio_playing = SDL_GetAudioStatus() == SDL_AUDIO_PLAYING; + bool audio_playing = SDL_GetAudioDeviceStatus(deviceId) == SDL_AUDIO_PLAYING; if (audio_playing) { - SDL_PauseAudio(true); + SDL_PauseAudioDevice(deviceId, 1); } run_gui(true); - if (audio_playing) { - SDL_PauseAudio(false); + if (!audio_playing) { + SDL_PauseAudioDevice(deviceId, 0); } GB_set_color_correction_mode(gb, configuration.color_correction_mode); GB_set_highpass_filter_mode(gb, configuration.highpass_mode); @@ -199,9 +208,14 @@ static void handle_events(GB_gameboy_t *gb) break; } #endif - SDL_PauseAudio(SDL_GetAudioStatus() == SDL_AUDIO_PLAYING? true : false); + bool audio_playing = SDL_GetAudioDeviceStatus(deviceId) == SDL_AUDIO_PLAYING; + if (audio_playing) { + SDL_PauseAudioDevice(deviceId, 1); } - break; + else if (!audio_playing) { + SDL_PauseAudioDevice(deviceId, 0); + } + break; case SDL_SCANCODE_F: if (event.key.keysym.mod & MODIFIER) { @@ -229,6 +243,7 @@ static void handle_events(GB_gameboy_t *gb) } } break; + } } case SDL_KEYUP: // Fallthrough if (event.key.keysym.scancode == configuration.keys[8]) { @@ -244,9 +259,9 @@ static void handle_events(GB_gameboy_t *gb) break; default: break; + } } } -} static void vblank(GB_gameboy_t *gb) { @@ -468,9 +483,24 @@ int main(int argc, char **argv) #else want_aspec.samples = 512; #endif + +#if SDL_COMPILEDVERSION >= 2006 && defined(_WIN32) + /* SDL 2.0.6 offers WASAPI support which allows for much lower audio buffer lengths which at least + theoretically reduces lagging. */ + printf("SDL 2.0.6+ detected, reducing audio buffer to 32 samples\n"); + want_aspec.samples = 32; +#endif + +#if SDL_COMPILEDVERSION <= 2005 && defined(_WIN32) + /* 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.*/ + printf("Fallback: SDL 2.0.5 detected, lowering audio freqency to 44100\n"); + want_aspec.freq = 44100; +#endif + want_aspec.callback = audio_callback; want_aspec.userdata = &gb; - SDL_OpenAudio(&want_aspec, &have_aspec); + deviceId = SDL_OpenAudioDevice(0, 0, &want_aspec, &have_aspec, SDL_AUDIO_ALLOW_FREQUENCY_CHANGE); /* Start Audio */ @@ -496,7 +526,7 @@ int main(int argc, char **argv) if (filename == NULL) { run_gui(false); } - SDL_PauseAudio(false); + SDL_PauseAudioDevice(deviceId, 0); run(); // Never returns return 0; }