/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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 * of the License, 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "common/scummsys.h" #if defined(SDL_BACKEND) #include "backends/mixer/sdl/sdl-mixer.h" #include "common/debug.h" #include "common/system.h" #include "common/config-manager.h" #include "common/textconsole.h" #if defined(GP2X) #define SAMPLES_PER_SEC 11025 #elif defined(PLAYSTATION3) || defined(PSP2) || defined(NINTENDO_SWITCH) || defined(GCW0) #define SAMPLES_PER_SEC 48000 #else #define SAMPLES_PER_SEC 44100 #endif SdlMixerManager::SdlMixerManager() : _mixer(0), _audioSuspended(false) { } SdlMixerManager::~SdlMixerManager() { _mixer->setReady(false); SDL_CloseAudio(); delete _mixer; } void SdlMixerManager::init() { // Start SDL Audio subsystem if (SDL_InitSubSystem(SDL_INIT_AUDIO) == -1) { error("Could not initialize SDL: %s", SDL_GetError()); } #if SDL_VERSION_ATLEAST(2, 0, 0) const char *sdlDriverName = SDL_GetCurrentAudioDriver(); #else const int maxNameLen = 20; char sdlDriverName[maxNameLen]; sdlDriverName[0] = '\0'; SDL_AudioDriverName(sdlDriverName, maxNameLen); #endif debug(1, "Using SDL Audio Driver \"%s\"", sdlDriverName); // Get the desired audio specs SDL_AudioSpec desired = getAudioSpec(SAMPLES_PER_SEC); // Needed as SDL_OpenAudio as of SDL-1.2.14 mutates fields in // "desired" if used directly. SDL_AudioSpec fmt = desired; // Start SDL audio with the desired specs if (SDL_OpenAudio(&fmt, &_obtained) != 0) { warning("Could not open audio device: %s", SDL_GetError()); // The mixer is not marked as ready _mixer = new Audio::MixerImpl(desired.freq); return; } // The obtained sample format is not supported by the mixer, call // SDL_OpenAudio again with NULL as the second argument to force // SDL to do resampling to the desired audio spec. if (_obtained.format != desired.format) { debug(1, "SDL mixer sound format: %d differs from desired: %d", _obtained.format, desired.format); SDL_CloseAudio(); if (SDL_OpenAudio(&fmt, NULL) != 0) { warning("Could not open audio device: %s", SDL_GetError()); // The mixer is not marked as ready _mixer = new Audio::MixerImpl(desired.freq); return; } _obtained = desired; } debug(1, "Output sample rate: %d Hz", _obtained.freq); if (_obtained.freq != desired.freq) warning("SDL mixer output sample rate: %d differs from desired: %d", _obtained.freq, desired.freq); debug(1, "Output buffer size: %d samples", _obtained.samples); if (_obtained.samples != desired.samples) warning("SDL mixer output buffer size: %d differs from desired: %d", _obtained.samples, desired.samples); #ifndef __SYMBIAN32__ // The SymbianSdlMixerManager does stereo->mono downmixing, // but otherwise we require stereo output. if (_obtained.channels != 2) error("SDL mixer output requires stereo output device"); #endif _mixer = new Audio::MixerImpl(_obtained.freq); assert(_mixer); _mixer->setReady(true); startAudio(); } static uint32 roundDownPowerOfTwo(uint32 samples) { // Public domain code from Sean Eron Anderson // http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2 uint32 rounded = samples; --rounded; rounded |= rounded >> 1; rounded |= rounded >> 2; rounded |= rounded >> 4; rounded |= rounded >> 8; rounded |= rounded >> 16; ++rounded; if (rounded != samples) rounded >>= 1; return rounded; } SDL_AudioSpec SdlMixerManager::getAudioSpec(uint32 outputRate) { SDL_AudioSpec desired; const char *const appDomain = Common::ConfigManager::kApplicationDomain; // There was once a GUI option for this, but it was never used; // configurability is retained for advanced users only who wish to modify // their ScummVM config file directly uint32 freq = 0; if (ConfMan.hasKey("output_rate", appDomain)) freq = ConfMan.getInt("output_rate", appDomain); if (freq <= 0) freq = outputRate; // One SDL "sample" is a complete audio frame (i.e. all channels = 1 sample) uint32 samples = 0; // Different games and host systems have different performance // characteristics which are not easily measured, so allow advanced users to // tweak their audio buffer size if they are experience excess latency or // drop-outs by setting this value in their ScummVM config file directly if (ConfMan.hasKey("audio_buffer_size", appDomain)) samples = ConfMan.getInt("audio_buffer_size", appDomain); // 256 is an arbitrary minimum; 32768 is the largest power-of-two value // representable with uint16 if (samples < 256 || samples > 32768) // By default, hold no more than 45ms worth of samples to avoid // perceptable audio lag (ATSC IS-191). For reference, DOSBox (as of Sep // 2017) uses a buffer size of 1024 samples by default for a 16-bit // stereo 44kHz mixer, which happens to be the next lowest power of two // below 45ms. samples = freq / (1000.0 / 45); memset(&desired, 0, sizeof(desired)); desired.freq = freq; desired.format = AUDIO_S16SYS; desired.channels = 2; desired.samples = roundDownPowerOfTwo(samples); desired.callback = sdlCallback; desired.userdata = this; return desired; } void SdlMixerManager::startAudio() { // Start the sound system SDL_PauseAudio(0); } void SdlMixerManager::callbackHandler(byte *samples, int len) { assert(_mixer); _mixer->mixCallback(samples, len); } void SdlMixerManager::sdlCallback(void *this_, byte *samples, int len) { SdlMixerManager *manager = (SdlMixerManager *)this_; assert(manager); manager->callbackHandler(samples, len); } void SdlMixerManager::suspendAudio() { SDL_CloseAudio(); _audioSuspended = true; } int SdlMixerManager::resumeAudio() { if (!_audioSuspended) return -2; if (SDL_OpenAudio(&_obtained, NULL) < 0) { return -1; } SDL_PauseAudio(0); _audioSuspended = false; return 0; } #endif