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/* 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)
#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
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