Reword audio backend logic
This will make it easier to integrate into the enhanced branch, and also improved audio quality slightly (samples are mixed as 16-bit instead of 8-bit).
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parent
70e431d35d
commit
3fa4a91dc1
3 changed files with 37 additions and 22 deletions
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@ -20,15 +20,8 @@ static unsigned long output_frequency;
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static void (*organya_callback)(void);
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static void (*organya_callback)(void);
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static unsigned int organya_callback_milliseconds;
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static unsigned int organya_callback_milliseconds;
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static void Callback(void *user_data, Uint8 *stream_uint8, int len)
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static void MixSoundsAndUpdateOrganya(long *stream, size_t frames_total)
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{
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{
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(void)user_data;
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short *stream = (short*)stream_uint8;
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unsigned int frames_total = len / sizeof(short) / 2;
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memset(stream, 0, len);
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if (organya_callback_milliseconds == 0)
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if (organya_callback_milliseconds == 0)
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{
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{
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Mixer_MixSounds(stream, frames_total);
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Mixer_MixSounds(stream, frames_total);
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@ -60,16 +53,38 @@ static void Callback(void *user_data, Uint8 *stream_uint8, int len)
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organya_countdown -= frames_to_do;
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organya_countdown -= frames_to_do;
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}
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}
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}
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}
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}
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// Clamp output, and convert from 8-bit to 16-bit
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static void Callback(void *user_data, Uint8 *stream_uint8, int len)
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for (unsigned int i = 0; i < frames_total * 2; ++i)
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{
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(void)user_data;
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short *stream = (short*)stream_uint8;
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const size_t frames_total = len / sizeof(short) / 2;
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size_t frames_done = 0;
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while (frames_done != frames_total)
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{
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{
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if (stream[i] > 0x7F)
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long mix_buffer[0x800 * 2]; // 2 because stereo
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stream[i] = 0x7F00;
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else if (stream[i] < -0x7F)
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size_t subframes = MIN(0x800, frames_total - frames_done);
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stream[i] = -0x7F00;
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else
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memset(mix_buffer, 0, subframes * sizeof(long) * 2);
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stream[i] <<= 8;
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MixSoundsAndUpdateOrganya(mix_buffer, subframes);
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for (size_t i = 0; i < subframes * 2; ++i)
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{
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if (mix_buffer[i] > 0x7FFF)
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*stream++ = 0x7FFF;
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else if (mix_buffer[i] < -0x7FFF)
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*stream++ = -0x7FFF;
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else
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*stream++ = mix_buffer[i];
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}
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frames_done += subframes;
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}
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}
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}
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}
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@ -135,21 +135,21 @@ void Mixer_SetSoundPan(Mixer_Sound *sound, long pan)
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}
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}
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// Most CPU-intensive function in the game (2/3rd CPU time consumption in my experience), so marked with ATTRIBUTE_HOT so the compiler considers it a hot spot (as it is) when optimizing
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// Most CPU-intensive function in the game (2/3rd CPU time consumption in my experience), so marked with ATTRIBUTE_HOT so the compiler considers it a hot spot (as it is) when optimizing
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ATTRIBUTE_HOT void Mixer_MixSounds(short *stream, unsigned int frames_total)
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ATTRIBUTE_HOT void Mixer_MixSounds(long *stream, size_t frames_total)
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{
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{
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for (Mixer_Sound *sound = sound_list_head; sound != NULL; sound = sound->next)
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for (Mixer_Sound *sound = sound_list_head; sound != NULL; sound = sound->next)
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{
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{
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if (sound->playing)
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if (sound->playing)
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{
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{
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short *stream_pointer = stream;
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long *stream_pointer = stream;
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for (unsigned int frames_done = 0; frames_done < frames_total; ++frames_done)
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for (size_t frames_done = 0; frames_done < frames_total; ++frames_done)
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{
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{
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// Perform linear interpolation
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// Perform linear interpolation
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const unsigned char subsample = sound->sample_offset_remainder >> 8;
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const unsigned char subsample = sound->sample_offset_remainder >> 8;
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const signed char interpolated_sample = ((sound->samples[sound->position] * (0x100 - subsample)) >> 8)
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const short interpolated_sample = sound->samples[sound->position] * (0x100 - subsample)
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+ ((sound->samples[sound->position + 1] * subsample) >> 8);
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+ sound->samples[sound->position + 1] * subsample;
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// Mix, and apply volume
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// Mix, and apply volume
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*stream_pointer++ += (interpolated_sample * sound->volume_l) >> 8;
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*stream_pointer++ += (interpolated_sample * sound->volume_l) >> 8;
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@ -13,4 +13,4 @@ void Mixer_RewindSound(Mixer_Sound *sound);
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void Mixer_SetSoundFrequency(Mixer_Sound *sound, unsigned int frequency);
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void Mixer_SetSoundFrequency(Mixer_Sound *sound, unsigned int frequency);
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void Mixer_SetSoundVolume(Mixer_Sound *sound, long volume);
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void Mixer_SetSoundVolume(Mixer_Sound *sound, long volume);
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void Mixer_SetSoundPan(Mixer_Sound *sound, long pan);
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void Mixer_SetSoundPan(Mixer_Sound *sound, long pan);
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void Mixer_MixSounds(short *stream, unsigned int frames_total);
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void Mixer_MixSounds(long *stream, size_t frames_total);
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