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).
This commit is contained in:
Clownacy 2020-06-24 17:03:13 +01:00
parent 70e431d35d
commit 3fa4a91dc1
3 changed files with 37 additions and 22 deletions

View file

@ -20,15 +20,8 @@ static unsigned long output_frequency;
static void (*organya_callback)(void);
static unsigned int organya_callback_milliseconds;
static void Callback(void *user_data, Uint8 *stream_uint8, int len)
static void MixSoundsAndUpdateOrganya(long *stream, size_t frames_total)
{
(void)user_data;
short *stream = (short*)stream_uint8;
unsigned int frames_total = len / sizeof(short) / 2;
memset(stream, 0, len);
if (organya_callback_milliseconds == 0)
{
Mixer_MixSounds(stream, frames_total);
@ -60,16 +53,38 @@ static void Callback(void *user_data, Uint8 *stream_uint8, int len)
organya_countdown -= frames_to_do;
}
}
}
// Clamp output, and convert from 8-bit to 16-bit
for (unsigned int i = 0; i < frames_total * 2; ++i)
static void Callback(void *user_data, Uint8 *stream_uint8, int len)
{
if (stream[i] > 0x7F)
stream[i] = 0x7F00;
else if (stream[i] < -0x7F)
stream[i] = -0x7F00;
(void)user_data;
short *stream = (short*)stream_uint8;
const size_t frames_total = len / sizeof(short) / 2;
size_t frames_done = 0;
while (frames_done != frames_total)
{
long mix_buffer[0x800 * 2]; // 2 because stereo
size_t subframes = MIN(0x800, frames_total - frames_done);
memset(mix_buffer, 0, subframes * sizeof(long) * 2);
MixSoundsAndUpdateOrganya(mix_buffer, subframes);
for (size_t i = 0; i < subframes * 2; ++i)
{
if (mix_buffer[i] > 0x7FFF)
*stream++ = 0x7FFF;
else if (mix_buffer[i] < -0x7FFF)
*stream++ = -0x7FFF;
else
stream[i] <<= 8;
*stream++ = mix_buffer[i];
}
frames_done += subframes;
}
}

View file

@ -135,21 +135,21 @@ void Mixer_SetSoundPan(Mixer_Sound *sound, long pan)
}
// 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
ATTRIBUTE_HOT void Mixer_MixSounds(short *stream, unsigned int frames_total)
ATTRIBUTE_HOT void Mixer_MixSounds(long *stream, size_t frames_total)
{
for (Mixer_Sound *sound = sound_list_head; sound != NULL; sound = sound->next)
{
if (sound->playing)
{
short *stream_pointer = stream;
long *stream_pointer = stream;
for (unsigned int frames_done = 0; frames_done < frames_total; ++frames_done)
for (size_t frames_done = 0; frames_done < frames_total; ++frames_done)
{
// Perform linear interpolation
const unsigned char subsample = sound->sample_offset_remainder >> 8;
const signed char interpolated_sample = ((sound->samples[sound->position] * (0x100 - subsample)) >> 8)
+ ((sound->samples[sound->position + 1] * subsample) >> 8);
const short interpolated_sample = sound->samples[sound->position] * (0x100 - subsample)
+ sound->samples[sound->position + 1] * subsample;
// Mix, and apply volume
*stream_pointer++ += (interpolated_sample * sound->volume_l) >> 8;

View file

@ -13,4 +13,4 @@ void Mixer_RewindSound(Mixer_Sound *sound);
void Mixer_SetSoundFrequency(Mixer_Sound *sound, unsigned int frequency);
void Mixer_SetSoundVolume(Mixer_Sound *sound, long volume);
void Mixer_SetSoundPan(Mixer_Sound *sound, long pan);
void Mixer_MixSounds(short *stream, unsigned int frames_total);
void Mixer_MixSounds(long *stream, size_t frames_total);