Add a hardware-accelerated 3DS audio backend

Hell yes
This commit is contained in:
Clownacy 2020-10-14 23:18:43 +01:00
parent 268d68b078
commit d391ab77f9
3 changed files with 272 additions and 3 deletions

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@ -25,7 +25,7 @@ option(LANCZOS_RESAMPLER "Use Lanczos filtering for audio resampling instead of
option(FREETYPE_FONTS "Use FreeType2 to render the DejaVu Mono (English) or Migu1M (Japanese) fonts, instead of using pre-rendered copies of Courier New (English) and MS Gothic (Japanese)" OFF) option(FREETYPE_FONTS "Use FreeType2 to render the DejaVu Mono (English) or Migu1M (Japanese) fonts, instead of using pre-rendered copies of Courier New (English) and MS Gothic (Japanese)" OFF)
set(BACKEND_RENDERER "SDLTexture" CACHE STRING "Which renderer the game should use: 'OpenGL3' for an OpenGL 3.2 renderer, 'OpenGLES2' for an OpenGL ES 2.0 renderer, 'SDLTexture' for SDL2's hardware-accelerated Texture API, 'SDLSurface' for SDL2's software-rendered Surface API, 'Wii U' for the Wii U's hardware-accelerated GX2 API, '3DS' for the 3DS's hardware accelerated Citro2D/Citro3D API, or 'Software' for a handwritten software renderer") set(BACKEND_RENDERER "SDLTexture" CACHE STRING "Which renderer the game should use: 'OpenGL3' for an OpenGL 3.2 renderer, 'OpenGLES2' for an OpenGL ES 2.0 renderer, 'SDLTexture' for SDL2's hardware-accelerated Texture API, 'SDLSurface' for SDL2's software-rendered Surface API, 'Wii U' for the Wii U's hardware-accelerated GX2 API, '3DS' for the 3DS's hardware accelerated Citro2D/Citro3D API, or 'Software' for a handwritten software renderer")
set(BACKEND_AUDIO "SDL2" CACHE STRING "Which audio backend the game should use: 'SDL2', 'miniaudio', 'WiiU-Hardware', 'WiiU-Software', '3DS', or 'Null'") set(BACKEND_AUDIO "SDL2" CACHE STRING "Which audio backend the game should use: 'SDL2', 'miniaudio', 'WiiU-Hardware', 'WiiU-Software', '3DS-Hardware', '3DS-Software', or 'Null'")
set(BACKEND_PLATFORM "SDL2" CACHE STRING "Which platform backend the game should use: 'SDL2', 'GLFW3', 'WiiU', '3DS', or 'Null'") set(BACKEND_PLATFORM "SDL2" CACHE STRING "Which platform backend the game should use: 'SDL2', 'GLFW3', 'WiiU', '3DS', or 'Null'")
option(LTO "Enable link-time optimisation" OFF) option(LTO "Enable link-time optimisation" OFF)
@ -371,7 +371,11 @@ elseif(BACKEND_AUDIO MATCHES "WiiU-Software")
"src/Backends/Audio/SoftwareMixer/Backend.h" "src/Backends/Audio/SoftwareMixer/Backend.h"
"src/Backends/Audio/SoftwareMixer/WiiU-Software.cpp" "src/Backends/Audio/SoftwareMixer/WiiU-Software.cpp"
) )
elseif(BACKEND_AUDIO MATCHES "3DS") elseif(BACKEND_AUDIO MATCHES "3DS-Hardware")
target_sources(CSE2 PRIVATE
"src/Backends/Audio/3DS.cpp"
)
elseif(BACKEND_AUDIO MATCHES "3DS-Software")
target_sources(CSE2 PRIVATE target_sources(CSE2 PRIVATE
"src/Backends/Audio/SoftwareMixer.cpp" "src/Backends/Audio/SoftwareMixer.cpp"
"src/Backends/Audio/SoftwareMixer/Mixer.cpp" "src/Backends/Audio/SoftwareMixer/Mixer.cpp"

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@ -109,7 +109,8 @@ Name | Function
`-DBACKEND_AUDIO=miniaudio` | Deliver audio with miniaudio (software-mixer) `-DBACKEND_AUDIO=miniaudio` | Deliver audio with miniaudio (software-mixer)
`-DBACKEND_AUDIO=WiiU-Hardware` | Deliver audio with Wii U's AXVoice API (hardware-accelerated) (WARNING - currently broken: voices randomly disappear for unknown reasons) `-DBACKEND_AUDIO=WiiU-Hardware` | Deliver audio with Wii U's AXVoice API (hardware-accelerated) (WARNING - currently broken: voices randomly disappear for unknown reasons)
`-DBACKEND_AUDIO=WiiU-Software` | Deliver audio with Wii U's AXVoice API (software-mixer) `-DBACKEND_AUDIO=WiiU-Software` | Deliver audio with Wii U's AXVoice API (software-mixer)
`-DBACKEND_AUDIO=3DS` | Deliver audio with 3DS's NDSP API (software-mixer) `-DBACKEND_AUDIO=3DS-Hardware` | Deliver audio with 3DS's NDSP API (hardware-accelerated)
`-DBACKEND_AUDIO=3DS-Software` | Deliver audio with 3DS's NDSP API (software-mixer)
`-DBACKEND_AUDIO=Null` | Don't deliver audio at all (WARNING - game will have no audio) `-DBACKEND_AUDIO=Null` | Don't deliver audio at all (WARNING - game will have no audio)
`-DBACKEND_PLATFORM=SDL2` | (Default) Use SDL2 for miscellaneous platform-dependant operations `-DBACKEND_PLATFORM=SDL2` | (Default) Use SDL2 for miscellaneous platform-dependant operations
`-DBACKEND_PLATFORM=GLFW3` | Use GLFW3 for miscellaneous platform-dependant operations `-DBACKEND_PLATFORM=GLFW3` | Use GLFW3 for miscellaneous platform-dependant operations

264
src/Backends/Audio/3DS.cpp Normal file
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@ -0,0 +1,264 @@
#include "../Audio.h"
#include <math.h>
#include <stddef.h>
#include <stdlib.h>
#include <string.h>
#include <3ds.h>
#include "../Misc.h"
#define MIN(a, b) ((a) < (b) ? (a) : (b))
#define MAX(a, b) ((a) > (b) ? (a) : (b))
#define CLAMP(x, y, z) MIN(MAX((x), (y)), (z))
typedef struct AudioBackend_Sound
{
signed char *samples;
ndspWaveBuf wave_buffer;
unsigned int frequency;
float volume;
float pan_l;
float pan_r;
bool looping;
int channel;
unsigned int identifier;
} AudioBackend_Sound;
static struct
{
unsigned int sound_identifier;
AudioBackend_Sound *sound;
} channels[24];
static void (*organya_callback)(void);
static unsigned int organya_callback_timer;
static Thread audio_thread;
static bool audio_thread_die;
static void OrganyaThread(void *user_data)
{
(void)user_data;
while (!audio_thread_die)
{
if (organya_callback_timer == 0)
{
// Is Organya isn't currently playing, idle for 10ms and check again
svcSleepThread(10 * 1000000);
}
else
{
organya_callback();
svcSleepThread(organya_callback_timer * 1000000);
}
}
}
static float MillibelToScale(long volume)
{
// Volume is in hundredths of a decibel, from 0 to -10000
volume = CLAMP(volume, -10000, 0);
return pow(10.0f, volume / 2000.0f);
}
static int AllocateChannel(AudioBackend_Sound *sound)
{
// Search for a channel which either doesn't have an assigned sound,
// or whose assigned sound has since stopped playing.
for (int i = 0; i < 24; ++i)
{
if (channels[i].sound_identifier == 0
|| channels[i].sound->wave_buffer.status == NDSP_WBUF_FREE
|| channels[i].sound->wave_buffer.status == NDSP_WBUF_DONE)
{
channels[i].sound_identifier = sound->identifier;
channels[i].sound = sound;
return i;
}
}
Backend_PrintInfo("Ran out of sound channels - hey you, whatever you're doing, stop it!");
return -1;
}
bool AudioBackend_Init(void)
{
ndspInit();
ndspSetOutputMode(NDSP_OUTPUT_STEREO);
audio_thread_die = false;
audio_thread = threadCreate(OrganyaThread, NULL, 32 * 1024, 0x18, -1, false);
return true;
}
void AudioBackend_Deinit(void)
{
audio_thread_die = true;
threadJoin(audio_thread, UINT64_MAX);
threadFree(audio_thread);
ndspExit();
}
AudioBackend_Sound* AudioBackend_CreateSound(unsigned int frequency, const unsigned char *samples, size_t length)
{
static unsigned int identifier_allocator;
AudioBackend_Sound *sound = (AudioBackend_Sound*)malloc(sizeof(AudioBackend_Sound));
if (sound != NULL)
{
sound->samples = (signed char*)linearAlloc(length);
if (sound->samples != NULL)
{
for (size_t i = 0; i < length; ++i)
sound->samples[i] = samples[i] - 0x80;
DSP_FlushDataCache(sound->samples, length);
memset(&sound->wave_buffer, 0, sizeof(sound->wave_buffer));
sound->wave_buffer.data_vaddr = sound->samples;
sound->wave_buffer.nsamples = length;
sound->frequency = frequency;
sound->volume = 1.0f;
sound->pan_l = 1.0f;
sound->pan_r = 1.0f;
sound->looping = false;
sound->channel = -1;
do
{
sound->identifier = ++identifier_allocator;
} while (sound->identifier == 0); // 0 is reserved
return sound;
}
else
{
Backend_PrintError("linearAlloc failed in AudioBackend_CreateSound");
}
free(sound);
}
else
{
Backend_PrintError("malloc failed in AudioBackend_CreateSound");
}
return NULL;
}
void AudioBackend_DestroySound(AudioBackend_Sound *sound)
{
if (sound->channel != -1 && channels[sound->channel].sound_identifier == sound->identifier)
{
ndspChnWaveBufClear(sound->channel);
channels[sound->channel].sound_identifier = 0;
channels[sound->channel].sound = NULL;
}
linearFree(sound->samples);
free(sound);
}
void AudioBackend_PlaySound(AudioBackend_Sound *sound, bool looping)
{
if (sound->channel == -1 || channels[sound->channel].sound_identifier != sound->identifier)
sound->channel = AllocateChannel(sound);
bool previous_looping = sound->looping;
sound->looping = looping;
if (sound->channel != -1)
{
if (sound->wave_buffer.status == NDSP_WBUF_FREE
|| sound->wave_buffer.status == NDSP_WBUF_DONE
|| previous_looping != looping)
{
ndspChnWaveBufClear(sound->channel);
ndspChnSetInterp(sound->channel, NDSP_INTERP_LINEAR);
ndspChnSetRate(sound->channel, sound->frequency);
ndspChnSetFormat(sound->channel, NDSP_FORMAT_MONO_PCM8);
sound->wave_buffer.looping = looping;
float mix[12];
memset(mix, 0, sizeof(mix));
mix[0] = sound->pan_l * sound->volume;
mix[1] = sound->pan_r * sound->volume;
ndspChnSetMix(sound->channel, mix);
ndspChnWaveBufAdd(sound->channel, &sound->wave_buffer);
}
}
}
void AudioBackend_StopSound(AudioBackend_Sound *sound)
{
if (sound->channel != -1 && channels[sound->channel].sound_identifier == sound->identifier)
ndspChnWaveBufClear(sound->channel);
}
void AudioBackend_RewindSound(AudioBackend_Sound *sound)
{
(void)sound;
}
void AudioBackend_SetSoundFrequency(AudioBackend_Sound *sound, unsigned int frequency)
{
sound->frequency = frequency;
if (sound->channel != -1 && channels[sound->channel].sound_identifier == sound->identifier)
ndspChnSetRate(sound->channel, frequency);
}
void AudioBackend_SetSoundVolume(AudioBackend_Sound *sound, long volume)
{
sound->volume = MillibelToScale(volume);
if (sound->channel != -1 && channels[sound->channel].sound_identifier == sound->identifier)
{
float mix[12];
memset(mix, 0, sizeof(mix));
mix[0] = sound->pan_l * sound->volume;
mix[1] = sound->pan_r * sound->volume;
ndspChnSetMix(sound->channel, mix);
}
}
void AudioBackend_SetSoundPan(AudioBackend_Sound *sound, long pan)
{
sound->pan_l = MillibelToScale(-pan);
sound->pan_r = MillibelToScale(pan);
if (sound->channel != -1 && channels[sound->channel].sound_identifier == sound->identifier)
{
float mix[12];
memset(mix, 0, sizeof(mix));
mix[0] = sound->pan_l * sound->volume;
mix[1] = sound->pan_r * sound->volume;
ndspChnSetMix(sound->channel, mix);
}
}
void AudioBackend_SetOrganyaCallback(void (*callback)(void))
{
organya_callback = callback;
}
void AudioBackend_SetOrganyaTimer(unsigned int milliseconds)
{
organya_callback_timer = milliseconds;
}