cave-story-solaris/src/Backends/Audio/SDL2.cpp
2020-03-31 20:22:54 +01:00

230 lines
5 KiB
C++

#include "../Audio.h"
#include <stddef.h>
#include <stdio.h>
#include "SDL.h"
#include "../../Organya.h"
#include "../../WindowsWrapper.h"
#include "SoftwareMixer.h"
#define MIN(a, b) ((a) < (b) ? (a) : (b))
static SDL_AudioDeviceID device_id;
static unsigned long output_frequency;
static unsigned short organya_timer;
static void Callback(void *user_data, Uint8 *stream_uint8, int len)
{
(void)user_data;
float *stream = (float*)stream_uint8;
unsigned int frames_total = len / sizeof(float) / 2;
for (unsigned int i = 0; i < frames_total * 2; ++i)
stream[i] = 0.0f;
if (organya_timer == 0)
{
Mixer_MixSounds(stream, frames_total);
}
else
{
// Synchronise audio generation with Organya.
// In the original game, Organya ran asynchronously in a separate thread,
// firing off commands to DirectSound in realtime. To match that, we'd
// need a very low-latency buffer, otherwise we'd get mistimed instruments.
// Instead, we can just do this.
unsigned int frames_done = 0;
while (frames_done != frames_total)
{
static unsigned long organya_countdown;
if (organya_countdown == 0)
{
organya_countdown = (organya_timer * output_frequency) / 1000; // organya_timer is in milliseconds, so convert it to audio frames
UpdateOrganya();
}
const unsigned int frames_to_do = MIN(organya_countdown, frames_total - frames_done);
Mixer_MixSounds(stream + frames_done * 2, frames_to_do);
frames_done += frames_to_do;
organya_countdown -= frames_to_do;
}
}
}
BOOL AudioBackend_Init(void)
{
if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0)
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (SDL2 audio backend)", "'SDL_InitSubSystem(SDL_INIT_AUDIO)' failed", NULL);
return FALSE;
}
puts("Available SDL2 audio drivers:");
for (int i = 0; i < SDL_GetNumAudioDrivers(); ++i)
puts(SDL_GetAudioDriver(i));
SDL_AudioSpec specification;
specification.freq = 44100;
specification.format = AUDIO_F32;
specification.channels = 2;
specification.samples = 0x400; // Roughly 10 milliseconds for 44100Hz
specification.callback = Callback;
specification.userdata = NULL;
SDL_AudioSpec obtained_specification;
device_id = SDL_OpenAudioDevice(NULL, 0, &specification, &obtained_specification, SDL_AUDIO_ALLOW_FREQUENCY_CHANGE);
output_frequency = obtained_specification.freq;
Mixer_Init(obtained_specification.freq);
if (device_id == 0)
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (SDL2 audio backend)", "'SDL_OpenAudioDevice' failed", NULL);
return FALSE;
}
SDL_PauseAudioDevice(device_id, 0);
printf("Selected SDL2 audio driver: %s\n", SDL_GetCurrentAudioDriver());
return TRUE;
}
void AudioBackend_Deinit(void)
{
SDL_CloseAudioDevice(device_id);
SDL_QuitSubSystem(SDL_INIT_AUDIO);
}
AudioBackend_Sound* AudioBackend_CreateSound(unsigned int frequency, size_t frames)
{
SDL_LockAudioDevice(device_id);
Mixer_Sound *sound = Mixer_CreateSound(frequency, frames);
SDL_UnlockAudioDevice(device_id);
return (AudioBackend_Sound*)sound;
}
void AudioBackend_DestroySound(AudioBackend_Sound *sound)
{
if (sound == NULL)
return;
SDL_LockAudioDevice(device_id);
Mixer_DestroySound((Mixer_Sound*)sound);
SDL_UnlockAudioDevice(device_id);
}
unsigned char* AudioBackend_LockSound(AudioBackend_Sound *sound, size_t *size)
{
if (sound == NULL)
return NULL;
SDL_LockAudioDevice(device_id);
return Mixer_LockSound((Mixer_Sound*)sound, size);
}
void AudioBackend_UnlockSound(AudioBackend_Sound *sound)
{
if (sound == NULL)
return;
SDL_UnlockAudioDevice(device_id);
}
void AudioBackend_PlaySound(AudioBackend_Sound *sound, BOOL looping)
{
if (sound == NULL)
return;
SDL_LockAudioDevice(device_id);
Mixer_PlaySound((Mixer_Sound*)sound, looping);
SDL_UnlockAudioDevice(device_id);
}
void AudioBackend_StopSound(AudioBackend_Sound *sound)
{
if (sound == NULL)
return;
SDL_LockAudioDevice(device_id);
Mixer_StopSound((Mixer_Sound*)sound);
SDL_UnlockAudioDevice(device_id);
}
void AudioBackend_RewindSound(AudioBackend_Sound *sound)
{
if (sound == NULL)
return;
SDL_LockAudioDevice(device_id);
Mixer_RewindSound((Mixer_Sound*)sound);
SDL_UnlockAudioDevice(device_id);
}
void AudioBackend_SetSoundFrequency(AudioBackend_Sound *sound, unsigned int frequency)
{
if (sound == NULL)
return;
SDL_LockAudioDevice(device_id);
Mixer_SetSoundFrequency((Mixer_Sound*)sound, frequency);
SDL_UnlockAudioDevice(device_id);
}
void AudioBackend_SetSoundVolume(AudioBackend_Sound *sound, long volume)
{
if (sound == NULL)
return;
SDL_LockAudioDevice(device_id);
Mixer_SetSoundVolume((Mixer_Sound*)sound, volume);
SDL_UnlockAudioDevice(device_id);
}
void AudioBackend_SetSoundPan(AudioBackend_Sound *sound, long pan)
{
if (sound == NULL)
return;
SDL_LockAudioDevice(device_id);
Mixer_SetSoundPan((Mixer_Sound*)sound, pan);
SDL_UnlockAudioDevice(device_id);
}
void AudioBackend_SetOrganyaTimer(unsigned short timer)
{
SDL_LockAudioDevice(device_id);
organya_timer = timer;
SDL_UnlockAudioDevice(device_id);
}