HatariWii/src/audio.c

293 lines
8.4 KiB
C

/*
Hatari - audio.c
This file is distributed under the GNU General Public License, version 2
or at your option any later version. Read the file gpl.txt for details.
This file contains the routines which pass the audio data to the SDL library.
*/
const char Audio_fileid[] = "Hatari audio.c : " __DATE__ " " __TIME__;
#include <SDL.h>
#include "main.h"
#include "audio.h"
#include "configuration.h"
#include "log.h"
#include "sound.h"
#include "dmaSnd.h"
#include "falcon/crossbar.h"
#include "screen.h"
#include "video.h" /* FIXME: video.h is dependent on HBL_PALETTE_LINES from screen.h */
int nAudioFrequency = 44100; /* Sound playback frequency */
bool bSoundWorking = false; /* Is sound OK */
static volatile bool bPlayingBuffer = false; /* Is playing buffer? */
int SoundBufferSize = 1024 / 4; /* Size of sound buffer (in samples) */
int CompleteSndBufIdx; /* Replay-index into MixBuffer */
int SdlAudioBufferSize = 0; /* in ms (0 = use default) */
int pulse_swallowing_count = 0; /* Sound disciplined emulation rate controlled by */
/* window comparator and pulse swallowing counter */
/*-----------------------------------------------------------------------*/
/**
* SDL audio callback function - copy emulation sound to audio system.
*/
static void Audio_CallBack(void *userdata, Uint8 *stream, int len)
{
Sint16 *pBuffer;
int i, window, nSamplesPerFrame;
pBuffer = (Sint16 *)stream;
len = len / 4; // Use length in samples (16 bit stereo), not in bytes
/* Adjust emulation rate within +/- 0.58% (10 cents) occasionally,
* to synchronize sound. Note that an octave (frequency doubling)
* has 12 semitones (12th root of two for a semitone), and that
* one semitone has 100 cents (1200th root of two for one cent).
* Ten cents are desired, thus, the 120th root of two minus one is
* multiplied by 1,000,000 to convert to microseconds, and divided
* by nScreenRefreshRate=60 to get a 96 microseconds swallow size.
* (2^(10cents/(12semitones*100cents)) - 1) * 10^6 / nScreenRefreshRate
* See: main.c - Main_WaitOnVbl()
*/
pulse_swallowing_count = 0; /* 0 = Unaltered emulation rate */
if (ConfigureParams.Sound.bEnableSoundSync)
{
/* Sound synchronized emulation */
nSamplesPerFrame = nAudioFrequency/nScreenRefreshRate;
window = (nSamplesPerFrame > SoundBufferSize) ? nSamplesPerFrame : SoundBufferSize;
/* Window Comparator for SoundBufferSize */
if (nGeneratedSamples < window + (window >> 1))
/* Increase emulation rate to maintain sound synchronization */
pulse_swallowing_count = -5793 / nScreenRefreshRate;
else
if (nGeneratedSamples > (window << 1) + (window >> 2))
/* Decrease emulation rate to maintain sound synchronization */
pulse_swallowing_count = 5793 / nScreenRefreshRate;
/* Otherwise emulation rate is unaltered. */
}
if (nGeneratedSamples >= len)
{
/* Enough samples available: Pass completed buffer to audio system
* by write samples into sound buffer and by converting them from
* 'signed' to 'unsigned' */
for (i = 0; i < len; i++)
{
*pBuffer++ = MixBuffer[(CompleteSndBufIdx + i) % MIXBUFFER_SIZE][0];
*pBuffer++ = MixBuffer[(CompleteSndBufIdx + i) % MIXBUFFER_SIZE][1];
}
CompleteSndBufIdx += len;
nGeneratedSamples -= len;
}
else /* Not enough samples available: */
{
for (i = 0; i < nGeneratedSamples; i++)
{
*pBuffer++ = MixBuffer[(CompleteSndBufIdx + i) % MIXBUFFER_SIZE][0];
*pBuffer++ = MixBuffer[(CompleteSndBufIdx + i) % MIXBUFFER_SIZE][1];
}
/* If the buffer is filled more than 50%, mirror sample buffer to fake the
* missing samples */
if (nGeneratedSamples >= len/2)
{
int remaining = len - nGeneratedSamples;
memcpy(pBuffer, stream+(nGeneratedSamples-remaining)*4, remaining*4);
}
CompleteSndBufIdx += nGeneratedSamples;
nGeneratedSamples = 0;
}
CompleteSndBufIdx = CompleteSndBufIdx % MIXBUFFER_SIZE;
}
/*-----------------------------------------------------------------------*/
/**
* Initialize the audio subsystem. Return true if all OK.
* We use direct access to the sound buffer, set to a unsigned 8-bit mono stream.
*/
void Audio_Init(void)
{
SDL_AudioSpec desiredAudioSpec; /* We fill in the desired SDL audio options here */
/* Is enabled? */
if (!ConfigureParams.Sound.bEnableSound)
{
/* Stop any sound access */
Log_Printf(LOG_DEBUG, "Sound: Disabled\n");
bSoundWorking = false;
return;
}
/* Init the SDL's audio subsystem: */
if (SDL_WasInit(SDL_INIT_AUDIO) == 0)
{
if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0)
{
fprintf(stderr, "Could not init audio: %s\n", SDL_GetError() );
bSoundWorking = false;
return;
}
}
/* Set up SDL audio: */
desiredAudioSpec.freq = nAudioFrequency;
desiredAudioSpec.format = AUDIO_S16SYS; /* 16-Bit signed */
desiredAudioSpec.channels = 2; /* stereo */
desiredAudioSpec.callback = Audio_CallBack;
desiredAudioSpec.userdata = NULL;
/* In most case, setting samples to 1024 will give an equivalent */
/* sdl sound buffer of ~20-30 ms (depending on freq). */
/* But setting samples to 1024 for all the freq can cause some faulty */
/* OS sound drivers to add an important delay when playing sound at lower freq. */
/* In that case we use SdlAudioBufferSize (in ms) to compute a value */
/* of samples that matches the corresponding freq and buffer size. */
if ( SdlAudioBufferSize == 0 ) /* don't compute "samples", use default value */
desiredAudioSpec.samples = 1024; /* buffer size in samples */
else
{
int samples = (desiredAudioSpec.freq / 1000) * SdlAudioBufferSize;
int power2 = 1;
while ( power2 < samples ) /* compute the power of 2 just above samples */
power2 *= 2;
//fprintf ( stderr , "samples %d power %d\n" , samples , power2 );
desiredAudioSpec.samples = power2; /* number of samples corresponding to the requested SdlAudioBufferSize */
}
if (SDL_OpenAudio(&desiredAudioSpec, NULL)) /* Open audio device */
{
fprintf(stderr, "Can't use audio: %s\n", SDL_GetError());
bSoundWorking = false;
ConfigureParams.Sound.bEnableSound = false;
SDL_QuitSubSystem(SDL_INIT_AUDIO);
return;
}
SoundBufferSize = desiredAudioSpec.size; /* May be different than the requested one! */
SoundBufferSize /= 4; /* bytes -> samples (16 bit signed stereo -> 4 bytes per sample) */
if (SoundBufferSize > MIXBUFFER_SIZE/2)
{
fprintf(stderr, "Warning: Soundbuffer size is too big!\n");
}
/* All OK */
bSoundWorking = true;
/* And begin */
Audio_EnableAudio(true);
}
/*-----------------------------------------------------------------------*/
/**
* Free audio subsystem
*/
void Audio_UnInit(void)
{
if (bSoundWorking)
{
/* Stop */
Audio_EnableAudio(false);
SDL_CloseAudio();
bSoundWorking = false;
}
}
/*-----------------------------------------------------------------------*/
/**
* Lock the audio sub system so that the callback function will not be called.
*/
void Audio_Lock(void)
{
SDL_LockAudio();
}
/*-----------------------------------------------------------------------*/
/**
* Unlock the audio sub system so that the callback function will be called again.
*/
void Audio_Unlock(void)
{
SDL_UnlockAudio();
}
/*-----------------------------------------------------------------------*/
/**
* Set audio playback frequency variable, pass as PLAYBACK_xxxx
*/
void Audio_SetOutputAudioFreq(int nNewFrequency)
{
/* Do not reset sound system if nothing has changed! */
if (nNewFrequency != nAudioFrequency)
{
/* Set new frequency */
nAudioFrequency = nNewFrequency;
if (ConfigureParams.System.nMachineType == MACHINE_FALCON)
{
/* Compute Ratio between host computer sound frequency and Hatari's sound frequency. */
Crossbar_Compute_Ratio();
}
else if (ConfigureParams.System.nMachineType != MACHINE_ST)
{
/* Adapt LMC filters to this new frequency */
DmaSnd_Init_Bass_and_Treble_Tables();
}
/* Re-open SDL audio interface if necessary: */
if (bSoundWorking)
{
Audio_UnInit();
Audio_Init();
}
}
if ((ConfigureParams.System.nMachineType == MACHINE_ST) &&
(nAudioFrequency >= 40000))
{
/* Apply YM2149 C10 filter. */
UseLowPassFilter = true;
}
else
{
UseLowPassFilter = false;
}
}
/*-----------------------------------------------------------------------*/
/**
* Start/Stop sound buffer
*/
void Audio_EnableAudio(bool bEnable)
{
if (bEnable && !bPlayingBuffer)
{
/* Start playing */
SDL_PauseAudio(false);
bPlayingBuffer = true;
}
else if (!bEnable && bPlayingBuffer)
{
/* Stop from playing */
SDL_PauseAudio(true);
bPlayingBuffer = false;
}
}