Zelda64Recomp/portultra/audio.cpp

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#include "ultra64.h"
#include "multilibultra.hpp"
#include "SDL.h"
#include "SDL_audio.h"
#include <cassert>
static SDL_AudioDeviceID audio_device = 0;
static uint32_t sample_rate = 48000;
void Multilibultra::init_audio() {
// Initialize SDL audio.
SDL_InitSubSystem(SDL_INIT_AUDIO);
// Pick an initial dummy sample rate; this will be set by the game later to the true sample rate.
set_audio_frequency(48000);
}
void Multilibultra::set_audio_frequency(uint32_t freq) {
if (audio_device != 0) {
SDL_CloseAudioDevice(audio_device);
}
SDL_AudioSpec spec_desired{
.freq = (int)freq,
.format = AUDIO_S16,
.channels = 2,
.silence = 0, // calculated
.samples = 0x100, // Fairly small sample count to reduce the latency of internal buffering
.padding = 0, // unused
.size = 0, // calculated
.callback = nullptr,//feed_audio, // Use a callback as QueueAudio causes popping
.userdata = nullptr
};
audio_device = SDL_OpenAudioDevice(nullptr, false, &spec_desired, nullptr, 0);
if (audio_device == 0) {
printf("SDL Error: %s\n", SDL_GetError());
fflush(stdout);
assert(false);
}
SDL_PauseAudioDevice(audio_device, 0);
sample_rate = freq;
}
void Multilibultra::queue_audio_buffer(RDRAM_ARG PTR(s16) audio_data_, uint32_t byte_count) {
// Buffer for holding the output of swapping the audio channels. This is reused across
// calls to reduce runtime allocations.
static std::vector<uint16_t> swap_buffer;
// Ensure that the byte count is an integer multiple of samples.
assert((byte_count & 1) == 0);
// Calculate the number of samples from the number of bytes.
uint32_t sample_count = byte_count / sizeof(s16);
// Make sure the swap buffer is large enough to hold all the incoming audio data.
if (sample_count > swap_buffer.size()) {
swap_buffer.resize(sample_count);
}
// Swap the audio channels into the swap buffer to correct for the address xor caused by endianness handling.
s16* audio_data = TO_PTR(s16, audio_data_);
for (size_t i = 0; i < sample_count; i += 2) {
swap_buffer[i + 0] = audio_data[i + 1];
swap_buffer[i + 1] = audio_data[i + 0];
}
// Queue the swapped audio data.
SDL_QueueAudio(audio_device, swap_buffer.data(), byte_count);
}
uint32_t buffer_offset_frames = 1;
// If there's ever any audio popping, check here first. Some games are very sensitive to
// the remaining sample count and reporting a number that's too high here can lead to issues.
// Reporting a number that's too low can lead to audio lag in some games.
uint32_t Multilibultra::get_remaining_audio_bytes() {
// Get the number of remaining buffered audio bytes.
uint32_t buffered_byte_count = SDL_GetQueuedAudioSize(audio_device);
// Adjust the reported count to be some number of refreshes in the future, which helps ensure that
// there are enough samples even if the audio thread experiences a small amount of lag. This prevents
// audio popping on games that use the buffered audio byte count to determine how many samples
// to generate.
uint32_t samples_per_vi = (sample_rate / 60);
if (buffered_byte_count > (buffer_offset_frames * sizeof(int16_t) * samples_per_vi)) {
buffered_byte_count -= (buffer_offset_frames * sizeof(int16_t) * samples_per_vi);
} else {
buffered_byte_count = 0;
}
return buffered_byte_count;
}