mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-05 22:35:06 +01:00
84 lines
3.0 KiB
C++
84 lines
3.0 KiB
C++
#include "ultra64.h"
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#include "ultramodern.hpp"
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#include <cassert>
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static uint32_t sample_rate = 48000;
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static ultramodern::audio_callbacks_t audio_callbacks;
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void set_audio_callbacks(const ultramodern::audio_callbacks_t& callbacks) {
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audio_callbacks = callbacks;
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}
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void ultramodern::init_audio() {
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// Pick an initial dummy sample rate; this will be set by the game later to the true sample rate.
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set_audio_frequency(48000);
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}
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void ultramodern::set_audio_frequency(uint32_t freq) {
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if (audio_callbacks.set_frequency) {
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audio_callbacks.set_frequency(freq);
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}
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sample_rate = freq;
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}
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void ultramodern::queue_audio_buffer(RDRAM_ARG PTR(int16_t) audio_data_, uint32_t byte_count) {
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// Buffer for holding the output of swapping the audio channels. This is reused across
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// calls to reduce runtime allocations.
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static std::vector<int16_t> swap_buffer;
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// Ensure that the byte count is an integer multiple of samples.
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assert((byte_count & 1) == 0);
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// Calculate the number of samples from the number of bytes.
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uint32_t sample_count = byte_count / sizeof(int16_t);
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// Make sure the swap buffer is large enough to hold all the incoming audio data.
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if (sample_count > swap_buffer.size()) {
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swap_buffer.resize(sample_count);
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}
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// Swap the audio channels into the swap buffer to correct for the address xor caused by endianness handling.
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int16_t* audio_data = TO_PTR(int16_t, audio_data_);
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for (size_t i = 0; i < sample_count; i += 2) {
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swap_buffer[i + 0] = audio_data[i + 1];
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swap_buffer[i + 1] = audio_data[i + 0];
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}
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// Queue the swapped audio data.
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if (audio_callbacks.queue_samples) {
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audio_callbacks.queue_samples(swap_buffer.data(), sample_count);
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}
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}
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// For SDL2
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//uint32_t buffer_offset_frames = 1;
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// For Godot
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float buffer_offset_frames = 0.5f;
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// If there's ever any audio popping, check here first. Some games are very sensitive to
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// the remaining sample count and reporting a number that's too high here can lead to issues.
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// Reporting a number that's too low can lead to audio lag in some games.
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uint32_t ultramodern::get_remaining_audio_bytes() {
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// Get the number of remaining buffered audio bytes.
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uint32_t buffered_byte_count;
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if (audio_callbacks.get_frames_remaining != nullptr) {
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buffered_byte_count = audio_callbacks.get_frames_remaining() * 2 * sizeof(int16_t);
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}
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else {
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buffered_byte_count = 100;
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}
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// Adjust the reported count to be some number of refreshes in the future, which helps ensure that
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// there are enough samples even if the audio thread experiences a small amount of lag. This prevents
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// audio popping on games that use the buffered audio byte count to determine how many samples
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// to generate.
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uint32_t samples_per_vi = (sample_rate / 60);
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if (buffered_byte_count > static_cast<uint32_t>(buffer_offset_frames * sizeof(int16_t) * samples_per_vi)) {
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buffered_byte_count -= static_cast<uint32_t>(buffer_offset_frames * sizeof(int16_t) * samples_per_vi);
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}
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else {
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buffered_byte_count = 0;
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}
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return buffered_byte_count;
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}
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