AppleWin/source/frontends/sa2/sdirectsound.cpp

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#include "frontends/sa2/sdirectsound.h"
#include "linux/windows/dsound.h"
#include <unordered_map>
#include <memory>
namespace
{
class DirectSoundGenerator
{
public:
DirectSoundGenerator(IDirectSoundBuffer * buffer);
~DirectSoundGenerator();
void stop();
void writeAudio();
void setOptions(const int initialSilence);
private:
IDirectSoundBuffer * myBuffer;
SDL_AudioDeviceID myAudioDevice;
SDL_AudioSpec myAudioSpec;
// options
int myInitialSilence;
void close();
void setVolume();
bool isRunning();
void writeEnoughSilence(const int ms);
};
std::unordered_map<IDirectSoundBuffer *, std::shared_ptr<DirectSoundGenerator>> activeSoundGenerators;
DirectSoundGenerator::DirectSoundGenerator(IDirectSoundBuffer * buffer)
: myBuffer(buffer)
, myAudioDevice(0)
{
myInitialSilence = 200;
}
DirectSoundGenerator::~DirectSoundGenerator()
{
close();
}
void DirectSoundGenerator::close()
{
SDL_CloseAudioDevice(myAudioDevice);
myAudioDevice = 0;
}
bool DirectSoundGenerator::isRunning()
{
if (myAudioDevice)
{
return true;
}
DWORD dwStatus;
myBuffer->GetStatus(&dwStatus);
if (!(dwStatus & DSBSTATUS_PLAYING))
{
return false;
}
SDL_AudioSpec want;
SDL_memset(&want, 0, sizeof(want));
want.freq = myBuffer->sampleRate;
want.format = AUDIO_S16LSB;
want.channels = myBuffer->channels;
want.samples = 4096; // what does this really mean?
want.callback = nullptr;
myAudioDevice = SDL_OpenAudioDevice(nullptr, 0, &want, &myAudioSpec, 0);
if (myAudioDevice)
{
SDL_PauseAudioDevice(myAudioDevice, 0);
// we give ourselves a bit of time in case things are not smooth
writeEnoughSilence(myInitialSilence);
return true;
}
return false;
}
void DirectSoundGenerator::setOptions(const int initialSilence)
{
myInitialSilence = std::max(0, initialSilence);
}
void DirectSoundGenerator::setVolume()
{
LONG dwVolume = 0;
myBuffer->GetVolume(&dwVolume);
const double volume = - double(dwVolume) / DSBVOLUME_MIN + 1.0;
// myAudioOutput->setVolume(volume);
}
void DirectSoundGenerator::stop()
{
if (myAudioDevice)
{
writeEnoughSilence(10); // just ti ensure we end up in silence
SDL_PauseAudioDevice(myAudioDevice, 1);
close();
}
}
void DirectSoundGenerator::writeEnoughSilence(const int ms)
{
// write a few ms of silence
const int bitsPerSample = myAudioSpec.format & SDL_AUDIO_MASK_BITSIZE;
const int framesToWrite = (myAudioSpec.freq * ms * myAudioSpec.channels) / 1000; // target frames to write
const int bytesToWrite = framesToWrite * bitsPerSample / 8;
std::vector<char> silence(bytesToWrite);
SDL_QueueAudio(myAudioDevice, silence.data(), silence.size());
}
void DirectSoundGenerator::writeAudio()
{
// this is autostart as we only do for the palying buffers
// and AW might activate one later
if (!isRunning())
{
return;
}
// this is woraround of the AW nErrorInc calculation
// we are basically reading data too fast
// and AW then thinks we are running behind, and produces more data
// shoudl we instead check how much data is queued in SDL using SDL_GetQueuedAudioSize()?
const int availableBytes = myBuffer->GetAvailableBytes();
const int bufferSize = myBuffer->bufferSize;
const int minimumAvailable = bufferSize / 4; // look in Speaker.cpp and Mockingboard.cpp
if (availableBytes > minimumAvailable)
{
const int toRead = availableBytes - minimumAvailable;
LPVOID lpvAudioPtr1, lpvAudioPtr2;
DWORD dwAudioBytes1, dwAudioBytes2;
myBuffer->Read(toRead, &lpvAudioPtr1, &dwAudioBytes1, &lpvAudioPtr2, &dwAudioBytes2);
if (lpvAudioPtr1 && dwAudioBytes1)
{
SDL_QueueAudio(myAudioDevice, lpvAudioPtr1, dwAudioBytes1);
}
if (lpvAudioPtr2 && dwAudioBytes2)
{
SDL_QueueAudio(myAudioDevice, lpvAudioPtr2, dwAudioBytes2);
}
}
}
}
void registerSoundBuffer(IDirectSoundBuffer * buffer)
{
const std::shared_ptr<DirectSoundGenerator> generator = std::make_shared<DirectSoundGenerator>(buffer);
activeSoundGenerators[buffer] = generator;
}
void unregisterSoundBuffer(IDirectSoundBuffer * buffer)
{
const auto it = activeSoundGenerators.find(buffer);
if (it != activeSoundGenerators.end())
{
// stop the QAudioOutput before removing. is this necessary?
it->second->stop();
activeSoundGenerators.erase(it);
}
}
namespace SDirectSound
{
void stop()
{
for (auto & it : activeSoundGenerators)
{
const std::shared_ptr<DirectSoundGenerator> & generator = it.second;
generator->stop();
}
}
void writeAudio()
{
for (auto & it : activeSoundGenerators)
{
const std::shared_ptr<DirectSoundGenerator> & generator = it.second;
generator->writeAudio();
}
}
void setOptions(const int initialSilence)
{
for (auto & it : activeSoundGenerators)
{
const std::shared_ptr<DirectSoundGenerator> & generator = it.second;
generator->setOptions(initialSilence);
}
}
}