ES-DE/es-core/src/AudioManager.cpp

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// AudioManager.cpp
//
// Low-level audio functions (using SDL2).
//
#include "AudioManager.h"
#include "Log.h"
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#include "Settings.h"
#include "Sound.h"
#include <SDL2/SDL.h>
std::vector<std::shared_ptr<Sound>> AudioManager::sSoundVector;
SDL_AudioSpec AudioManager::sAudioFormat;
std::shared_ptr<AudioManager> AudioManager::sInstance;
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void AudioManager::mixAudio(void* /*unused*/, Uint8 *stream, int len)
{
bool stillPlaying = false;
// Initialize the buffer to "silence".
SDL_memset(stream, 0, len);
// Iterate through all our samples.
std::vector<std::shared_ptr<Sound>>::const_iterator soundIt = sSoundVector.cbegin();
while (soundIt != sSoundVector.cend()) {
std::shared_ptr<Sound> sound = *soundIt;
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if (sound->isPlaying()) {
// Calculate rest length of current sample.
Uint32 restLength = (sound->getLength() - sound->getPosition());
if (restLength > (Uint32)len) {
// If stream length is smaller than sample length, clip it.
restLength = len;
}
// Mix sample into stream.
SDL_MixAudio(stream, &(sound->getData()[sound->getPosition()]),
restLength, SDL_MIX_MAXVOLUME);
if (sound->getPosition() + restLength < sound->getLength()) {
//sample hasn't ended yet
stillPlaying = true;
}
// Set new sound position. if this is at or beyond the end of the sample,
// it will stop automatically.
sound->setPosition(sound->getPosition() + restLength);
}
// Advance to next sound.
++soundIt;
}
// We have processed all samples. check if some will still be playing.
if (!stillPlaying) {
// No. pause audio till a Sound::play() wakes us up.
SDL_PauseAudio(1);
}
}
AudioManager::AudioManager()
{
init();
}
AudioManager::~AudioManager()
{
deinit();
}
std::shared_ptr<AudioManager> & AudioManager::getInstance()
{
// Check if an AudioManager instance is already created, if not create one.
if (sInstance == nullptr && Settings::getInstance()->getBool("NavigationSounds")) {
sInstance = std::shared_ptr<AudioManager>(new AudioManager);
}
return sInstance;
}
void AudioManager::init()
{
if (SDL_InitSubSystem(SDL_INIT_AUDIO) != 0) {
LOG(LogError) << "Error initializing SDL audio!\n" << SDL_GetError();
return;
}
// Stop playing all Sounds.
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for (unsigned int i = 0; i < sSoundVector.size(); i++) {
if (sSoundVector.at(i)->isPlaying())
sSoundVector[i]->stop();
}
// Set up format and callback. Play 16-bit stereo audio at 44.1Khz.
sAudioFormat.freq = 44100;
sAudioFormat.format = AUDIO_S16;
sAudioFormat.channels = 2;
sAudioFormat.samples = 4096;
sAudioFormat.callback = mixAudio;
sAudioFormat.userdata = nullptr;
// Open the audio device and pause.
if (SDL_OpenAudio(&sAudioFormat, nullptr) < 0) {
LOG(LogError) << "AudioManager - Unable to open SDL audio: " <<
SDL_GetError() << std::endl;
}
}
void AudioManager::deinit()
{
// Stop all playback.
stop();
// Completely tear down SDL audio. else SDL hogs audio resources and
// emulators might fail to start...
SDL_CloseAudio();
SDL_QuitSubSystem(SDL_INIT_AUDIO);
sInstance = nullptr;
}
void AudioManager::registerSound(std::shared_ptr<Sound> & sound)
{
getInstance();
sSoundVector.push_back(sound);
}
void AudioManager::unregisterSound(std::shared_ptr<Sound> & sound)
{
getInstance();
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for (unsigned int i = 0; i < sSoundVector.size(); i++) {
if (sSoundVector.at(i) == sound) {
sSoundVector[i]->stop();
sSoundVector.erase(sSoundVector.cbegin() + i);
return;
}
}
LOG(LogError) << "AudioManager - tried to unregister a sound that wasn't registered!";
}
void AudioManager::play()
{
getInstance();
// Unpause audio, the mixer will figure out if samples need to be played...
SDL_PauseAudio(0);
}
void AudioManager::stop()
{
// Stop playing all Sounds.
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for (unsigned int i = 0; i < sSoundVector.size(); i++) {
if (sSoundVector.at(i)->isPlaying())
sSoundVector[i]->stop();
}
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// Pause audio.
SDL_PauseAudio(1);
}