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

294 lines
10 KiB
C++
Raw Normal View History

// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// AudioManager.cpp
//
// Low-level audio functions (using SDL2).
//
#include "AudioManager.h"
#include "Log.h"
2017-11-01 22:21:10 +00:00
#include "Settings.h"
#include "Sound.h"
#include <SDL2/SDL.h>
AudioManager::AudioManager() noexcept
{
// Init on construction.
init();
}
AudioManager::~AudioManager()
{
// Deinit on destruction.
deinit();
}
AudioManager& AudioManager::getInstance()
{
static AudioManager instance;
return instance;
}
void AudioManager::init()
{
LOG(LogInfo) << "Setting up AudioManager...";
if (SDL_InitSubSystem(SDL_INIT_AUDIO) != 0) {
LOG(LogError) << "Error initializing SDL audio!\n" << SDL_GetError();
return;
}
LOG(LogInfo) << "Audio driver: " << SDL_GetCurrentAudioDriver();
SDL_AudioSpec sRequestedAudioFormat;
SDL_memset(&sRequestedAudioFormat, 0, sizeof(sRequestedAudioFormat));
SDL_memset(&sAudioFormat, 0, sizeof(sAudioFormat));
2020-12-23 14:32:10 +00:00
// Set up format and callback. SDL will negotiate these settings with the audio driver, so
// if for instance the driver/hardware does not support 32-bit floating point output, 16-bit
// integer may be selected instead. ES-DE will handle this automatically as there are no
// hardcoded audio settings elsewhere in the code.
sRequestedAudioFormat.freq = 44100;
sRequestedAudioFormat.format = AUDIO_F32;
sRequestedAudioFormat.channels = 2;
sRequestedAudioFormat.samples = 1024;
sRequestedAudioFormat.callback = mixAudio;
sRequestedAudioFormat.userdata = nullptr;
for (int i = 0; i < SDL_GetNumAudioDevices(0); ++i) {
LOG(LogInfo) << "Detected playback device: " << SDL_GetAudioDeviceName(i, 0);
}
sAudioDevice = SDL_OpenAudioDevice(0, 0, &sRequestedAudioFormat, &sAudioFormat,
SDL_AUDIO_ALLOW_ANY_CHANGE);
if (sAudioDevice == 0) {
LOG(LogError) << "Unable to open audio device: " << SDL_GetError();
sHasAudioDevice = false;
}
if (sAudioFormat.freq != sRequestedAudioFormat.freq) {
LOG(LogDebug) << "AudioManager::init(): Requested sample rate "
<< std::to_string(sRequestedAudioFormat.freq)
<< " could not be set, obtained " << std::to_string(sAudioFormat.freq);
}
if (sAudioFormat.format != sRequestedAudioFormat.format) {
LOG(LogDebug) << "AudioManager::init(): Requested format "
<< std::to_string(sRequestedAudioFormat.format)
<< " could not be set, obtained " << std::to_string(sAudioFormat.format);
}
if (sAudioFormat.channels != sRequestedAudioFormat.channels) {
LOG(LogDebug) << "AudioManager::init(): Requested channel count "
<< std::to_string(sRequestedAudioFormat.channels)
<< " could not be set, obtained " << std::to_string(sAudioFormat.channels);
}
#if defined(_WIN64) || defined(__APPLE__)
2020-12-23 14:32:10 +00:00
// Beats me why the buffer size is not divided by the channel count on some operating systems.
if (sAudioFormat.samples != sRequestedAudioFormat.samples) {
#else
if (sAudioFormat.samples != sRequestedAudioFormat.samples / sRequestedAudioFormat.channels) {
#endif
LOG(LogDebug) << "AudioManager::init(): Requested sample buffer size "
<< std::to_string(sRequestedAudioFormat.samples /
sRequestedAudioFormat.channels)
<< " could not be set, obtained " << std::to_string(sAudioFormat.samples);
}
// Just in case someone changed the es_settings.xml file manually to invalid values.
if (Settings::getInstance()->getInt("SoundVolumeNavigation") > 100)
Settings::getInstance()->setInt("SoundVolumeNavigation", 100);
if (Settings::getInstance()->getInt("SoundVolumeNavigation") < 0)
Settings::getInstance()->setInt("SoundVolumeNavigation", 0);
if (Settings::getInstance()->getInt("SoundVolumeVideos") > 100)
Settings::getInstance()->setInt("SoundVolumeVideos", 100);
if (Settings::getInstance()->getInt("SoundVolumeVideos") < 0)
Settings::getInstance()->setInt("SoundVolumeVideos", 0);
setupAudioStream(sRequestedAudioFormat.freq);
}
void AudioManager::deinit()
{
SDL_LockAudioDevice(sAudioDevice);
SDL_FreeAudioStream(sConversionStream);
SDL_UnlockAudioDevice(sAudioDevice);
SDL_CloseAudio();
SDL_QuitSubSystem(SDL_INIT_AUDIO);
sAudioDevice = 0;
}
void AudioManager::mixAudio(void* /*unused*/, Uint8* stream, int len)
{
// Process navigation sounds.
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;
if (sound->isPlaying()) {
// Calculate rest length of current sample.
Uint32 restLength = (sound->getLength() - sound->getPosition());
if (restLength > static_cast<Uint32>(len)) {
// If stream length is smaller than sample length, clip it.
restLength = len;
}
// Mix sample into stream.
SDL_MixAudioFormat(
stream, &(sound->getData()[sound->getPosition()]), sAudioFormat.format, restLength,
static_cast<int>(Settings::getInstance()->getInt("SoundVolumeNavigation") * 1.28f));
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;
}
// Process video stream audio generated by VideoFFmpegComponent.
int streamLength = SDL_AudioStreamAvailable(sConversionStream);
if (streamLength <= 0) {
// If nothing is playing, pause the device until there is more audio to output.
if (!stillPlaying)
SDL_PauseAudioDevice(sAudioDevice, 1);
return;
}
int chunkLength = 0;
// Cap the chunk length to the buffer size.
if (streamLength > len)
chunkLength = len;
else
chunkLength = streamLength;
std::vector<Uint8> converted(chunkLength);
int processedLength =
SDL_AudioStreamGet(sConversionStream, static_cast<void*>(&converted.at(0)), chunkLength);
if (processedLength < 0) {
LOG(LogError) << "AudioManager::mixAudio(): Couldn't convert sound chunk:";
LOG(LogError) << SDL_GetError();
return;
}
// Enable only when needed, as this generates a lot of debug output.
// LOG(LogDebug) << "AudioManager::mixAudio(): chunkLength "
// "/ processedLength / streamLength: " << chunkLength << " / " <<
// " / " << processedLength << " / " << streamLength;
// This mute flag is used to make sure that the audio buffer already sent to the
// stream is not played when the video player has been stopped. Otherwise there would
// be a short time period when the audio would keep playing after the video was stopped
// and before the stream was cleared in clearStream().
bool muteStream = sMuteStream;
if (muteStream) {
SDL_MixAudioFormat(stream, &converted.at(0), sAudioFormat.format, processedLength, 0);
}
else {
SDL_MixAudioFormat(
stream, &converted.at(0), sAudioFormat.format, processedLength,
static_cast<int>(Settings::getInstance()->getInt("SoundVolumeVideos") * 1.28f));
}
// If nothing is playing, pause the device until there is more audio to output.
if (!stillPlaying && SDL_AudioStreamAvailable(sConversionStream) == 0)
SDL_PauseAudioDevice(sAudioDevice, 1);
}
void AudioManager::registerSound(std::shared_ptr<Sound> sound)
{
// Add sound to sound vector.
sSoundVector.push_back(sound);
}
void AudioManager::unregisterSound(std::shared_ptr<Sound> sound)
{
for (unsigned int i = 0; i < sSoundVector.size(); ++i) {
2020-07-13 18:58:25 +00:00
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()
{
// Unpause audio, the mixer will figure out if samples need to be played...
SDL_PauseAudioDevice(sAudioDevice, 0);
}
void AudioManager::stop()
{
// Stop playing all Sounds.
for (unsigned int i = 0; i < sSoundVector.size(); ++i) {
2020-12-23 14:32:10 +00:00
if (sSoundVector.at(i)->isPlaying())
sSoundVector[i]->stop();
}
2020-07-13 18:58:25 +00:00
// Pause audio.
SDL_PauseAudioDevice(sAudioDevice, 1);
}
void AudioManager::setupAudioStream(int sampleRate)
{
SDL_AudioStatus audioStatus = SDL_GetAudioDeviceStatus(sAudioDevice);
// It's very important to pause the audio device before setting up the stream,
// or we may get random crashes if attempting to play samples at the same time.
SDL_PauseAudioDevice(sAudioDevice, 1);
SDL_FreeAudioStream(sConversionStream);
// Used for streaming audio from videos.
sConversionStream = SDL_NewAudioStream(AUDIO_F32, 2, sampleRate, sAudioFormat.format,
sAudioFormat.channels, sAudioFormat.freq);
if (sConversionStream == nullptr) {
LOG(LogError) << "Failed to create audio conversion stream:";
LOG(LogError) << SDL_GetError();
}
// If the device was previously in a playing state, then restore it.
if (audioStatus == SDL_AUDIO_PLAYING)
SDL_PauseAudioDevice(sAudioDevice, 0);
}
void AudioManager::processStream(const void* samples, unsigned count)
{
SDL_LockAudioDevice(sAudioDevice);
if (SDL_AudioStreamPut(sConversionStream, samples, count * sizeof(Uint8)) == -1) {
LOG(LogError) << "Failed to put samples in the conversion stream:";
LOG(LogError) << SDL_GetError();
SDL_UnlockAudioDevice(sAudioDevice);
return;
}
if (count > 0)
SDL_PauseAudioDevice(sAudioDevice, 0);
SDL_UnlockAudioDevice(sAudioDevice);
}
void AudioManager::clearStream()
{
SDL_LockAudioDevice(sAudioDevice);
SDL_AudioStreamClear(sConversionStream);
SDL_UnlockAudioDevice(sAudioDevice);
}