// // AudioManager.cpp // // Low-level audio functions (using SDL). // #include "AudioManager.h" #include "Log.h" #include "SDL.h" #include "Settings.h" #include "Sound.h" std::vector> AudioManager::sSoundVector; SDL_AudioSpec AudioManager::sAudioFormat; std::shared_ptr AudioManager::sInstance; 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>::const_iterator soundIt = sSoundVector.cbegin(); while (soundIt != sSoundVector.cend()) { std::shared_ptr sound = *soundIt; 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::getInstance() { // Check if an AudioManager instance is already created, if not create one. if (sInstance == nullptr && Settings::getInstance()->getBool("EnableSounds")) { sInstance = std::shared_ptr(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. 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 Error - 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) { getInstance(); sSoundVector.push_back(sound); } void AudioManager::unregisterSound(std::shared_ptr & sound) { getInstance(); 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 Error - 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. for(unsigned int i = 0; i < sSoundVector.size(); i++) { if(sSoundVector.at(i)->isPlaying()) sSoundVector[i]->stop(); } // Pause audio SDL_PauseAudio(1); }