ES-DE/src/AudioManager.cpp
Aloshi 09726348b3 Moved to SDL2.
Renderer on the Pi doesn't work at the moment.
2013-08-18 12:17:52 -05:00

161 lines
3.8 KiB
C++

#include "AudioManager.h"
#include <SDL.h>
#include "Log.h"
#include "VolumeControl.h"
std::vector<std::shared_ptr<Sound>> AudioManager::sSoundVector;
SDL_AudioSpec AudioManager::sAudioFormat;
std::shared_ptr<AudioManager> 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<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 > (Uint32)len) {
//if stream length is smaller than smaple lenght, 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();
//set internal volume
//VolumeControl::getInstance()->setVolume(50);
}
AudioManager::~AudioManager()
{
deinit();
}
std::shared_ptr<AudioManager> & AudioManager::getInstance()
{
//check if an AudioManager instance is already created, if not create one
if (sInstance == nullptr) {
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
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 = 1024;
sAudioFormat.callback = mixAudio;
sAudioFormat.userdata = NULL;
//Open the audio device and pause
if (SDL_OpenAudio(&sAudioFormat, NULL) < 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);
}
void AudioManager::registerSound(std::shared_ptr<Sound> & sound)
{
getInstance();
sSoundVector.push_back(sound);
}
void AudioManager::unregisterSound(std::shared_ptr<Sound> & sound)
{
getInstance();
for(unsigned int i = 0; i < sSoundVector.size(); i++)
{
if(sSoundVector.at(i) == sound)
{
sSoundVector[i]->stop();
sSoundVector.erase(sSoundVector.begin() + i);
return;
}
}
LOG(LogError) << "AudioManager Error - tried to unregister a sound that wasn't registered!";
}
void AudioManager::play()
{
getInstance();
//set internal audio volume. important after launching a game and returning here
//VolumeControl::getInstance()->setVolume(50);
//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);
}