mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-30 18:15:39 +00:00
09726348b3
Renderer on the Pi doesn't work at the moment.
161 lines
3.8 KiB
C++
161 lines
3.8 KiB
C++
#include "AudioManager.h"
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#include <SDL.h>
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#include "Log.h"
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#include "VolumeControl.h"
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std::vector<std::shared_ptr<Sound>> AudioManager::sSoundVector;
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SDL_AudioSpec AudioManager::sAudioFormat;
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std::shared_ptr<AudioManager> AudioManager::sInstance;
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void AudioManager::mixAudio(void *unused, Uint8 *stream, int len)
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{
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bool stillPlaying = false;
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//initialize the buffer to "silence"
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SDL_memset(stream, 0, len);
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//iterate through all our samples
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std::vector<std::shared_ptr<Sound>>::const_iterator soundIt = sSoundVector.cbegin();
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while (soundIt != sSoundVector.cend())
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{
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std::shared_ptr<Sound> sound = *soundIt;
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if(sound->isPlaying())
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{
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//calculate rest length of current sample
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Uint32 restLength = (sound->getLength() - sound->getPosition());
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if (restLength > (Uint32)len) {
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//if stream length is smaller than smaple lenght, clip it
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restLength = len;
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}
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//mix sample into stream
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SDL_MixAudio(stream, &(sound->getData()[sound->getPosition()]), restLength, SDL_MIX_MAXVOLUME);
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if (sound->getPosition() + restLength < sound->getLength())
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{
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//sample hasn't ended yet
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stillPlaying = true;
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}
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//set new sound position. if this is at or beyond the end of the sample, it will stop automatically
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sound->setPosition(sound->getPosition() + restLength);
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}
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//advance to next sound
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++soundIt;
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}
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//we have processed all samples. check if some will still be playing
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if (!stillPlaying) {
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//no. pause audio till a Sound::play() wakes us up
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SDL_PauseAudio(1);
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}
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}
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AudioManager::AudioManager()
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{
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init();
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//set internal volume
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//VolumeControl::getInstance()->setVolume(50);
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}
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AudioManager::~AudioManager()
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{
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deinit();
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}
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std::shared_ptr<AudioManager> & AudioManager::getInstance()
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{
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//check if an AudioManager instance is already created, if not create one
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if (sInstance == nullptr) {
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sInstance = std::shared_ptr<AudioManager>(new AudioManager);
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}
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return sInstance;
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}
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void AudioManager::init()
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{
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if (SDL_InitSubSystem(SDL_INIT_AUDIO) != 0)
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{
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LOG(LogError) << "Error initializing SDL audio!\n" << SDL_GetError();
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return;
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}
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//stop playing all Sounds
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for(unsigned int i = 0; i < sSoundVector.size(); i++)
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{
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if(sSoundVector.at(i)->isPlaying())
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{
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sSoundVector[i]->stop();
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}
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}
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//Set up format and callback. Play 16-bit stereo audio at 44.1Khz
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sAudioFormat.freq = 44100;
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sAudioFormat.format = AUDIO_S16;
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sAudioFormat.channels = 2;
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sAudioFormat.samples = 1024;
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sAudioFormat.callback = mixAudio;
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sAudioFormat.userdata = NULL;
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//Open the audio device and pause
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if (SDL_OpenAudio(&sAudioFormat, NULL) < 0) {
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LOG(LogError) << "AudioManager Error - Unable to open SDL audio: " << SDL_GetError() << std::endl;
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}
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}
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void AudioManager::deinit()
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{
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//stop all playback
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stop();
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//completely tear down SDL audio. else SDL hogs audio resources and emulators might fail to start...
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SDL_CloseAudio();
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SDL_QuitSubSystem(SDL_INIT_AUDIO);
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}
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void AudioManager::registerSound(std::shared_ptr<Sound> & sound)
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{
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getInstance();
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sSoundVector.push_back(sound);
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}
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void AudioManager::unregisterSound(std::shared_ptr<Sound> & sound)
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{
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getInstance();
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for(unsigned int i = 0; i < sSoundVector.size(); i++)
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{
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if(sSoundVector.at(i) == sound)
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{
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sSoundVector[i]->stop();
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sSoundVector.erase(sSoundVector.begin() + i);
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return;
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}
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}
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LOG(LogError) << "AudioManager Error - tried to unregister a sound that wasn't registered!";
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}
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void AudioManager::play()
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{
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getInstance();
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//set internal audio volume. important after launching a game and returning here
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//VolumeControl::getInstance()->setVolume(50);
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//unpause audio, the mixer will figure out if samples need to be played...
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SDL_PauseAudio(0);
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}
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void AudioManager::stop()
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{
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//stop playing all Sounds
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for(unsigned int i = 0; i < sSoundVector.size(); i++)
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{
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if(sSoundVector.at(i)->isPlaying())
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{
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sSoundVector[i]->stop();
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}
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}
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//pause audio
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SDL_PauseAudio(1);
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}
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