/** ** Supermodel ** A Sega Model 3 Arcade Emulator. ** Copyright 2011 Bart Trzynadlowski, Nik Henson ** ** This file is part of Supermodel. ** ** Supermodel is free software: you can redistribute it and/or modify it under ** the terms of the GNU General Public License as published by the Free ** Software Foundation, either version 3 of the License, or (at your option) ** any later version. ** ** Supermodel is distributed in the hope that it will be useful, but WITHOUT ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for ** more details. ** ** You should have received a copy of the GNU General Public License along ** with Supermodel. If not, see . **/ /* * Audio.cpp * * SDL audio playback. Implements the OSD audio interface. */ #include "Supermodel.h" #ifdef SUPERMODEL_OSX #include #include #else #include #include #endif #include #include // Model3 audio output is 44.1KHz 2-channel sound and frame rate is 60fps #define SAMPLE_RATE 44100 #define NUM_CHANNELS 2 #define SUPERMODEL_FPS 60 #define BYTES_PER_SAMPLE (NUM_CHANNELS * sizeof(INT16)) #define SAMPLES_PER_FRAME (SAMPLE_RATE / SUPERMODEL_FPS) #define BYTES_PER_FRAME (SAMPLES_PER_FRAME * BYTES_PER_SAMPLE) #define MAX_LATENCY 100 static bool enabled = true; // True if sound output is enabled static unsigned latency = 20; // Audio latency to use (ie size of audio buffer) as percentage of max buffer size static bool underRunLoop = true; // True if should loop back to beginning of buffer on under-run, otherwise sound is just skipped static unsigned playSamples = 512; // Size (in samples) of callback play buffer static UINT32 audioBufferSize = 0; // Size (in bytes) of audio buffer static INT8 *audioBuffer = NULL; // Audio buffer static UINT32 writePos = 0; // Current position at which writing into buffer static UINT32 playPos = 0; // Current position at which playing data in buffer via callback static bool writeWrapped = false; // True if write position has wrapped around at end of buffer but play position has not done so yet static unsigned underRuns = 0; // Number of buffer under-runs that have occured static unsigned overRuns = 0; // Number of buffer over-runs that have occured static AudioCallbackFPtr callback = NULL; // Pointer to audio callback that is called when audio buffer is less than half empty static void *callbackData = NULL; // Pointer to data to be passed to audio callback when it is called void SetAudioCallback(AudioCallbackFPtr newCallback, void *newData) { // Lock audio whilst changing callback pointers SDL_LockAudio(); callback = newCallback; callbackData = newData; SDL_UnlockAudio(); } void SetAudioEnabled(bool newEnabled) { enabled = newEnabled; } static void PlayCallback(void *data, Uint8 *stream, int len) { //printf("PlayCallback(%d) [writePos = %u, writeWrapped = %s, playPos = %u, audioBufferSize = %u]\n", // len, writePos, (writeWrapped ? "true" : "false"), playPos, audioBufferSize); // Get current write position and adjust it if write has wrapped but play position has not UINT32 adjWritePos = writePos; if (writeWrapped) adjWritePos += audioBufferSize; // Check if play position overlaps write position (ie buffer under-run) if (playPos + len > adjWritePos) { underRuns++; //printf("Audio buffer under-run #%u in PlayCallback(%d) [writePos = %u, writeWrapped = %s, playPos = %u, audioBufferSize = %u]\n", // underRuns, len, writePos, (writeWrapped ? "true" : "false"), playPos, audioBufferSize); // See what action to take on under-run if (underRunLoop) { // If loop, then move play position back to beginning of data in buffer playPos = adjWritePos + BYTES_PER_FRAME; // Check if play position has moved past end of buffer if (playPos >= audioBufferSize) // If so, wrap it around to beginning again (but keep write wrapped flag as before) playPos -= audioBufferSize; else // Otherwise, set write wrapped flag as will now appear as if write has wrapped but play position has not writeWrapped = true; } else { // Otherwise, just copy silence to audio output stream and exit memset(stream, 0, len); return; } } INT8* src1; INT8* src2; UINT32 len1; UINT32 len2; // Check if play region extends past end of buffer if (playPos + len > audioBufferSize) { // If so, split play region into two src1 = audioBuffer + playPos; src2 = audioBuffer; len1 = audioBufferSize - playPos; len2 = len - len1; } else { // Otherwise, just copy whole region src1 = audioBuffer + playPos; src2 = 0; len1 = len; len2 = 0; } // Check if audio is enabled if (enabled) { // If so, copy play region into audio output stream memcpy(stream, src1, len1); // Also, if not looping on under-runs then blank region out if (!underRunLoop) memset(src1, 0, len1); if (len2) { // If region was split into two, copy second half into audio output stream as well memcpy(stream + len1, src2, len2); // Also, if not looping on under-runs then blank region out if (!underRunLoop) memset(src2, 0, len2); } } else // Otherwise, just copy silence to audio output stream memset(stream, 0, len); // Move play position forward for next time playPos += len; bool bufferFull = adjWritePos + 2 * BYTES_PER_FRAME > playPos + audioBufferSize; // Check if play position has moved past end of buffer if (playPos >= audioBufferSize) { // If so, wrap it around to beginning again and reset write wrapped flag playPos -= audioBufferSize; writeWrapped = false; } // If buffer is not full then call audio callback if (callback && !bufferFull) callback(callbackData); } static void MixChannels(unsigned numSamples, INT16 *leftBuffer, INT16 *rightBuffer, void *dest) { INT16 *p = (INT16*)dest; #if (NUM_CHANNELS == 1) for (unsigned i = 0; i < numSamples; i++) *p++ = leftBuffer[i] + rightBuffer[i]; // TODO: these should probably be clipped! #else if (g_Config.flipStereo) // swap left and right channels { for (unsigned i = 0; i < numSamples; i++) { *p++ = leftBuffer[i]; *p++ = rightBuffer[i]; } } else // stereo as God intended! { for (unsigned i = 0; i < numSamples; i++) { *p++ = rightBuffer[i]; *p++ = leftBuffer[i]; } } #endif // NUM_CHANNELS } static void LogAudioInfo(SDL_AudioSpec *fmt) { InfoLog("Audio device information:"); InfoLog(" Frequency: %d", fmt->freq); InfoLog(" Channels: %d", fmt->channels); InfoLog("Sample Format: %d", fmt->format); InfoLog(""); } bool OpenAudio() { // Initialize SDL audio sub-system if (SDL_InitSubSystem(SDL_INIT_AUDIO) != 0) return ErrorLog("Unable to initialize SDL audio sub-system: %s\n", SDL_GetError()); // Set up audio specification SDL_AudioSpec fmt; memset(&fmt, 0, sizeof(SDL_AudioSpec)); fmt.freq = SAMPLE_RATE; fmt.channels = NUM_CHANNELS; fmt.format = AUDIO_S16SYS; fmt.samples = playSamples; fmt.callback = PlayCallback; // Try opening SDL audio output with that specification SDL_AudioSpec obtained; if (SDL_OpenAudio(&fmt, &obtained) < 0) return ErrorLog("Unable to open 44.1KHz 2-channel audio with SDL: %s\n", SDL_GetError()); LogAudioInfo(&obtained); // Check if obtained format is what we really requested if ((obtained.freq!=fmt.freq) || (obtained.channels!=fmt.channels) || (obtained.format!=fmt.format)) ErrorLog("Incompatible audio settings (44.1KHz, 16-bit required). Check drivers!\n"); // Check what buffer sample size was actually obtained, and use that playSamples = obtained.samples; // Create audio buffer audioBufferSize = SAMPLE_RATE * BYTES_PER_SAMPLE * latency / MAX_LATENCY; int minBufferSize = 3 * BYTES_PER_FRAME; audioBufferSize = std::max(minBufferSize, audioBufferSize); audioBuffer = new(std::nothrow) INT8[audioBufferSize]; if (audioBuffer == NULL) { float audioBufMB = (float)audioBufferSize / (float)0x100000; return ErrorLog("Insufficient memory for audio latency buffer (need %1.1f MB).", audioBufMB); } memset(audioBuffer, 0, sizeof(INT8) * audioBufferSize); // Set initial play position to be beginning of buffer and initial write position to be half-way into buffer playPos = 0; writePos = min(audioBufferSize - BYTES_PER_FRAME, (BYTES_PER_FRAME + audioBufferSize) / 2); writeWrapped = false; // Reset counters underRuns = 0; overRuns = 0; // Start audio playing SDL_PauseAudio(0); return OKAY; } bool OutputAudio(unsigned numSamples, INT16 *leftBuffer, INT16 *rightBuffer) { //printf("OutputAudio(%u) [writePos = %u, writeWrapped = %s, playPos = %u, audioBufferSize = %u]\n", // numSamples, writePos, (writeWrapped ? "true" : "false"), playPos, audioBufferSize); UINT32 bytesRemaining; UINT32 bytesToCopy; INT16 *src; // Number of samples should never be more than max number of samples per frame if (numSamples > SAMPLES_PER_FRAME) numSamples = SAMPLES_PER_FRAME; // Mix together left and right channels into single chunk of data INT16 mixBuffer[NUM_CHANNELS * SAMPLES_PER_FRAME]; MixChannels(numSamples, leftBuffer, rightBuffer, mixBuffer); // Lock SDL audio callback so that it doesn't interfere with following code SDL_LockAudio(); // Calculate number of bytes for current sound chunk UINT32 numBytes = numSamples * BYTES_PER_SAMPLE; // Get end of current play region (writing must occur past this point) UINT32 playEndPos = playPos + BYTES_PER_FRAME; // Undo any wrap-around of the write position that may have occured to create following ordering: playPos < playEndPos < writePos if (playEndPos > writePos && writeWrapped) writePos += audioBufferSize; // Check if play region has caught up with write position and now overlaps it (ie buffer under-run) if (playEndPos > writePos) { underRuns++; //printf("Audio buffer under-run #%u in OutputAudio(%u) [writePos = %u, writeWrapped = %s, playPos = %u, audioBufferSize = %u, numBytes = %u]\n", // underRuns, numSamples, writePos, (writeWrapped ? "true" : "false"), playPos, audioBufferSize, numBytes); // See what action to take on under-run if (underRunLoop) { // If loop, then move play position back to beginning of data in buffer playPos = writePos + numBytes + BYTES_PER_FRAME; // Check if play position has moved past end of buffer if (playPos >= audioBufferSize) // If so, wrap it around to beginning again (but keep write wrapped flag as before) playPos -= audioBufferSize; else { // Otherwise, set write wrapped flag as will now appear as if write has wrapped but play position has not writeWrapped = true; writePos += audioBufferSize; } } else { // Otherwise, bump write position forward in chunks until it is past end of play region do { writePos += numBytes; } while (playEndPos > writePos); } } // Check if write position has caught up with play region and now overlaps it (ie buffer over-run) bool overRun = writePos + numBytes > playPos + audioBufferSize; bool bufferFull = writePos + 2 * BYTES_PER_FRAME > playPos + audioBufferSize; // Move write position back to within buffer if (writePos >= audioBufferSize) writePos -= audioBufferSize; // Handle buffer over-run if (overRun) { overRuns++; //printf("Audio buffer over-run #%u in OutputAudio(%u) [writePos = %u, writeWrapped = %s, playPos = %u, audioBufferSize = %u, numBytes = %u]\n", // overRuns, numSamples, writePos, (writeWrapped ? "true" : "false"), playPos, audioBufferSize, numBytes); bufferFull = true; // Discard current chunk of data goto Finish; } src = mixBuffer; INT8 *dst1; INT8 *dst2; UINT32 len1; UINT32 len2; // Check if write region extends past end of buffer if (writePos + numBytes > audioBufferSize) { // If so, split write region into two dst1 = audioBuffer + writePos; dst2 = audioBuffer; len1 = audioBufferSize - writePos; len2 = numBytes - len1; } else { // Otherwise, just copy whole region dst1 = audioBuffer + writePos; dst2 = 0; len1 = numBytes; len2 = 0; } // Copy chunk to write position in buffer bytesRemaining = numBytes; bytesToCopy = (bytesRemaining > len1 ? len1 : bytesRemaining); memcpy(dst1, src, bytesToCopy); // Adjust for number of bytes copied bytesRemaining -= bytesToCopy; src = (INT16*)((UINT8*)src + bytesToCopy); if (bytesRemaining) { // If write region was split into two, copy second half of chunk into buffer as well bytesToCopy = (bytesRemaining > len2 ? len2 : bytesRemaining); memcpy(dst2, src, bytesToCopy); } // Move write position forward for next time writePos += numBytes; // Check if write position has moved past end of buffer if (writePos >= audioBufferSize) { // If so, wrap it around to beginning again and set write wrapped flag writePos -= audioBufferSize; writeWrapped = true; } Finish: // Unlock SDL audio callback SDL_UnlockAudio(); // Return whether buffer is half full return bufferFull; } void CloseAudio() { // Close SDL audio output SDL_CloseAudio(); // Delete audio buffer if (audioBuffer != NULL) { delete[] audioBuffer; audioBuffer = NULL; } }