mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-25 07:05:40 +00:00
db455ba5c1
the volume correction to bring the data back into a valid range is not really needed in practice though, only Daytona2 seems to need it, and also only extremely rarely, so lets just live with a tiny bit of clamping for that game then while add it, make some formatting similar to MAME, and add one comment regarding a most likely wrong recent MAME change
691 lines
26 KiB
C++
Executable file
691 lines
26 KiB
C++
Executable file
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* Audio.cpp
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*
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* SDL audio playback. Implements the OSD audio interface.
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*
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* Buffer sizes and read/write positions must be sample-aligned. A sample is
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* defined to encompass both channels so for, e.g., 16-bit audio as used here,
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* a sample is 4 bytes. Static assertions are employed to ensure that the
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* initial set up of the buffer is correct.
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*
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* Model 3 Audio is always 4 channels. SCSP1 is usually for each front
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* channels (on CN8 connector) and SCSP2 for rear channels (on CN7).
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* The downmix to 2 channels will be performed here in case supermodel audio
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* subsystem does not allow such playback.
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* The default DSB board is supposed to be plug and mixed with the front output
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* channel. The rear channel is usually plugged to the gullbow speakers that
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* are present in most model 3 racing cabinets, while front speakers are only
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* present in Daytona2, Scud Race, Sega Rally 2.
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* As each cabinet as its own wiring, with different mixing, the games.xml
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* database will provide which can of mixing should be applied for each game.
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*
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* From twin uk cabinet diagrams, at least:
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* - lemans24: only stereo on rear speakers (gullbox) on front channels SCSP1/CN8.
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* - scud race: DSB mixed with SCSP2/CN7 for rear (gullbox) speakers, front
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* connected to SCSP1/CN8.
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* - daytona2: front on SCSP1/CN8, rear on SCSP2/CN7
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* - srally2: SCSP2/CN7 gives left/right, and SCSP1/CN8 is split in 2 channels:
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* mono front, mono rear. These two channels are them mixed with L/R to give
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* the quad output.
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* - oceanhun: SCSP1/CN8 and SCSP2/CN7 are mixed together for stereo output.
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* Others are unknown so far, but it is expected that most Step 2.x games should
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* have quad output.
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*/
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#include "Audio.h"
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#include "Supermodel.h"
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#include "SDLIncludes.h"
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#include <cmath>
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#include <algorithm>
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// Model3 audio output is 44.1KHz 4-channel sound and frame rate is 60fps
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#define SAMPLE_RATE_M3 (44100)
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#define SUPERMODEL_FPS (60.0f)
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#define MODEL3_FPS (57.53f)
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#define MAX_SND_FREQ (75)
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#define MIN_SND_FREQ (45)
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#define MAX_LATENCY (100)
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#define NUM_CHANNELS_M3 (4)
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Game::AudioTypes AudioType;
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int nbHostAudioChannels = NUM_CHANNELS_M3; // Number of channels on host
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#define SAMPLES_PER_FRAME_M3 (INT32)(SAMPLE_RATE_M3 / MODEL3_FPS)
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#define BYTES_PER_SAMPLE_M3 (NUM_CHANNELS_M3 * sizeof(INT16))
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#define BYTES_PER_FRAME_M3 (SAMPLES_PER_FRAME_M3 * BYTES_PER_SAMPLE_M3)
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static int samples_per_frame_host = SAMPLES_PER_FRAME_M3;
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static int bytes_per_sample_host = BYTES_PER_SAMPLE_M3;
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static int bytes_per_frame_host = BYTES_PER_FRAME_M3;
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// Balance percents for mixer
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float BalanceLeftRight = 0; // 0 mid balance, 100: left only, -100:right only
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float BalanceFrontRear = 0; // 0 mid balance, 100: front only, -100:right only
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// Mixer factor (depends on values above)
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float balanceFactorFrontLeft = 1.0f;
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float balanceFactorFrontRight = 1.0f;
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float balanceFactorRearLeft = 1.0f;
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float balanceFactorRearRight = 1.0f;
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static bool enabled = true; // True if sound output is enabled
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static constexpr unsigned latency = 20; // Audio latency to use (ie size of audio buffer) as percentage of max buffer size
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static constexpr bool underRunLoop = true; // True if should loop back to beginning of buffer on under-run, otherwise sound is just skipped
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static constexpr unsigned playSamples = 512; // Size (in samples) of callback play buffer
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static UINT32 audioBufferSize = 0; // Size (in bytes) of audio buffer
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static INT8* audioBuffer = NULL; // Audio buffer
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static UINT32 writePos = 0; // Current position at which writing into buffer
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static UINT32 playPos = 0; // Current position at which playing data in buffer via callback
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static bool writeWrapped = false; // True if write position has wrapped around at end of buffer but play position has not done so yet
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static unsigned underRuns = 0; // Number of buffer under-runs that have occured
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static unsigned overRuns = 0; // Number of buffer over-runs that have occured
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static AudioCallbackFPtr callback = NULL; // Pointer to audio callback that is called when audio buffer is less than half empty
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static void* callbackData = NULL; // Pointer to data to be passed to audio callback when it is called
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static const Util::Config::Node* s_config = 0;
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void SetAudioCallback(AudioCallbackFPtr newCallback, void* newData)
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{
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// Lock audio whilst changing callback pointers
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SDL_LockAudio();
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callback = newCallback;
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callbackData = newData;
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SDL_UnlockAudio();
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}
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void SetAudioEnabled(bool newEnabled)
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{
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enabled = newEnabled;
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}
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/// <summary>
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/// Set game audio mixing type
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/// </summary>
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/// <param name="type"></param>
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void SetAudioType(Game::AudioTypes type)
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{
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AudioType = type;
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}
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static INT16 MixINT16(float x, float y)
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{
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INT32 sum = (INT32)((x + y)*0.5f); //!! dither
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if (sum > INT16_MAX) {
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sum = INT16_MAX;
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}
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if (sum < INT16_MIN) {
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sum = INT16_MIN;
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}
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return (INT16)sum;
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}
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static float MixFloat(float x, float y)
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{
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return (x + y)*0.5f;
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}
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static INT16 ClampINT16(float x)
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{
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INT32 xi = (INT32)x; //!! dither
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if (xi > INT16_MAX) {
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xi = INT16_MAX;
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}
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if (xi < INT16_MIN) {
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xi = INT16_MIN;
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}
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return (INT16)xi;
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}
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static void PlayCallback(void* data, Uint8* stream, int len)
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{
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//printf("PlayCallback(%d) [writePos = %u, writeWrapped = %s, playPos = %u, audioBufferSize = %u]\n",
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// len, writePos, (writeWrapped ? "true" : "false"), playPos, audioBufferSize);
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// Get current write position and adjust it if write has wrapped but play position has not
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UINT32 adjWritePos = writePos;
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if (writeWrapped)
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adjWritePos += audioBufferSize;
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// Check if play position overlaps write position (ie buffer under-run)
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if (playPos + len > adjWritePos)
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{
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underRuns++;
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//printf("Audio buffer under-run #%u in PlayCallback(%d) [writePos = %u, writeWrapped = %s, playPos = %u, audioBufferSize = %u]\n",
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// underRuns, len, writePos, (writeWrapped ? "true" : "false"), playPos, audioBufferSize);
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// See what action to take on under-run
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if (underRunLoop)
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{
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// If loop, then move play position back to beginning of data in buffer
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playPos = adjWritePos + bytes_per_frame_host;
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// Check if play position has moved past end of buffer
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if (playPos >= audioBufferSize)
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// If so, wrap it around to beginning again (but keep write wrapped flag as before)
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playPos -= audioBufferSize;
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else
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// Otherwise, set write wrapped flag as will now appear as if write has wrapped but play position has not
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writeWrapped = true;
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}
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else
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{
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// Otherwise, just copy silence to audio output stream and exit
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memset(stream, 0, len);
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return;
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}
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}
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INT8* src1;
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INT8* src2;
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UINT32 len1;
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UINT32 len2;
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// Check if play region extends past end of buffer
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if (playPos + len > audioBufferSize)
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{
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// If so, split play region into two
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src1 = audioBuffer + playPos;
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src2 = audioBuffer;
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len1 = audioBufferSize - playPos;
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len2 = len - len1;
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}
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else
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{
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// Otherwise, just copy whole region
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src1 = audioBuffer + playPos;
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src2 = 0;
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len1 = len;
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len2 = 0;
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}
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// Check if audio is enabled
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if (enabled)
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{
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// If so, copy play region into audio output stream
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memcpy(stream, src1, len1);
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// Also, if not looping on under-runs then blank region out
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if (!underRunLoop)
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memset(src1, 0, len1);
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if (len2)
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{
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// If region was split into two, copy second half into audio output stream as well
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memcpy(stream + len1, src2, len2);
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// Also, if not looping on under-runs then blank region out
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if (!underRunLoop)
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memset(src2, 0, len2);
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}
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}
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else
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// Otherwise, just copy silence to audio output stream
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memset(stream, 0, len);
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// Move play position forward for next time
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playPos += len;
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bool bufferFull = adjWritePos + 2 * bytes_per_frame_host > playPos + audioBufferSize;
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// Check if play position has moved past end of buffer
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if (playPos >= audioBufferSize)
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{
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// If so, wrap it around to beginning again and reset write wrapped flag
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playPos -= audioBufferSize;
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writeWrapped = false;
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}
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// If buffer is not full then call audio callback
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if (callback && !bufferFull)
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callback(callbackData);
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}
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static void MixChannels(unsigned numSamples, const float* leftFrontBuffer, const float* rightFrontBuffer, const float* leftRearBuffer, const float* rightRearBuffer, void* dest, bool flipStereo)
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{
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INT16* p = (INT16*)dest;
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if (nbHostAudioChannels == 1) {
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for (unsigned i = 0; i < numSamples; i++) {
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INT16 monovalue = MixINT16(
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MixFloat(leftFrontBuffer[i] * balanceFactorFrontLeft,rightFrontBuffer[i] * balanceFactorFrontRight),
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MixFloat(leftRearBuffer[i] * balanceFactorRearLeft, rightRearBuffer[i] * balanceFactorRearRight));
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*p++ = monovalue;
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}
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} else {
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// Flip again left/right if configured in audio
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switch (AudioType) {
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case Game::STEREO_RL:
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case Game::QUAD_1_FRL_2_RRL:
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case Game::QUAD_1_RRL_2_FRL:
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flipStereo = !flipStereo;
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break;
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}
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// Now order channels according to audio type
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if (nbHostAudioChannels == 2) {
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for (unsigned i = 0; i < numSamples; i++) {
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INT16 leftvalue = MixINT16(leftFrontBuffer[i] * balanceFactorFrontLeft, leftRearBuffer[i] * balanceFactorRearLeft);
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INT16 rightvalue = MixINT16(rightFrontBuffer[i]*balanceFactorFrontRight, rightRearBuffer[i]*balanceFactorRearRight);
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if (flipStereo) // swap left and right channels
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{
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*p++ = rightvalue;
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*p++ = leftvalue;
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} else {
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*p++ = leftvalue;
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*p++ = rightvalue;
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}
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}
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} else if (nbHostAudioChannels == 4) {
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for (unsigned i = 0; i < numSamples; i++) {
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float frontLeftValue = leftFrontBuffer[i]*balanceFactorFrontLeft;
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float frontRightValue = rightFrontBuffer[i]*balanceFactorFrontRight;
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float rearLeftValue = leftRearBuffer[i]*balanceFactorRearLeft;
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float rearRightValue = rightRearBuffer[i]*balanceFactorRearRight;
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// Check game audio type
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switch (AudioType) {
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case Game::MONO: {
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INT16 monovalue = MixINT16(MixFloat(frontLeftValue, frontRightValue), MixFloat(rearLeftValue, rearRightValue));
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*p++ = monovalue;
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*p++ = monovalue;
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*p++ = monovalue;
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*p++ = monovalue;
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} break;
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case Game::STEREO_LR:
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case Game::STEREO_RL: {
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INT16 leftvalue = MixINT16(frontLeftValue, frontRightValue);
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INT16 rightvalue = MixINT16(rearLeftValue, rearRightValue);
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if (flipStereo) // swap left and right channels
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{
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*p++ = rightvalue;
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*p++ = leftvalue;
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*p++ = rightvalue;
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*p++ = leftvalue;
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} else {
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*p++ = leftvalue;
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*p++ = rightvalue;
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*p++ = leftvalue;
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*p++ = rightvalue;
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}
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} break;
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case Game::QUAD_1_FLR_2_RLR:
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case Game::QUAD_1_FRL_2_RRL: {
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// Normal channels Front Left/Right then Rear Left/Right
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if (flipStereo) // swap left and right channels
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{
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*p++ = ClampINT16(frontRightValue);
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*p++ = ClampINT16(frontLeftValue);
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*p++ = ClampINT16(rearRightValue);
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*p++ = ClampINT16(rearLeftValue);
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} else {
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*p++ = ClampINT16(frontLeftValue);
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*p++ = ClampINT16(frontRightValue);
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*p++ = ClampINT16(rearLeftValue);
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*p++ = ClampINT16(rearRightValue);
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}
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} break;
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case Game::QUAD_1_RLR_2_FLR:
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case Game::QUAD_1_RRL_2_FRL:
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// Reversed channels Front/Rear Left then Front/Rear Right
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if (flipStereo) // swap left and right channels
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{
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*p++ = ClampINT16(rearRightValue);
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*p++ = ClampINT16(rearLeftValue);
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*p++ = ClampINT16(frontRightValue);
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*p++ = ClampINT16(frontLeftValue);
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} else {
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*p++ = ClampINT16(rearLeftValue);
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*p++ = ClampINT16(rearRightValue);
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*p++ = ClampINT16(frontLeftValue);
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*p++ = ClampINT16(frontRightValue);
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}
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break;
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case Game::QUAD_1_LR_2_FR_MIX:
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// Split mix: one goes to left/right, other front/rear (mono)
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// =>Remix all!
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INT16 newfrontLeftValue = MixINT16(frontLeftValue, rearLeftValue);
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INT16 newfrontRightValue = MixINT16(frontLeftValue, rearRightValue);
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INT16 newrearLeftValue = MixINT16(frontRightValue, rearLeftValue);
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INT16 newrearRightValue = MixINT16(frontRightValue, rearRightValue);
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if (flipStereo) // swap left and right channels
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{
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*p++ = newfrontRightValue;
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*p++ = newfrontLeftValue;
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*p++ = newrearRightValue;
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*p++ = newrearLeftValue;
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} else {
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*p++ = newfrontLeftValue;
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*p++ = newfrontRightValue;
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*p++ = newrearLeftValue;
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*p++ = newrearRightValue;
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}
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break;
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}
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}
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}
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}
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}
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/*
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static void LogAudioInfo(SDL_AudioSpec *fmt)
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{
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InfoLog("Audio device information:");
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InfoLog(" Frequency: %d", fmt->freq);
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InfoLog(" Channels: %d", fmt->channels);
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InfoLog("Sample Format: %d", fmt->format);
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InfoLog("");
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}
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*/
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/// <summary>
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/// Prepare audio subsystem on host.
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/// The requested channels is deduced, and SDL will make sure it is compatible with this.
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/// </summary>
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/// <param name="config"></param>
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/// <returns></returns>
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bool OpenAudio(const Util::Config::Node& config)
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{
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s_config = &config;
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// Initialize SDL audio sub-system
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if (SDL_InitSubSystem(SDL_INIT_AUDIO) != 0)
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return ErrorLog("Unable to initialize SDL audio sub-system: %s\n", SDL_GetError());
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// Number of channels requested in config (default is 4)
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nbHostAudioChannels = (int)s_config->Get("NbSoundChannels").ValueAs<int>();
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// If game is only stereo or mono, enforce host to reduce number of channels
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switch (AudioType) {
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case Game::MONO:
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nbHostAudioChannels = std::min(nbHostAudioChannels, 1);
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break;
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case Game::STEREO_LR:
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case Game::STEREO_RL:
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nbHostAudioChannels = std::min(nbHostAudioChannels, 2);
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break;
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}
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// Mixer Balance
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float balancelr = std::max(-100.f, std::min(100.f, s_config->Get("BalanceLeftRight").ValueAs<float>()));
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balancelr *= 0.01f;
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BalanceLeftRight = balancelr;
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float balancefr = std::max(-100.f, std::min(100.f, s_config->Get("BalanceFrontRear").ValueAs<float>()));
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balancefr *= 0.01f;
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BalanceFrontRear = balancefr;
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balanceFactorFrontLeft = (BalanceLeftRight < 0.f ? 1.f + BalanceLeftRight : 1.f) * (BalanceFrontRear < 0 ? 1.f + BalanceFrontRear : 1.f);
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balanceFactorFrontRight = (BalanceLeftRight > 0.f ? 1.f - BalanceLeftRight : 1.f) * (BalanceFrontRear < 0 ? 1.f + BalanceFrontRear : 1.f);
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balanceFactorRearLeft = (BalanceLeftRight < 0.f ? 1.f + BalanceLeftRight : 1.f) * (BalanceFrontRear > 0 ? 1.f - BalanceFrontRear : 1.f);
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balanceFactorRearRight = (BalanceLeftRight > 0.f ? 1.f - BalanceLeftRight : 1.f) * (BalanceFrontRear > 0 ? 1.f - BalanceFrontRear : 1.f);
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// Set up audio specification
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SDL_AudioSpec desired{};
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desired.freq = SAMPLE_RATE_M3;
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// Number of host channels to use (choice limited to 1,2,4)
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desired.channels = nbHostAudioChannels;
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desired.format = AUDIO_S16SYS;
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desired.samples = playSamples;
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desired.callback = PlayCallback;
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// Now force SDL to use the format we requested (nullptr); it will convert if necessary
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if (SDL_OpenAudio(&desired, nullptr) < 0) {
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if (desired.channels==2) {
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return ErrorLog("Unable to open 44.1KHz 2-channel audio with SDL: %s\n", SDL_GetError());
|
|
} else if (desired.channels==4) {
|
|
return ErrorLog("Unable to open 44.1KHz 4-channel audio with SDL: %s\n", SDL_GetError());
|
|
} else {
|
|
return ErrorLog("Unable to open 44.1KHz channel audio with SDL: %s\n", SDL_GetError());
|
|
}
|
|
}
|
|
|
|
float soundFreq_Hz = (float)s_config->Get("SoundFreq").ValueAs<float>();
|
|
if (soundFreq_Hz>MAX_SND_FREQ)
|
|
soundFreq_Hz = MAX_SND_FREQ;
|
|
if (soundFreq_Hz<MIN_SND_FREQ)
|
|
soundFreq_Hz = MIN_SND_FREQ;
|
|
samples_per_frame_host = (INT32)(SAMPLE_RATE_M3 / soundFreq_Hz);
|
|
bytes_per_sample_host = (nbHostAudioChannels * sizeof(INT16));
|
|
bytes_per_frame_host = (samples_per_frame_host * bytes_per_sample_host);
|
|
|
|
|
|
// Create audio buffer
|
|
uint32_t bufferSize = ((SAMPLE_RATE_M3 * latency) / MAX_LATENCY) * bytes_per_sample_host;
|
|
if (!(bufferSize % bytes_per_sample_host == 0)) {
|
|
return ErrorLog("must be an integer multiple of the sample size\n");
|
|
}
|
|
audioBufferSize = bufferSize;
|
|
|
|
int minBufferSize = 3 * bytes_per_frame_host;
|
|
audioBufferSize = std::max<int>(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;
|
|
uint32_t endOfBuffer = bufferSize - bytes_per_frame_host;
|
|
uint32_t midpointAfterFirstFrameUnaligned = bytes_per_frame_host + (bufferSize - bytes_per_frame_host) / 2;
|
|
uint32_t extraPaddingNeeded = (bytes_per_frame_host - midpointAfterFirstFrameUnaligned % bytes_per_frame_host) % bytes_per_frame_host;
|
|
uint32_t midpointAfterFirstFrame = midpointAfterFirstFrameUnaligned + extraPaddingNeeded;
|
|
if (!((endOfBuffer % (nbHostAudioChannels*sizeof(INT16))) == 0)) {
|
|
return ErrorLog("must be an integer multiple of the sample size\n");
|
|
}
|
|
if (!((midpointAfterFirstFrame % nbHostAudioChannels*sizeof(INT16)) == 0)) {
|
|
return ErrorLog("must be an integer multiple of the sample size\n");
|
|
}
|
|
|
|
writePos = std::min<int>(endOfBuffer, midpointAfterFirstFrame);
|
|
writeWrapped = false;
|
|
|
|
// Reset counters
|
|
underRuns = 0;
|
|
overRuns = 0;
|
|
|
|
// Start audio playing
|
|
SDL_PauseAudio(0);
|
|
return OKAY;
|
|
}
|
|
|
|
bool OutputAudio(unsigned numSamples, const float* leftFrontBuffer, const float* rightFrontBuffer, const float* leftRearBuffer, const float* rightRearBuffer, bool flipStereo)
|
|
{
|
|
//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 > (unsigned)samples_per_frame_host)
|
|
numSamples = samples_per_frame_host;
|
|
|
|
// Mix together left and right channels into single chunk of data
|
|
INT16 mixBuffer[NUM_CHANNELS_M3 * (SAMPLE_RATE_M3 / MIN_SND_FREQ)];
|
|
MixChannels(numSamples, leftFrontBuffer, rightFrontBuffer, leftRearBuffer, rightRearBuffer, mixBuffer, flipStereo);
|
|
|
|
// 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_host;
|
|
|
|
// Get end of current play region (writing must occur past this point)
|
|
UINT32 playEndPos = playPos + bytes_per_frame_host;
|
|
|
|
// Undo any wrap-around of the write position that may have occurred 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_host;
|
|
|
|
// 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_host > 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
|
|
}
|
|
else
|
|
{
|
|
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 = NULL;
|
|
len1 = numBytes;
|
|
len2 = NULL;
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
} |