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https://github.com/libsdl-org/SDL.git
synced 2026-01-06 21:37:47 +00:00
ps2audio: Updated (but untested) for SDL3 audio API.
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@@ -20,8 +20,6 @@
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*/
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#include "SDL_internal.h"
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/* Output audio to nowhere... */
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#include "../SDL_audio_c.h"
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#include "SDL_ps2audio.h"
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@@ -29,20 +27,16 @@
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#include <audsrv.h>
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#include <ps2_audio_driver.h>
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/* The tag name used by PS2 audio */
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#define PS2AUDIO_DRIVER_NAME "ps2"
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static int PS2AUDIO_OpenDevice(SDL_AudioDevice *_this, const char *devname)
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static int PS2AUDIO_OpenDevice(SDL_AudioDevice *_this)
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{
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int i, mixlen;
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struct audsrv_fmt_t format;
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_this->hidden = (struct SDL_PrivateAudioData *)
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SDL_malloc(sizeof(*_this->hidden));
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SDL_calloc(1, sizeof(*_this->hidden));
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if (_this->hidden == NULL) {
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return SDL_OutOfMemory();
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}
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SDL_zerop(_this->hidden);
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/* These are the native supported audio PS2 configs */
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switch (_this->spec.freq) {
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@@ -53,19 +47,16 @@ static int PS2AUDIO_OpenDevice(SDL_AudioDevice *_this, const char *devname)
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case 32000:
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case 44100:
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case 48000:
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_this->spec.freq = _this->spec.freq;
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break;
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break; // acceptable value, keep it
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default:
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_this->spec.freq = 48000;
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break;
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}
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_this->spec.samples = 512;
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_this->sample_frames = 512;
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_this->spec.channels = _this->spec.channels == 1 ? 1 : 2;
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_this->spec.format = _this->spec.format == SDL_AUDIO_S8 ? SDL_AUDIO_S8 : SDL_AUDIO_S16;
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SDL_CalculateAudioSpec(&_this->spec);
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format.bits = _this->spec.format == SDL_AUDIO_S8 ? 8 : 16;
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format.freq = _this->spec.freq;
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format.channels = _this->spec.channels;
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@@ -80,12 +71,12 @@ static int PS2AUDIO_OpenDevice(SDL_AudioDevice *_this, const char *devname)
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}
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/* Update the fragment size as size in bytes. */
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SDL_CalculateAudioSpec(&_this->spec);
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SDL_UpdatedAudioDeviceFormat(_this);
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/* Allocate the mixing buffer. Its size and starting address must
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be a multiple of 64 bytes. Our sample count is already a multiple of
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64, so spec->size should be a multiple of 64 as well. */
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mixlen = _this->spec.size * NUM_BUFFERS;
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mixlen = _this->buffer_size * NUM_BUFFERS;
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_this->hidden->rawbuf = (Uint8 *)SDL_aligned_alloc(64, mixlen);
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if (_this->hidden->rawbuf == NULL) {
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return SDL_SetError("Couldn't allocate mixing buffer");
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@@ -93,42 +84,45 @@ static int PS2AUDIO_OpenDevice(SDL_AudioDevice *_this, const char *devname)
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SDL_memset(_this->hidden->rawbuf, 0, mixlen);
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for (i = 0; i < NUM_BUFFERS; i++) {
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_this->hidden->mixbufs[i] = &_this->hidden->rawbuf[i * _this->spec.size];
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_this->hidden->mixbufs[i] = &_this->hidden->rawbuf[i * _this->buffer_size];
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}
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_this->hidden->next_buffer = 0;
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return 0;
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}
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static void PS2AUDIO_PlayDevice(SDL_AudioDevice *_this)
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static void PS2AUDIO_PlayDevice(SDL_AudioDevice *_this, const Uint8 *buffer, int buflen)
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{
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uint8_t *mixbuf = _this->hidden->mixbufs[_this->hidden->next_buffer];
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audsrv_play_audio((char *)mixbuf, _this->spec.size);
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_this->hidden->next_buffer = (_this->hidden->next_buffer + 1) % NUM_BUFFERS;
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audsrv_play_audio((char *)buffer, buflen);
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}
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/* This function waits until it is possible to write a full sound buffer */
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static void PS2AUDIO_WaitDevice(SDL_AudioDevice *_this)
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{
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audsrv_wait_audio(_this->spec.size);
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audsrv_wait_audio(_this->buffer_size);
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}
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static Uint8 *PS2AUDIO_GetDeviceBuf(SDL_AudioDevice *_this)
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static Uint8 *PS2AUDIO_GetDeviceBuf(SDL_AudioDevice *_this, int *buffer_size)
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{
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return _this->hidden->mixbufs[_this->hidden->next_buffer];
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Uint8 *buffer = _this->hidden->mixbufs[_this->hidden->next_buffer];
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_this->hidden->next_buffer = (_this->hidden->next_buffer + 1) % NUM_BUFFERS;
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return buffer;;
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}
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static void PS2AUDIO_CloseDevice(SDL_AudioDevice *_this)
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{
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if (_this->hidden->channel >= 0) {
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audsrv_stop_audio();
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_this->hidden->channel = -1;
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}
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if (_this->hidden) {
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if (_this->hidden->channel >= 0) {
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audsrv_stop_audio();
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_this->hidden->channel = -1;
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}
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if (_this->hidden->rawbuf != NULL) {
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SDL_aligned_free(_this->hidden->rawbuf);
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_this->hidden->rawbuf = NULL;
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if (_this->hidden->rawbuf != NULL) {
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SDL_aligned_free(_this->hidden->rawbuf);
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_this->hidden->rawbuf = NULL;
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}
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SDL_free(_this->hidden);
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_this->hidden = NULL;
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}
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}
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@@ -136,10 +130,9 @@ static void PS2AUDIO_ThreadInit(SDL_AudioDevice *_this)
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{
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/* Increase the priority of this audio thread by 1 to put it
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ahead of other SDL threads. */
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int32_t thid;
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const int32_t thid = GetThreadId();
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ee_thread_status_t status;
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thid = GetThreadId();
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if (ReferThreadStatus(GetThreadId(), &status) == 0) {
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if (ReferThreadStatus(thid, &status) == 0) {
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ChangeThreadPriority(thid, status.current_priority - 1);
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}
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}
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