ps2audio: Updated (but untested) for SDL3 audio API.

This commit is contained in:
Ryan C. Gordon
2023-07-05 02:10:14 -04:00
parent c83b68ef26
commit 74568cdb2b

View File

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