a8fafcd94c
Make them more idiomatic C++.
109 lines
2.6 KiB
C++
109 lines
2.6 KiB
C++
/*****************************************************************************\
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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This file is licensed under the Snes9x License.
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For further information, consult the LICENSE file in the root directory.
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\*****************************************************************************/
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#include "gtk_sound_driver_sdl.h"
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#include "gtk_s9x.h"
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#include "apu/apu.h"
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#include "snes9x.h"
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void S9xSDLSoundDriver::samples_available()
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{
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int snes_samples_available = S9xGetSampleCount();
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S9xMixSamples((uint8 *)temp, snes_samples_available);
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if (Settings.SoundSync && !Settings.TurboMode && !Settings.Mute)
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{
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mutex.lock();
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int samples = buffer.space_empty();
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mutex.unlock();
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while (samples < snes_samples_available)
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{
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usleep(100);
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mutex.lock();
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samples = buffer.space_empty();
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mutex.unlock();
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}
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}
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mutex.lock();
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buffer.push(temp, snes_samples_available);
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mutex.unlock();
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}
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void S9xSDLSoundDriver::mix(unsigned char *output, int bytes)
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{
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mutex.lock();
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if (buffer.avail() >= bytes >> 1)
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buffer.read((int16_t *)output, bytes >> 1);
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mutex.unlock();
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}
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S9xSDLSoundDriver::S9xSDLSoundDriver()
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{
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}
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void S9xSDLSoundDriver::init()
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{
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SDL_InitSubSystem(SDL_INIT_AUDIO);
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stop();
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}
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void S9xSDLSoundDriver::terminate()
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{
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stop();
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SDL_CloseAudio();
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SDL_QuitSubSystem(SDL_INIT_AUDIO);
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}
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void S9xSDLSoundDriver::start()
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{
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if (!gui_config->mute_sound)
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{
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SDL_PauseAudio(0);
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}
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}
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void S9xSDLSoundDriver::stop()
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{
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SDL_PauseAudio(1);
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}
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bool S9xSDLSoundDriver::open_device()
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{
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audiospec = {};
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audiospec.freq = Settings.SoundPlaybackRate;
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audiospec.channels = 2;
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audiospec.format = AUDIO_S16SYS;
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audiospec.samples = (gui_config->sound_buffer_size * audiospec.freq / 1000) >> 2;
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audiospec.callback = [](void *userdata, uint8_t *stream, int len) {
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((S9xSDLSoundDriver *)userdata)->mix((unsigned char *)stream, len);
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};
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audiospec.userdata = this;
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printf("SDL sound driver initializing...\n");
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printf(" --> (Frequency: %dhz, Latency: %dms)...",
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audiospec.freq,
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(audiospec.samples * 1000 / audiospec.freq));
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if (SDL_OpenAudio(&audiospec, NULL) < 0)
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{
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printf("Failed\n");
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return false;
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}
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printf("OK\n");
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buffer.resize(gui_config->sound_buffer_size * audiospec.freq / 500);
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S9xSetSamplesAvailableCallback([](void *userdata) {
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((decltype(this)) userdata)->samples_available();;
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}, this);
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return true;
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}
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