mirror of
https://github.com/JorjBauer/aiie.git
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153 lines
4.1 KiB
C
153 lines
4.1 KiB
C
/*
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* Apple // emulator for *ix
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*
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* This software package is subject to the GNU General Public License
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* version 3 or later (your choice) as published by the Free Software
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* Foundation.
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*
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* Copyright 2013-2015 Aaron Culliney
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*
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*/
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/*
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* Apple //e core sound system support. Source inspired/derived from AppleWin.
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*
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*/
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#ifndef _SOUNDCORE_H_
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#define _SOUNDCORE_H_
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#define AUDIO_STATUS_PLAYING 0x00000001
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#define AUDIO_STATUS_NOTPLAYING 0x08000000
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// AppleWin-sourced default error increment and max adjustment values ...
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#define SOUNDCORE_ERROR_INC 20
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#define SOUNDCORE_ERROR_MAX 200
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// Note to future self:
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//
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// Although output for the speaker could be MONO (and was at one point in time) ... we optimize the OpenSLES backend on
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// Android to have just one buffer queue callback, where we need to mix both mockingboard and speaker samples.
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//
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// For now, just make everything use stereo for simplicity (including OpenAL backend).
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#define NUM_CHANNELS 2
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typedef struct AudioBuffer_s {
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bool bActive; // Mockingboard ... refactor?
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bool bMute; // Mockingboard ... refactor?
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long nVolume; // Mockingboard ... refactor?
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PRIVATE void *_internal;
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// Get current number of queued bytes
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long (*GetCurrentPosition)(struct AudioBuffer_s *_this, OUTPARM unsigned long *bytes_queued);
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// This method obtains a valid write pointer to the sound buffer's audio data
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long (*Lock)(struct AudioBuffer_s *_this, unsigned long write_bytes, INOUT int16_t **audio_ptr, OUTPARM unsigned long *audio_bytes);
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// This method releases a locked sound buffer.
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long (*Unlock)(struct AudioBuffer_s *_this, unsigned long audio_bytes);
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// Get status (playing or not)
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long (*GetStatus)(struct AudioBuffer_s *_this, OUTPARM unsigned long *status);
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// Mockingboard-specific buffer replay
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//long (*UnlockStaticBuffer)(struct AudioBuffer_s *_this, unsigned long audio_bytes);
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//long (*Replay)(struct AudioBuffer_s *_this);
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} AudioBuffer_s;
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/*
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* Creates a sound buffer object.
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*/
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long audio_createSoundBuffer(INOUT AudioBuffer_s **audioBuffer);
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/*
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* Destroy and nullify sound buffer object.
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*/
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void audio_destroySoundBuffer(INOUT AudioBuffer_s **pVoice);
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/*
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* Prepare the audio subsystem, including the backend renderer.
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*/
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bool audio_init(void);
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/*
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* Shutdown the audio subsystem and backend renderer.
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*/
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void audio_shutdown(void);
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/*
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* Pause the audio subsystem.
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*/
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void audio_pause(void);
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/*
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* Resume the audio subsystem.
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*/
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void audio_resume(void);
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/*
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* Set audio buffer latency
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*/
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void audio_setLatency(float latencySecs);
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/*
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* Get audio buffer latency
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*/
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float audio_getLatency(void);
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/*
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* Is the audio subsystem available?
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*/
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extern READONLY bool audio_isAvailable;
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typedef struct AudioSettings_s {
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/*
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* Native device sample rate
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*/
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READONLY unsigned long sampleRateHz;
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/*
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* Native device bytes-per-sample (currently assuming 16bit/2byte samples)
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*/
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READONLY unsigned long bytesPerSample;
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/*
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* Native mono min/ideal buffer size in samples
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*/
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READONLY unsigned long monoBufferSizeSamples;
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/*
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* Native stereo min/ideal buffer size in samples
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*/
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READONLY unsigned long stereoBufferSizeSamples;
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} AudioSettings_s;
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// ----------------------------------------------------------------------------
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// Private audio backend APIs
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typedef struct AudioContext_s {
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PRIVATE void *_internal;
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PRIVATE long (*CreateSoundBuffer)(const struct AudioContext_s *sound_system, INOUT AudioBuffer_s **buffer);
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PRIVATE long (*DestroySoundBuffer)(const struct AudioContext_s *sound_system, INOUT AudioBuffer_s **buffer);
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} AudioContext_s;
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typedef struct AudioBackend_s {
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AudioSettings_s systemSettings;
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// basic backend functionality controlled by soundcore
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PRIVATE long (*setup)(INOUT AudioContext_s **audio_context);
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PRIVATE long (*shutdown)(INOUT AudioContext_s **audio_context);
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PRIVATE long (*pause)(AudioContext_s *audio_context);
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PRIVATE long (*resume)(AudioContext_s *audio_context);
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} AudioBackend_s;
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// Audio backend registered at CTOR time
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extern AudioBackend_s *audio_backend;
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#endif /* whole file */
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