// // Sound Interface // // by James Hammons // (C) 2005-2018 Underground Software // // JLH = James Hammons // // WHO WHEN WHAT // --- ---------- ----------------------------------------------------------- // JLH 12/02/2005 Fixed a problem with sound callback thread signaling the // main thread // JLH 12/03/2005 Fixed sound callback dropping samples when the sample // buffer is shorter than the callback sample buffer // // STILL TO DO: // // - Figure out why it's losing samples (Bard's Tale) [DONE] // - Figure out why it's playing too fast [DONE] // #include "sound.h" #include // For memset, memcpy #include #include "log.h" #include "mockingboard.h" // Useful defines //#define DEBUG #define SAMPLES_PER_FRAME (SAMPLE_RATE / 60.0) #define CYCLES_PER_SAMPLE (1024000.0 / SAMPLE_RATE) // 32K ought to be enough for anybody #define SOUND_BUFFER_SIZE (32768) // Global variables // Local variables static SDL_AudioSpec desired, obtained; static SDL_AudioDeviceID device; static bool soundInitialized = false; static bool speakerState = false; static uint16_t soundBuffer[SOUND_BUFFER_SIZE]; static uint32_t soundBufferPos; static uint16_t sample; static uint8_t ampPtr = 12; // Start with -2047 - +2047 static int16_t amplitude[17] = { 0, 1, 2, 3, 7, 15, 31, 63, 127, 255, 511, 1023, 2047, 4095, 8191, 16383, 32767 }; // Private function prototypes static void SDLSoundCallback(void * userdata, Uint8 * buffer, int length); /* N.B: We can convert this from the current callback model to a push model by using SDL_QueueAudio(SDL_AudioDeviceID id, const void * data, Uint32 len) where id is the audio device ID, data is a pointer to the sound buffer, and len is the size of the buffer in *bytes* (not samples!). To use this method, we need to set up things as usual but instead of putting the callback function pointer in desired.callback, we put a NULL there. The downside is that we can't tell if the buffer is being starved or not, which is why we haven't kicked it to the curb just yet--we want to know why we're still getting buffer starvation even if it's not as frequent as it used to be. :-/ You can get the size of the audio already queued with SDL_GetQueuedAudioSize(SDL_AudioDeviceID id), which will return the size of the buffer in bytes (again, *not* samples!). */ // // Initialize the SDL sound system // void SoundInit(void) { SDL_zero(desired); desired.freq = SAMPLE_RATE; // SDL will do conversion on the fly, if it can't get the exact rate. Nice! desired.format = AUDIO_U16SYS; // This uses the native endian (for portability)... desired.channels = 1; desired.samples = 512; // Let's try a 1/2K buffer desired.callback = SDLSoundCallback; device = SDL_OpenAudioDevice(NULL, 0, &desired, &obtained, 0); if (device == 0) { WriteLog("Sound: Failed to initialize SDL sound.\n"); WriteLog("SDL sez: %s\n", SDL_GetError()); return; } soundBufferPos = 0; sample = desired.silence; // ? wilwok ? yes SDL_PauseAudioDevice(device, 0);// Start playback! soundInitialized = true; WriteLog("Sound: Successfully initialized.\n"); } // // Close down the SDL sound subsystem // void SoundDone(void) { if (soundInitialized) { SDL_PauseAudioDevice(device, 1); SDL_CloseAudioDevice(device); WriteLog("Sound: Done.\n"); } } void SoundPause(void) { if (soundInitialized) SDL_PauseAudioDevice(device, 1); } void SoundResume(void) { if (soundInitialized) SDL_PauseAudioDevice(device, 0); } // // Sound card callback handler // static uint32_t sndFrmCnt = 0; static uint32_t lastStarve = 0; static void SDLSoundCallback(void * /*userdata*/, Uint8 * buffer8, int length8) { sndFrmCnt++; // Recast this as a 16-bit type... uint16_t * buffer = (uint16_t *)buffer8; uint32_t length = (uint32_t)length8 / 2; if (soundBufferPos < length) { //WriteLog("*** Sound buffer starved (%d short) *** [%d delta %d]\n", length - soundBufferPos, sndFrmCnt, sndFrmCnt - lastStarve); lastStarve = sndFrmCnt; #if 1 for(uint32_t i=0; i= (SOUND_BUFFER_SIZE - 1)) { //WriteLog("WriteSampleToBuffer(): Waiting for sound thread. soundBufferPos=%i, SOUNDBUFFERSIZE-1=%i\n", soundBufferPos, SOUND_BUFFER_SIZE-1); SDL_Delay(1); } SDL_LockAudioDevice(device); soundBuffer[soundBufferPos++] = sample + s1 + s2; SDL_UnlockAudioDevice(device); } void ToggleSpeaker(void) { if (!soundInitialized) return; speakerState = !speakerState; sample = (speakerState ? amplitude[ampPtr] : 0); } void VolumeUp(void) { // Currently set for 16-bit samples if (ampPtr < 16) ampPtr++; } void VolumeDown(void) { if (ampPtr > 0) ampPtr--; } uint8_t GetVolume(void) { return ampPtr; }