aiie/audio/soundcore.h

153 lines
4.1 KiB
C

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