// // Sound Interface // // by James Hammons // (C) 2005 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" // Useful defines //#define DEBUG //#define WRITE_OUT_WAVE //#define SAMPLE_RATE (44100.0) #define SAMPLE_RATE (48000.0) #define SAMPLES_PER_FRAME (SAMPLE_RATE / 60.0) #define CYCLES_PER_SAMPLE (1024000.0 / SAMPLE_RATE) //#define SOUND_BUFFER_SIZE (8192) #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 int16_t soundBuffer[SOUND_BUFFER_SIZE]; static uint32_t soundBufferPos; static uint64_t lastToggleCycles; static SDL_cond * conditional = NULL; static SDL_mutex * mutex = NULL; static SDL_mutex * mutex2 = NULL; static int16_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 }; #ifdef WRITE_OUT_WAVE static FILE * fp = NULL; #endif // Private function prototypes static void SDLSoundCallback(void * userdata, Uint8 * buffer, int length); // // Initialize the SDL sound system // void SoundInit(void) { #if 0 // To weed out problems for now... return; #endif 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_S16SYS; // This uses the native endian (for portability)... desired.channels = 1; desired.samples = 512; // Let's try a 1/2K buffer (can always go lower) desired.callback = SDLSoundCallback; device = SDL_OpenAudioDevice(NULL, 0, &desired, &obtained, 0); if (device == 0) { WriteLog("Sound: Failed to initialize SDL sound.\n"); return; } conditional = SDL_CreateCond(); mutex = SDL_CreateMutex(); mutex2 = SDL_CreateMutex();// Let's try real signalling... soundBufferPos = 0; lastToggleCycles = 0; sample = desired.silence; // ? wilwok ? yes SDL_PauseAudioDevice(device, 0); // Start playback! soundInitialized = true; WriteLog("Sound: Successfully initialized.\n"); #ifdef WRITE_OUT_WAVE fp = fopen("./apple2.wav", "wb"); #endif } // // Close down the SDL sound subsystem // void SoundDone(void) { if (soundInitialized) { SDL_PauseAudioDevice(device, 1); SDL_CloseAudioDevice(device); SDL_DestroyCond(conditional); SDL_DestroyMutex(mutex); SDL_DestroyMutex(mutex2); WriteLog("Sound: Done.\n"); #ifdef WRITE_OUT_WAVE fclose(fp); #endif } } void SoundPause(void) { if (soundInitialized) SDL_PauseAudioDevice(device, 1); } void SoundResume(void) { if (soundInitialized) SDL_PauseAudioDevice(device, 0); } // // Sound card callback handler // static void SDLSoundCallback(void * /*userdata*/, Uint8 * buffer8, int length8) { //WriteLog("SDLSoundCallback(): begin (soundBufferPos=%i)\n", soundBufferPos); // The sound buffer should only starve when starting which will cause it to // lag behind the emulation at most by around 1 frame... // (Actually, this should never happen since we fill the buffer beforehand.) // (But, then again, if the sound hasn't been toggled for a while, then this // makes perfect sense as the buffer won't have been filled at all!) // (Should NOT starve now, now that we properly handle frame edges...) // Let's try using a mutex for shared resource consumption... //Actually, I think Lock/UnlockAudio() does this already... //WriteLog("SDLSoundCallback: soundBufferPos = %i\n", soundBufferPos); SDL_mutexP(mutex2); // Recast this as a 16-bit type... int16_t * buffer = (int16_t *)buffer8; uint32_t length = (uint32_t)length8 / 2; //WriteLog("SDLSoundCallback(): filling buffer...\n"); if (soundBufferPos < length) { // The sound buffer is starved... 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_mutexV(mutex2); // Release it so sound thread can get it, SDL_mutexP(mutex); // Must lock the mutex for the cond to work properly... SDL_CondWait(conditional, mutex); // Sleep/wait for the sound thread SDL_mutexV(mutex); // Must unlock the mutex for the cond to work properly... SDL_mutexP(mutex2); // Re-lock it until we're done with it... } soundBuffer[soundBufferPos++] = sample; //WriteLog("WriteSampleToBuffer(): SDL_mutexV(mutex2)\n"); SDL_mutexV(mutex2); } void ToggleSpeaker(void) { if (!soundInitialized) return; speakerState = !speakerState; sample = (speakerState ? amplitude[ampPtr] : -amplitude[ampPtr]); } 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; }