ref: 3fa4a91dc1a9658f0ce44ff4c2869f0922854fce
parent: 70e431d35dcc5e5623f4873b6b6614f21c06352f
author: Clownacy <Clownacy@users.noreply.github.com>
date: Wed Jun 24 13:03:13 EDT 2020
Reword audio backend logic This will make it easier to integrate into the enhanced branch, and also improved audio quality slightly (samples are mixed as 16-bit instead of 8-bit).
--- a/src/Backends/Audio/SDL2.cpp
+++ b/src/Backends/Audio/SDL2.cpp
@@ -20,15 +20,8 @@
static void (*organya_callback)(void);
static unsigned int organya_callback_milliseconds;
-static void Callback(void *user_data, Uint8 *stream_uint8, int len)
+static void MixSoundsAndUpdateOrganya(long *stream, size_t frames_total)
{
- (void)user_data;
-
- short *stream = (short*)stream_uint8;
- unsigned int frames_total = len / sizeof(short) / 2;
-
- memset(stream, 0, len);
-
if (organya_callback_milliseconds == 0)
{
Mixer_MixSounds(stream, frames_total);
@@ -60,16 +53,38 @@
organya_countdown -= frames_to_do;
}
}
+}
- // Clamp output, and convert from 8-bit to 16-bit
- for (unsigned int i = 0; i < frames_total * 2; ++i)
+static void Callback(void *user_data, Uint8 *stream_uint8, int len)
+{
+ (void)user_data;
+
+ short *stream = (short*)stream_uint8;
+ const size_t frames_total = len / sizeof(short) / 2;
+
+ size_t frames_done = 0;
+
+ while (frames_done != frames_total)
{
- if (stream[i] > 0x7F)
- stream[i] = 0x7F00;
- else if (stream[i] < -0x7F)
- stream[i] = -0x7F00;
- else
- stream[i] <<= 8;
+ long mix_buffer[0x800 * 2]; // 2 because stereo
+
+ size_t subframes = MIN(0x800, frames_total - frames_done);
+
+ memset(mix_buffer, 0, subframes * sizeof(long) * 2);
+
+ MixSoundsAndUpdateOrganya(mix_buffer, subframes);
+
+ for (size_t i = 0; i < subframes * 2; ++i)
+ {
+ if (mix_buffer[i] > 0x7FFF)
+ *stream++ = 0x7FFF;
+ else if (mix_buffer[i] < -0x7FFF)
+ *stream++ = -0x7FFF;
+ else
+ *stream++ = mix_buffer[i];
+ }
+
+ frames_done += subframes;
}
}
--- a/src/Backends/Audio/SoftwareMixer.cpp
+++ b/src/Backends/Audio/SoftwareMixer.cpp
@@ -135,21 +135,21 @@
}
// Most CPU-intensive function in the game (2/3rd CPU time consumption in my experience), so marked with ATTRIBUTE_HOT so the compiler considers it a hot spot (as it is) when optimizing
-ATTRIBUTE_HOT void Mixer_MixSounds(short *stream, unsigned int frames_total)
+ATTRIBUTE_HOT void Mixer_MixSounds(long *stream, size_t frames_total)
{
for (Mixer_Sound *sound = sound_list_head; sound != NULL; sound = sound->next)
{
if (sound->playing)
{
- short *stream_pointer = stream;
+ long *stream_pointer = stream;
- for (unsigned int frames_done = 0; frames_done < frames_total; ++frames_done)
+ for (size_t frames_done = 0; frames_done < frames_total; ++frames_done)
{
// Perform linear interpolation
const unsigned char subsample = sound->sample_offset_remainder >> 8;
- const signed char interpolated_sample = ((sound->samples[sound->position] * (0x100 - subsample)) >> 8)
- + ((sound->samples[sound->position + 1] * subsample) >> 8);
+ const short interpolated_sample = sound->samples[sound->position] * (0x100 - subsample)
+ + sound->samples[sound->position + 1] * subsample;
// Mix, and apply volume
*stream_pointer++ += (interpolated_sample * sound->volume_l) >> 8;
--- a/src/Backends/Audio/SoftwareMixer.h
+++ b/src/Backends/Audio/SoftwareMixer.h
@@ -13,4 +13,4 @@
void Mixer_SetSoundFrequency(Mixer_Sound *sound, unsigned int frequency);
void Mixer_SetSoundVolume(Mixer_Sound *sound, long volume);
void Mixer_SetSoundPan(Mixer_Sound *sound, long pan);
-void Mixer_MixSounds(short *stream, unsigned int frames_total);
+void Mixer_MixSounds(long *stream, size_t frames_total);