ref: 9b81f453813dfcd78ef17c04243cf3e517416bfd
parent: 72a5f366547e12cab97eca00df1a09d4e178033e
author: Cameron Cawley <ccawley2011@gmail.com>
date: Thu Jun 25 13:12:12 EDT 2020
Add an SDL 1.2 audio backend
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -25,7 +25,7 @@
option(FREETYPE_FONTS "Use FreeType2 to render the DejaVu Mono (English) or Migu1M (Japanese) fonts, instead of using pre-rendered copies of Courier New (English) and MS Gothic (Japanese)" OFF)
set(BACKEND_RENDERER "SDLTexture" CACHE STRING "Which renderer the game should use: 'OpenGL3' for an OpenGL 3.2 renderer, 'OpenGLES2' for an OpenGL ES 2.0 renderer, 'SDLTexture' for SDL2's hardware-accelerated Texture API, 'SDLSurface' for SDL2's software-rendered Surface API, 'Wii U' for the Wii U's hardware-accelerated GX2 API, '3DS' for the 3DS's hardware accelerated Citro2D/Citro3D API, or 'Software' for a handwritten software renderer")
-set(BACKEND_AUDIO "SDL2" CACHE STRING "Which audio backend the game should use: 'SDL2', 'miniaudio', 'WiiU-Hardware', 'WiiU-Software', '3DS-Hardware', '3DS-Software', or 'Null'")
+set(BACKEND_AUDIO "SDL2" CACHE STRING "Which audio backend the game should use: 'SDL2', 'SDL1', 'miniaudio', 'WiiU-Hardware', 'WiiU-Software', '3DS-Hardware', '3DS-Software', or 'Null'")
set(BACKEND_PLATFORM "SDL2" CACHE STRING "Which platform backend the game should use: 'SDL2', 'SDL1', 'GLFW3', 'WiiU', '3DS', or 'Null'")
option(LTO "Enable link-time optimisation" OFF)
@@ -336,6 +336,12 @@
"src/Backends/Audio/SoftwareMixer/Backend.h"
"src/Backends/Audio/SoftwareMixer/SDL2.cpp"
)
+elseif(BACKEND_AUDIO MATCHES "SDL1")
+ target_sources(CSE2 PRIVATE
+ "src/Backends/Audio/SDL1.cpp"
+ "src/Backends/Audio/SoftwareMixer.cpp"
+ "src/Backends/Audio/SoftwareMixer.h"
+ )
elseif(BACKEND_AUDIO MATCHES "miniaudio")
target_sources(CSE2 PRIVATE
"src/Backends/Audio/SoftwareMixer.cpp"
@@ -607,7 +613,11 @@
endif()
endif()
-if(BACKEND_PLATFORM MATCHES "SDL1")
+if(BACKEND_PLATFORM MATCHES "SDL1" OR BACKEND_AUDIO MATCHES "SDL1")
+ if(BACKEND_PLATFORM MATCHES "SDL2" OR BACKEND_AUDIO MATCHES "SDL2")
+ message(FATAL_ERROR "SDL1 and SDL2 cannot be used simultaneously!")
+ endif()
+
find_package(SDL 1.2.15)
if (PKG_CONFIG_FOUND)
--- /dev/null
+++ b/src/Backends/Audio/SDL1.cpp
@@ -1,0 +1,243 @@
+#include "../Audio.h"
+
+#include <stddef.h>
+#include <stdio.h>
+#include <string.h>
+#include <string>
+
+#include "SDL.h"
+
+#include "../Misc.h"
+
+#include "SoftwareMixer.h"
+
+#define MIN(a, b) ((a) < (b) ? (a) : (b))
+
+static unsigned long output_frequency;
+
+static void (*organya_callback)(void);
+static unsigned int organya_callback_milliseconds;
+
+static void MixSoundsAndUpdateOrganya(long *stream, size_t frames_total)
+{
+ if (organya_callback_milliseconds == 0)
+ {
+ Mixer_MixSounds(stream, frames_total);
+ }
+ else
+ {
+ // Synchronise audio generation with Organya.
+ // In the original game, Organya ran asynchronously in a separate thread,
+ // firing off commands to DirectSound in realtime. To match that, we'd
+ // need a very low-latency buffer, otherwise we'd get mistimed instruments.
+ // Instead, we can just do this.
+ unsigned int frames_done = 0;
+
+ while (frames_done != frames_total)
+ {
+ static unsigned long organya_countdown;
+
+ if (organya_countdown == 0)
+ {
+ organya_countdown = (organya_callback_milliseconds * output_frequency) / 1000; // organya_timer is in milliseconds, so convert it to audio frames
+ organya_callback();
+ }
+
+ const unsigned int frames_to_do = MIN(organya_countdown, frames_total - frames_done);
+
+ Mixer_MixSounds(stream + frames_done * 2, frames_to_do);
+
+ frames_done += frames_to_do;
+ organya_countdown -= frames_to_do;
+ }
+ }
+}
+
+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)
+ {
+ 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;
+ }
+}
+
+bool AudioBackend_Init(void)
+{
+ if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0)
+ {
+ std::string errorMessage = std::string("'SDL_InitSubSystem(SDL_INIT_AUDIO)' failed: ") + SDL_GetError();
+ Backend_ShowMessageBox("Fatal error (SDL1 audio backend)", errorMessage.c_str());
+ return false;
+ }
+
+ SDL_AudioSpec specification;
+ specification.freq = 48000;
+ specification.format = AUDIO_S16;
+ specification.channels = 2;
+ specification.samples = 0x400; // Roughly 10 milliseconds for 48000Hz
+ specification.callback = Callback;
+ specification.userdata = NULL;
+
+ SDL_AudioSpec obtained_specification;
+ if (SDL_OpenAudio(&specification, &obtained_specification) != 0)
+ {
+ std::string error_message = std::string("'SDL_OpenAudio' failed: ") + SDL_GetError();
+ Backend_ShowMessageBox("Fatal error (SDL1 audio backend)", error_message.c_str());
+ return false;
+ }
+
+ output_frequency = obtained_specification.freq;
+ Mixer_Init(obtained_specification.freq);
+
+ SDL_PauseAudio(0);
+
+ char driver[20];
+ Backend_PrintInfo("Selected SDL audio driver: %s", SDL_AudioDriverName(driver, 20));
+
+ return true;
+}
+
+void AudioBackend_Deinit(void)
+{
+ SDL_CloseAudio();
+
+ SDL_QuitSubSystem(SDL_INIT_AUDIO);
+}
+
+AudioBackend_Sound* AudioBackend_CreateSound(unsigned int frequency, const unsigned char *samples, size_t length)
+{
+ SDL_LockAudio();
+
+ Mixer_Sound *sound = Mixer_CreateSound(frequency, samples, length);
+
+ SDL_UnlockAudio();
+
+ return (AudioBackend_Sound*)sound;
+}
+
+void AudioBackend_DestroySound(AudioBackend_Sound *sound)
+{
+ if (sound == NULL)
+ return;
+
+ SDL_LockAudio();
+
+ Mixer_DestroySound((Mixer_Sound*)sound);
+
+ SDL_UnlockAudio();
+}
+
+void AudioBackend_PlaySound(AudioBackend_Sound *sound, bool looping)
+{
+ if (sound == NULL)
+ return;
+
+ SDL_LockAudio();
+
+ Mixer_PlaySound((Mixer_Sound*)sound, looping);
+
+ SDL_UnlockAudio();
+}
+
+void AudioBackend_StopSound(AudioBackend_Sound *sound)
+{
+ if (sound == NULL)
+ return;
+
+ SDL_LockAudio();
+
+ Mixer_StopSound((Mixer_Sound*)sound);
+
+ SDL_UnlockAudio();
+}
+
+void AudioBackend_RewindSound(AudioBackend_Sound *sound)
+{
+ if (sound == NULL)
+ return;
+
+ SDL_LockAudio();
+
+ Mixer_RewindSound((Mixer_Sound*)sound);
+
+ SDL_UnlockAudio();
+}
+
+void AudioBackend_SetSoundFrequency(AudioBackend_Sound *sound, unsigned int frequency)
+{
+ if (sound == NULL)
+ return;
+
+ SDL_LockAudio();
+
+ Mixer_SetSoundFrequency((Mixer_Sound*)sound, frequency);
+
+ SDL_UnlockAudio();
+}
+
+void AudioBackend_SetSoundVolume(AudioBackend_Sound *sound, long volume)
+{
+ if (sound == NULL)
+ return;
+
+ SDL_LockAudio();
+
+ Mixer_SetSoundVolume((Mixer_Sound*)sound, volume);
+
+ SDL_UnlockAudio();
+}
+
+void AudioBackend_SetSoundPan(AudioBackend_Sound *sound, long pan)
+{
+ if (sound == NULL)
+ return;
+
+ SDL_LockAudio();
+
+ Mixer_SetSoundPan((Mixer_Sound*)sound, pan);
+
+ SDL_UnlockAudio();
+}
+
+void AudioBackend_SetOrganyaCallback(void (*callback)(void))
+{
+ SDL_LockAudio();
+
+ organya_callback = callback;
+
+ SDL_UnlockAudio();
+}
+
+void AudioBackend_SetOrganyaTimer(unsigned int milliseconds)
+{
+ SDL_LockAudio();
+
+ organya_callback_milliseconds = milliseconds;
+
+ SDL_UnlockAudio();
+}