ref: d391ab77f9a3dfcf2635029c18ac190e41a5a2a0
parent: 268d68b0783581e50ab7d7eb3d6ed5667271735d
author: Clownacy <Clownacy@users.noreply.github.com>
date: Wed Oct 14 19:18:43 EDT 2020
Add a hardware-accelerated 3DS audio backend Hell yes
--- 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', or 'Null'")
+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_PLATFORM "SDL2" CACHE STRING "Which platform backend the game should use: 'SDL2', 'GLFW3', 'WiiU', '3DS', or 'Null'")
option(LTO "Enable link-time optimisation" OFF)
@@ -371,7 +371,11 @@
"src/Backends/Audio/SoftwareMixer/Backend.h"
"src/Backends/Audio/SoftwareMixer/WiiU-Software.cpp"
)
-elseif(BACKEND_AUDIO MATCHES "3DS")
+elseif(BACKEND_AUDIO MATCHES "3DS-Hardware")
+ target_sources(CSE2 PRIVATE
+ "src/Backends/Audio/3DS.cpp"
+ )
+elseif(BACKEND_AUDIO MATCHES "3DS-Software")
target_sources(CSE2 PRIVATE
"src/Backends/Audio/SoftwareMixer.cpp"
"src/Backends/Audio/SoftwareMixer/Mixer.cpp"
--- a/README.md
+++ b/README.md
@@ -109,7 +109,8 @@
`-DBACKEND_AUDIO=miniaudio` | Deliver audio with miniaudio (software-mixer)
`-DBACKEND_AUDIO=WiiU-Hardware` | Deliver audio with Wii U's AXVoice API (hardware-accelerated) (WARNING - currently broken: voices randomly disappear for unknown reasons)
`-DBACKEND_AUDIO=WiiU-Software` | Deliver audio with Wii U's AXVoice API (software-mixer)
-`-DBACKEND_AUDIO=3DS` | Deliver audio with 3DS's NDSP API (software-mixer)
+`-DBACKEND_AUDIO=3DS-Hardware` | Deliver audio with 3DS's NDSP API (hardware-accelerated)
+`-DBACKEND_AUDIO=3DS-Software` | Deliver audio with 3DS's NDSP API (software-mixer)
`-DBACKEND_AUDIO=Null` | Don't deliver audio at all (WARNING - game will have no audio)
`-DBACKEND_PLATFORM=SDL2` | (Default) Use SDL2 for miscellaneous platform-dependant operations
`-DBACKEND_PLATFORM=GLFW3` | Use GLFW3 for miscellaneous platform-dependant operations
--- /dev/null
+++ b/src/Backends/Audio/3DS.cpp
@@ -1,0 +1,264 @@
+#include "../Audio.h"
+
+#include <math.h>
+#include <stddef.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include <3ds.h>
+
+#include "../Misc.h"
+
+#define MIN(a, b) ((a) < (b) ? (a) : (b))
+#define MAX(a, b) ((a) > (b) ? (a) : (b))
+#define CLAMP(x, y, z) MIN(MAX((x), (y)), (z))
+
+typedef struct AudioBackend_Sound
+{
+ signed char *samples;
+ ndspWaveBuf wave_buffer;
+ unsigned int frequency;
+ float volume;
+ float pan_l;
+ float pan_r;
+ bool looping;
+ int channel;
+ unsigned int identifier;
+} AudioBackend_Sound;
+
+static struct
+{
+ unsigned int sound_identifier;
+ AudioBackend_Sound *sound;
+} channels[24];
+
+static void (*organya_callback)(void);
+static unsigned int organya_callback_timer;
+
+static Thread audio_thread;
+static bool audio_thread_die;
+
+static void OrganyaThread(void *user_data)
+{
+ (void)user_data;
+
+ while (!audio_thread_die)
+ {
+ if (organya_callback_timer == 0)
+ {
+ // Is Organya isn't currently playing, idle for 10ms and check again
+ svcSleepThread(10 * 1000000);
+ }
+ else
+ {
+ organya_callback();
+
+ svcSleepThread(organya_callback_timer * 1000000);
+ }
+ }
+}
+
+static float MillibelToScale(long volume)
+{
+ // Volume is in hundredths of a decibel, from 0 to -10000
+ volume = CLAMP(volume, -10000, 0);
+ return pow(10.0f, volume / 2000.0f);
+}
+
+static int AllocateChannel(AudioBackend_Sound *sound)
+{
+ // Search for a channel which either doesn't have an assigned sound,
+ // or whose assigned sound has since stopped playing.
+ for (int i = 0; i < 24; ++i)
+ {
+ if (channels[i].sound_identifier == 0
+ || channels[i].sound->wave_buffer.status == NDSP_WBUF_FREE
+ || channels[i].sound->wave_buffer.status == NDSP_WBUF_DONE)
+ {
+ channels[i].sound_identifier = sound->identifier;
+ channels[i].sound = sound;
+
+ return i;
+ }
+ }
+
+ Backend_PrintInfo("Ran out of sound channels - hey you, whatever you're doing, stop it!");
+
+ return -1;
+}
+
+bool AudioBackend_Init(void)
+{
+ ndspInit();
+
+ ndspSetOutputMode(NDSP_OUTPUT_STEREO);
+
+ audio_thread_die = false;
+ audio_thread = threadCreate(OrganyaThread, NULL, 32 * 1024, 0x18, -1, false);
+
+ return true;
+}
+
+void AudioBackend_Deinit(void)
+{
+ audio_thread_die = true;
+ threadJoin(audio_thread, UINT64_MAX);
+ threadFree(audio_thread);
+
+ ndspExit();
+}
+
+AudioBackend_Sound* AudioBackend_CreateSound(unsigned int frequency, const unsigned char *samples, size_t length)
+{
+ static unsigned int identifier_allocator;
+
+ AudioBackend_Sound *sound = (AudioBackend_Sound*)malloc(sizeof(AudioBackend_Sound));
+
+ if (sound != NULL)
+ {
+ sound->samples = (signed char*)linearAlloc(length);
+
+ if (sound->samples != NULL)
+ {
+ for (size_t i = 0; i < length; ++i)
+ sound->samples[i] = samples[i] - 0x80;
+
+ DSP_FlushDataCache(sound->samples, length);
+
+ memset(&sound->wave_buffer, 0, sizeof(sound->wave_buffer));
+ sound->wave_buffer.data_vaddr = sound->samples;
+ sound->wave_buffer.nsamples = length;
+
+ sound->frequency = frequency;
+ sound->volume = 1.0f;
+ sound->pan_l = 1.0f;
+ sound->pan_r = 1.0f;
+ sound->looping = false;
+
+ sound->channel = -1;
+
+ do
+ {
+ sound->identifier = ++identifier_allocator;
+ } while (sound->identifier == 0); // 0 is reserved
+
+ return sound;
+ }
+ else
+ {
+ Backend_PrintError("linearAlloc failed in AudioBackend_CreateSound");
+ }
+
+ free(sound);
+ }
+ else
+ {
+ Backend_PrintError("malloc failed in AudioBackend_CreateSound");
+ }
+
+ return NULL;
+}
+
+void AudioBackend_DestroySound(AudioBackend_Sound *sound)
+{
+ if (sound->channel != -1 && channels[sound->channel].sound_identifier == sound->identifier)
+ {
+ ndspChnWaveBufClear(sound->channel);
+ channels[sound->channel].sound_identifier = 0;
+ channels[sound->channel].sound = NULL;
+ }
+
+ linearFree(sound->samples);
+ free(sound);
+}
+
+void AudioBackend_PlaySound(AudioBackend_Sound *sound, bool looping)
+{
+ if (sound->channel == -1 || channels[sound->channel].sound_identifier != sound->identifier)
+ sound->channel = AllocateChannel(sound);
+
+ bool previous_looping = sound->looping;
+ sound->looping = looping;
+
+ if (sound->channel != -1)
+ {
+ if (sound->wave_buffer.status == NDSP_WBUF_FREE
+ || sound->wave_buffer.status == NDSP_WBUF_DONE
+ || previous_looping != looping)
+ {
+ ndspChnWaveBufClear(sound->channel);
+
+ ndspChnSetInterp(sound->channel, NDSP_INTERP_LINEAR);
+ ndspChnSetRate(sound->channel, sound->frequency);
+ ndspChnSetFormat(sound->channel, NDSP_FORMAT_MONO_PCM8);
+
+ sound->wave_buffer.looping = looping;
+
+ float mix[12];
+ memset(mix, 0, sizeof(mix));
+ mix[0] = sound->pan_l * sound->volume;
+ mix[1] = sound->pan_r * sound->volume;
+ ndspChnSetMix(sound->channel, mix);
+
+ ndspChnWaveBufAdd(sound->channel, &sound->wave_buffer);
+ }
+ }
+}
+
+void AudioBackend_StopSound(AudioBackend_Sound *sound)
+{
+ if (sound->channel != -1 && channels[sound->channel].sound_identifier == sound->identifier)
+ ndspChnWaveBufClear(sound->channel);
+}
+
+void AudioBackend_RewindSound(AudioBackend_Sound *sound)
+{
+ (void)sound;
+}
+
+void AudioBackend_SetSoundFrequency(AudioBackend_Sound *sound, unsigned int frequency)
+{
+ sound->frequency = frequency;
+
+ if (sound->channel != -1 && channels[sound->channel].sound_identifier == sound->identifier)
+ ndspChnSetRate(sound->channel, frequency);
+}
+
+void AudioBackend_SetSoundVolume(AudioBackend_Sound *sound, long volume)
+{
+ sound->volume = MillibelToScale(volume);
+
+ if (sound->channel != -1 && channels[sound->channel].sound_identifier == sound->identifier)
+ {
+ float mix[12];
+ memset(mix, 0, sizeof(mix));
+ mix[0] = sound->pan_l * sound->volume;
+ mix[1] = sound->pan_r * sound->volume;
+ ndspChnSetMix(sound->channel, mix);
+ }
+}
+
+void AudioBackend_SetSoundPan(AudioBackend_Sound *sound, long pan)
+{
+ sound->pan_l = MillibelToScale(-pan);
+ sound->pan_r = MillibelToScale(pan);
+
+ if (sound->channel != -1 && channels[sound->channel].sound_identifier == sound->identifier)
+ {
+ float mix[12];
+ memset(mix, 0, sizeof(mix));
+ mix[0] = sound->pan_l * sound->volume;
+ mix[1] = sound->pan_r * sound->volume;
+ ndspChnSetMix(sound->channel, mix);
+ }
+}
+
+void AudioBackend_SetOrganyaCallback(void (*callback)(void))
+{
+ organya_callback = callback;
+}
+
+void AudioBackend_SetOrganyaTimer(unsigned int milliseconds)
+{
+ organya_callback_timer = milliseconds;
+}