]> Shamusworld >> Repos - apple2/blobdiff - src/sound.cpp
Fixed misc. bugs preventing certain games from working, added pause mode.
[apple2] / src / sound.cpp
index cd153df782fe1df8c89908318814fddc622e47fb..4cab23ec0aad0ec7a353e97869cf6ed53d1e5179 100755 (executable)
@@ -61,6 +61,7 @@
 // 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];
@@ -70,7 +71,7 @@ static SDL_cond * conditional = NULL;
 static SDL_mutex * mutex = NULL;
 static SDL_mutex * mutex2 = NULL;
 static int16_t sample;
-static uint8_t ampPtr = 14;                                            // Start with -16 - +16
+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
@@ -81,6 +82,7 @@ static FILE * fp = NULL;
 
 static void SDLSoundCallback(void * userdata, Uint8 * buffer, int length);
 
+
 //
 // Initialize the SDL sound system
 //
@@ -90,20 +92,16 @@ void SoundInit(void)
 // 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_S8;                                      // This uses the native endian (for portability)...
        desired.format = AUDIO_S16SYS;                          // This uses the native endian (for portability)...
        desired.channels = 1;
-//     desired.samples = 4096;                                         // Let's try a 4K buffer (can always go lower)
-//     desired.samples = 2048;                                         // Let's try a 2K buffer (can always go lower)
-//     desired.samples = 1024;                                         // Let's try a 1K buffer (can always go lower)
        desired.samples = 512;                                          // Let's try a 1/2K buffer (can always go lower)
        desired.callback = SDLSoundCallback;
 
-//     if (SDL_OpenAudio(&desired, NULL) < 0)          // NULL means SDL guarantees what we want
-//When doing it this way, we need to check to see if we got what we asked for...
-       if (SDL_OpenAudio(&desired, &obtained) < 0)
+       device = SDL_OpenAudioDevice(NULL, 0, &desired, &obtained, 0);
+
+       if (device == 0)
        {
                WriteLog("Sound: Failed to initialize SDL sound.\n");
                return;
@@ -116,7 +114,7 @@ return;
        lastToggleCycles = 0;
        sample = desired.silence;       // ? wilwok ? yes
 
-       SDL_PauseAudio(false);                                          // Start playback!
+       SDL_PauseAudioDevice(device, 0);                        // Start playback!
        soundInitialized = true;
        WriteLog("Sound: Successfully initialized.\n");
 
@@ -125,6 +123,7 @@ return;
 #endif
 }
 
+
 //
 // Close down the SDL sound subsystem
 //
@@ -132,8 +131,10 @@ void SoundDone(void)
 {
        if (soundInitialized)
        {
-               SDL_PauseAudio(true);
-               SDL_CloseAudio();
+//             SDL_PauseAudio(true);
+               SDL_PauseAudioDevice(device, 1);
+//             SDL_CloseAudio();
+               SDL_CloseAudioDevice(device);
                SDL_DestroyCond(conditional);
                SDL_DestroyMutex(mutex);
                SDL_DestroyMutex(mutex2);
@@ -145,11 +146,27 @@ void SoundDone(void)
        }
 }
 
+
+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)
+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.)
@@ -159,12 +176,14 @@ static void SDLSoundCallback(void * userdata, Uint8 * buffer8, int length8)
 
        // 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<soundBufferPos; i++)
@@ -173,7 +192,8 @@ static void SDLSoundCallback(void * userdata, Uint8 * buffer8, int length8)
                // Fill buffer with last value
 //             memset(buffer + soundBufferPos, (uint8_t)sample, length - soundBufferPos);
                for(uint32_t i=soundBufferPos; i<length; i++)
-                       buffer[i] = (uint16_t)sample;
+                       buffer[i] = sample;
+
                soundBufferPos = 0;                                             // Reset soundBufferPos to start of buffer...
        }
        else
@@ -182,6 +202,7 @@ static void SDLSoundCallback(void * userdata, Uint8 * buffer8, int length8)
 //             memcpy(buffer, soundBuffer, length);
                for(uint32_t i=0; i<length; i++)
                        buffer[i] = soundBuffer[i];
+
                soundBufferPos -= length;
 
                // Move current buffer down to start
@@ -190,11 +211,37 @@ static void SDLSoundCallback(void * userdata, Uint8 * buffer8, int length8)
        }
 
        // Free the mutex...
+//WriteLog("SDLSoundCallback(): SDL_mutexV(mutex2)\n");
        SDL_mutexV(mutex2);
        // Wake up any threads waiting for the buffer to drain...
        SDL_CondSignal(conditional);
+//WriteLog("SDLSoundCallback(): end\n");
 }
 
+
+// This is called by the main CPU thread every ~21.333 cycles.
+void WriteSampleToBuffer(void)
+{
+//WriteLog("WriteSampleToBuffer(): SDL_mutexP(mutex2)\n");
+       SDL_mutexP(mutex2);
+
+       // This should almost never happen, but...
+       while (soundBufferPos >= (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);
+}
+
+
 // Need some interface functions here to take care of flipping the
 // waveform at the correct time in the sound stream...
 
@@ -222,6 +269,7 @@ void HandleBuffer(uint64_t elapsedCycles)
        // Step 3: Make sure there's room for it
        // We need to lock since we touch both soundBuffer and soundBufferPos
        SDL_mutexP(mutex2);
+
        while ((soundBufferPos + currentPos) > (SOUND_BUFFER_SIZE - 1))
        {
                SDL_mutexV(mutex2);                                             // Release it so sound thread can get it,
@@ -240,7 +288,7 @@ void HandleBuffer(uint64_t elapsedCycles)
 #endif
        // Backfill with current toggle state
        while (soundBufferPos < currentPos)
-               soundBuffer[soundBufferPos++] = (uint16_t)sample;
+               soundBuffer[soundBufferPos++] = sample;
 
 #ifdef WRITE_OUT_WAVE
        fwrite(&soundBuffer[sbpSave], sizeof(int16_t), currentPos - sbpSave, fp);
@@ -250,16 +298,18 @@ void HandleBuffer(uint64_t elapsedCycles)
        lastToggleCycles = elapsedCycles;
 }
 
+
 void ToggleSpeaker(uint64_t elapsedCycles)
 {
        if (!soundInitialized)
                return;
 
-       HandleBuffer(elapsedCycles);
+//     HandleBuffer(elapsedCycles);
        speakerState = !speakerState;
        sample = (speakerState ? amplitude[ampPtr] : -amplitude[ampPtr]);
 }
 
+
 void AdjustLastToggleCycles(uint64_t elapsedCycles)
 {
        if (!soundInitialized)
@@ -292,20 +342,22 @@ in ToggleSpeaker(), and backfill only without toggling.
        HandleBuffer(elapsedCycles);
 }
 
+
 void VolumeUp(void)
 {
-       // Currently set for 8-bit samples
-       // Now 16
+       // Currently set for 16-bit samples
        if (ampPtr < 16)
                ampPtr++;
 }
 
+
 void VolumeDown(void)
 {
        if (ampPtr > 0)
                ampPtr--;
 }
 
+
 uint8_t GetVolume(void)
 {
        return ampPtr;