159 lines
5.0 KiB
C
159 lines
5.0 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#include "../SDL_audio_c.h"
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#include "SDL_ps2audio.h"
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#include <kernel.h>
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#include <audsrv.h>
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#include <ps2_audio_driver.h>
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static int PS2AUDIO_OpenDevice(SDL_AudioDevice *device)
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{
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device->hidden = (struct SDL_PrivateAudioData *) SDL_calloc(1, sizeof(*device->hidden));
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if (device->hidden == NULL) {
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return SDL_OutOfMemory();
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}
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// These are the native supported audio PS2 configs
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switch (device->spec.freq) {
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case 11025:
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case 12000:
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case 22050:
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case 24000:
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case 32000:
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case 44100:
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case 48000:
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break; // acceptable value, keep it
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default:
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device->spec.freq = 48000;
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break;
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}
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device->sample_frames = 512;
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device->spec.channels = device->spec.channels == 1 ? 1 : 2;
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device->spec.format = device->spec.format == SDL_AUDIO_S8 ? SDL_AUDIO_S8 : SDL_AUDIO_S16;
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struct audsrv_fmt_t format;
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format.bits = device->spec.format == SDL_AUDIO_S8 ? 8 : 16;
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format.freq = device->spec.freq;
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format.channels = device->spec.channels;
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device->hidden->channel = audsrv_set_format(&format);
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audsrv_set_volume(MAX_VOLUME);
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if (device->hidden->channel < 0) {
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return SDL_SetError("Couldn't reserve hardware channel");
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}
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// Update the fragment size as size in bytes.
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SDL_UpdatedAudioDeviceFormat(device);
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/* Allocate the mixing buffer. Its size and starting address must
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be a multiple of 64 bytes. Our sample count is already a multiple of
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64, so spec->size should be a multiple of 64 as well. */
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const int mixlen = device->buffer_size * NUM_BUFFERS;
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device->hidden->rawbuf = (Uint8 *)SDL_aligned_alloc(64, mixlen);
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if (device->hidden->rawbuf == NULL) {
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return SDL_SetError("Couldn't allocate mixing buffer");
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}
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SDL_memset(device->hidden->rawbuf, device->silence_value, mixlen);
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for (int i = 0; i < NUM_BUFFERS; i++) {
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device->hidden->mixbufs[i] = &device->hidden->rawbuf[i * device->buffer_size];
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}
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return 0;
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}
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static int PS2AUDIO_PlayDevice(SDL_AudioDevice *device, const Uint8 *buffer, int buflen)
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{
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// this returns number of bytes accepted or a negative error. We assume anything other than buflen is a fatal error.
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return (audsrv_play_audio((char *)buffer, buflen) != buflen) ? -1 : 0;
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}
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static void PS2AUDIO_WaitDevice(SDL_AudioDevice *device)
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{
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audsrv_wait_audio(device->buffer_size);
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}
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static Uint8 *PS2AUDIO_GetDeviceBuf(SDL_AudioDevice *device, int *buffer_size)
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{
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Uint8 *buffer = device->hidden->mixbufs[device->hidden->next_buffer];
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device->hidden->next_buffer = (device->hidden->next_buffer + 1) % NUM_BUFFERS;
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return buffer;
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}
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static void PS2AUDIO_CloseDevice(SDL_AudioDevice *device)
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{
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if (device->hidden) {
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if (device->hidden->channel >= 0) {
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audsrv_stop_audio();
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device->hidden->channel = -1;
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}
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if (device->hidden->rawbuf != NULL) {
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SDL_aligned_free(device->hidden->rawbuf);
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device->hidden->rawbuf = NULL;
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}
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SDL_free(device->hidden);
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device->hidden = NULL;
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}
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}
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static void PS2AUDIO_ThreadInit(SDL_AudioDevice *device)
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{
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/* Increase the priority of this audio thread by 1 to put it
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ahead of other SDL threads. */
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const int32_t thid = GetThreadId();
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ee_thread_status_t status;
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if (ReferThreadStatus(thid, &status) == 0) {
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ChangeThreadPriority(thid, status.current_priority - 1);
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}
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}
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static void PS2AUDIO_Deinitialize(void)
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{
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deinit_audio_driver();
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}
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static SDL_bool PS2AUDIO_Init(SDL_AudioDriverImpl *impl)
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{
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if (init_audio_driver() < 0) {
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return SDL_FALSE;
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}
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impl->OpenDevice = PS2AUDIO_OpenDevice;
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impl->PlayDevice = PS2AUDIO_PlayDevice;
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impl->WaitDevice = PS2AUDIO_WaitDevice;
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impl->GetDeviceBuf = PS2AUDIO_GetDeviceBuf;
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impl->CloseDevice = PS2AUDIO_CloseDevice;
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impl->ThreadInit = PS2AUDIO_ThreadInit;
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impl->Deinitialize = PS2AUDIO_Deinitialize;
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impl->OnlyHasDefaultOutputDevice = SDL_TRUE;
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return SDL_TRUE; // this audio target is available.
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}
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AudioBootStrap PS2AUDIO_bootstrap = {
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"ps2", "PS2 audio driver", PS2AUDIO_Init, SDL_FALSE
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};
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