| 1 | //============================================================================ |
| 2 | // |
| 3 | // SSSS tt lll lll |
| 4 | // SS SS tt ll ll |
| 5 | // SS tttttt eeee ll ll aaaa |
| 6 | // SSSS tt ee ee ll ll aa |
| 7 | // SS tt eeeeee ll ll aaaaa -- "An Atari 2600 VCS Emulator" |
| 8 | // SS SS tt ee ll ll aa aa |
| 9 | // SSSS ttt eeeee llll llll aaaaa |
| 10 | // |
| 11 | // Copyright (c) 1995-2019 by Bradford W. Mott, Stephen Anthony |
| 12 | // and the Stella Team |
| 13 | // |
| 14 | // See the file "License.txt" for information on usage and redistribution of |
| 15 | // this file, and for a DISCLAIMER OF ALL WARRANTIES. |
| 16 | //============================================================================ |
| 17 | |
| 18 | #ifdef SOUND_SUPPORT |
| 19 | |
| 20 | #ifndef SOUND_SDL2_HXX |
| 21 | #define SOUND_SDL2_HXX |
| 22 | |
| 23 | class OSystem; |
| 24 | class AudioQueue; |
| 25 | class EmulationTiming; |
| 26 | class AudioSettings; |
| 27 | |
| 28 | #include "SDL_lib.hxx" |
| 29 | |
| 30 | #include "bspf.hxx" |
| 31 | #include "Sound.hxx" |
| 32 | #include "audio/Resampler.hxx" |
| 33 | |
| 34 | /** |
| 35 | This class implements the sound API for SDL. |
| 36 | |
| 37 | @author Stephen Anthony and Christian Speckner (DirtyHairy) |
| 38 | */ |
| 39 | class SoundSDL2 : public Sound |
| 40 | { |
| 41 | public: |
| 42 | /** |
| 43 | Create a new sound object. The init method must be invoked before |
| 44 | using the object. |
| 45 | */ |
| 46 | SoundSDL2(OSystem& osystem, AudioSettings& audioSettings); |
| 47 | |
| 48 | /** |
| 49 | Destructor |
| 50 | */ |
| 51 | virtual ~SoundSDL2(); |
| 52 | |
| 53 | public: |
| 54 | /** |
| 55 | Enables/disables the sound subsystem. |
| 56 | |
| 57 | @param enable Either true or false, to enable or disable the sound system |
| 58 | */ |
| 59 | void setEnabled(bool enable) override; |
| 60 | |
| 61 | /** |
| 62 | Initializes the sound device. This must be called before any |
| 63 | calls are made to derived methods. |
| 64 | */ |
| 65 | void open(shared_ptr<AudioQueue> audioQueue, EmulationTiming* emulationTiming) override; |
| 66 | |
| 67 | /** |
| 68 | Should be called to close the sound device. Once called the sound |
| 69 | device can be started again using the open method. |
| 70 | */ |
| 71 | void close() override; |
| 72 | |
| 73 | /** |
| 74 | Set the mute state of the sound object. While muted no sound is played. |
| 75 | |
| 76 | @param state Mutes sound if true, unmute if false |
| 77 | |
| 78 | @return The previous (old) mute state |
| 79 | */ |
| 80 | bool mute(bool state) override; |
| 81 | |
| 82 | /** |
| 83 | Toggles the sound mute state. While muted no sound is played. |
| 84 | |
| 85 | @return The previous (old) mute state |
| 86 | */ |
| 87 | bool toggleMute() override; |
| 88 | |
| 89 | /** |
| 90 | Sets the volume of the sound device to the specified level. The |
| 91 | volume is given as a percentage from 0 to 100. Values outside |
| 92 | this range indicate that the volume shouldn't be changed at all. |
| 93 | |
| 94 | @param percent The new volume percentage level for the sound device |
| 95 | */ |
| 96 | void setVolume(uInt32 percent) override; |
| 97 | |
| 98 | /** |
| 99 | Adjusts the volume of the sound device based on the given direction. |
| 100 | |
| 101 | @param direction Increase or decrease the current volume by a predefined |
| 102 | amount based on the direction (1 = increase, -1 = decrease) |
| 103 | */ |
| 104 | void adjustVolume(Int8 direction) override; |
| 105 | |
| 106 | /** |
| 107 | This method is called to provide information about the sound device. |
| 108 | */ |
| 109 | string about() const override; |
| 110 | |
| 111 | protected: |
| 112 | /** |
| 113 | Invoked by the sound callback to process the next sound fragment. |
| 114 | The stream is 16-bits (even though the callback is 8-bits), since |
| 115 | the TIASnd class always generates signed 16-bit stereo samples. |
| 116 | |
| 117 | @param stream Pointer to the start of the fragment |
| 118 | @param length Length of the fragment |
| 119 | */ |
| 120 | void processFragment(float* stream, uInt32 length); |
| 121 | |
| 122 | private: |
| 123 | /** |
| 124 | The actual sound device is opened only when absolutely necessary. |
| 125 | Typically this will only happen once per program run, but it can also |
| 126 | happen dynamically when changing sample rate and/or fragment size. |
| 127 | */ |
| 128 | bool openDevice(); |
| 129 | |
| 130 | void initResampler(); |
| 131 | |
| 132 | private: |
| 133 | // Indicates if the sound device was successfully initialized |
| 134 | bool myIsInitializedFlag; |
| 135 | |
| 136 | // Current volume as a percentage (0 - 100) |
| 137 | uInt32 myVolume; |
| 138 | float myVolumeFactor; |
| 139 | |
| 140 | // Audio specification structure |
| 141 | SDL_AudioSpec myHardwareSpec; |
| 142 | |
| 143 | SDL_AudioDeviceID myDevice; |
| 144 | |
| 145 | shared_ptr<AudioQueue> myAudioQueue; |
| 146 | |
| 147 | EmulationTiming* myEmulationTiming; |
| 148 | |
| 149 | Int16* myCurrentFragment; |
| 150 | bool myUnderrun; |
| 151 | |
| 152 | unique_ptr<Resampler> myResampler; |
| 153 | |
| 154 | AudioSettings& myAudioSettings; |
| 155 | |
| 156 | string myAboutString; |
| 157 | |
| 158 | private: |
| 159 | // Callback function invoked by the SDL Audio library when it needs data |
| 160 | static void callback(void* udata, uInt8* stream, int len); |
| 161 | |
| 162 | // Following constructors and assignment operators not supported |
| 163 | SoundSDL2() = delete; |
| 164 | SoundSDL2(const SoundSDL2&) = delete; |
| 165 | SoundSDL2(SoundSDL2&&) = delete; |
| 166 | SoundSDL2& operator=(const SoundSDL2&) = delete; |
| 167 | SoundSDL2& operator=(SoundSDL2&&) = delete; |
| 168 | }; |
| 169 | |
| 170 | #endif |
| 171 | |
| 172 | #endif // SOUND_SUPPORT |
| 173 | |