using SDL_ConvertAudio instead manual sound samples conversion
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parent
59fe65f133
commit
1dc31e3c67
59
src/studio.c
59
src/studio.c
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@ -104,8 +104,12 @@ static struct
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SDL_Renderer* renderer;
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SDL_Texture* texture;
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SDL_AudioSpec audioSpec;
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SDL_AudioDeviceID audioDevice;
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struct
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{
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SDL_AudioSpec spec;
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SDL_AudioDeviceID device;
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SDL_AudioCVT cvt;
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} audio;
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SDL_Joystick* joysticks[MAX_CONTROLLERS];
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@ -232,8 +236,6 @@ static struct
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s32 argc;
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char **argv;
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float* floatSamples;
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} studio =
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{
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.tic80local = NULL,
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@ -242,7 +244,10 @@ static struct
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.window = NULL,
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.renderer = NULL,
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.texture = NULL,
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.audioDevice = 0,
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.audio =
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{
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.device = 0,
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},
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.cart =
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{
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@ -319,7 +324,6 @@ static struct
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.quitFlag = false,
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.argc = 0,
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.argv = NULL,
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.floatSamples = NULL,
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};
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tic_tiles* getBankTiles()
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@ -2044,24 +2048,13 @@ static void transparentBlit(u32* out, s32 pitch)
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static void blitSound()
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{
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s32 samples = studio.audioSpec.freq / TIC_FRAMERATE;
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// TODO: use SDL_ConvertAudio to covert format
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if(studio.audioSpec.format == AUDIO_F32)
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if(studio.audio.cvt.needed)
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{
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if(!studio.floatSamples)
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studio.floatSamples = SDL_malloc(samples * sizeof studio.floatSamples[0]);
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s16* ptr = studio.tic->samples.buffer;
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s16* end = ptr + samples;
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float* out = studio.floatSamples;
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while(ptr != end) *out++ = *ptr++ / 32767.0f;
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SDL_QueueAudio(studio.audioDevice, studio.floatSamples, samples * sizeof studio.floatSamples[0]);
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SDL_memcpy(studio.audio.cvt.buf, studio.tic->samples.buffer, studio.tic->samples.size);
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SDL_ConvertAudio(&studio.audio.cvt);
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SDL_QueueAudio(studio.audio.device, studio.audio.cvt.buf, studio.audio.cvt.len_cvt);
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}
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else if (studio.audioSpec.format == AUDIO_S16)
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SDL_QueueAudio(studio.audioDevice, studio.tic->samples.buffer, studio.tic->samples.size);
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else SDL_QueueAudio(studio.audio.device, studio.tic->samples.buffer, studio.tic->samples.size);
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}
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static void drawRecordLabel(u32* frame, s32 pitch, s32 sx, s32 sy, const u32* color)
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@ -2512,10 +2505,18 @@ static void initSound()
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.userdata = NULL,
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};
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studio.audioDevice = SDL_OpenAudioDevice(NULL, 0, &want, &studio.audioSpec, SDL_AUDIO_ALLOW_ANY_CHANGE);
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studio.audio.device = SDL_OpenAudioDevice(NULL, 0, &want, &studio.audio.spec, SDL_AUDIO_ALLOW_ANY_CHANGE);
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if(studio.audioDevice)
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SDL_PauseAudioDevice(studio.audioDevice, 0);
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SDL_BuildAudioCVT(&studio.audio.cvt, want.format, want.channels, studio.audio.spec.freq, studio.audio.spec.format, studio.audio.spec.channels, studio.audio.spec.freq);
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if(studio.audio.cvt.needed)
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{
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studio.audio.cvt.len = studio.audio.spec.freq * sizeof studio.tic->samples.buffer[0] / TIC_FRAMERATE;
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studio.audio.cvt.buf = SDL_malloc(studio.audio.cvt.len * studio.audio.cvt.len_mult);
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}
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if(studio.audio.device)
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SDL_PauseAudioDevice(studio.audio.device, 0);
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}
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static void initTouchGamepad()
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@ -2637,7 +2638,7 @@ static void onFSInitialized(FileSystem* fs)
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initSound();
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studio.tic80local = (tic80_local*)tic80_create(studio.audioSpec.freq);
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studio.tic80local = (tic80_local*)tic80_create(studio.audio.spec.freq);
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studio.tic = studio.tic80local->memory;
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{
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@ -2775,8 +2776,8 @@ s32 main(s32 argc, char **argv)
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if(studio.tic80local)
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tic80_delete((tic80*)studio.tic80local);
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if(studio.floatSamples)
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SDL_free(studio.floatSamples);
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if(studio.audio.cvt.buf)
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SDL_free(studio.audio.cvt.buf);
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SDL_DestroyTexture(studio.gamepad.texture);
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SDL_DestroyTexture(studio.texture);
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@ -2789,7 +2790,7 @@ s32 main(s32 argc, char **argv)
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#if !defined (__MACOSX__)
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// stucks here on macos
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SDL_CloseAudioDevice(studio.audioDevice);
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SDL_CloseAudioDevice(studio.audio.device);
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SDL_Quit();
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#endif
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