using SDL_ConvertAudio instead manual sound samples conversion

This commit is contained in:
BADIM-PC\Vadim 2017-12-23 19:17:43 +03:00
parent 59fe65f133
commit 1dc31e3c67
1 changed files with 30 additions and 29 deletions

View File

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