コード例 #1
0
ファイル: OpenALStream.cpp プロジェクト: jloehr/dolphin
void OpenALStream::SoundLoop()
{
  Common::SetCurrentThreadName("Audio thread - openal");

  bool surround_capable = SConfig::GetInstance().bDPL2Decoder;
  bool float32_capable = false;
  bool fixed32_capable = false;

#if defined(__APPLE__)
  surround_capable = false;
#endif

  u32 ulFrequency = m_mixer->GetSampleRate();
  numBuffers = SConfig::GetInstance().iLatency + 2;  // OpenAL requires a minimum of two buffers

  memset(uiBuffers, 0, numBuffers * sizeof(ALuint));
  uiSource = 0;

  if (alIsExtensionPresent("AL_EXT_float32"))
    float32_capable = true;

  // As there is no extension to check for 32-bit fixed point support
  // and we know that only a X-Fi with hardware OpenAL supports it,
  // we just check if one is being used.
  if (strstr(alGetString(AL_RENDERER), "X-Fi"))
    fixed32_capable = true;

  // Clear error state before querying or else we get false positives.
  ALenum err = alGetError();

  // Generate some AL Buffers for streaming
  alGenBuffers(numBuffers, (ALuint*)uiBuffers);
  err = CheckALError("generating buffers");

  // Generate a Source to playback the Buffers
  alGenSources(1, &uiSource);
  err = CheckALError("generating sources");

  // Set the default sound volume as saved in the config file.
  alSourcef(uiSource, AL_GAIN, fVolume);

  // TODO: Error handling
  // ALenum err = alGetError();

  unsigned int nextBuffer = 0;
  unsigned int numBuffersQueued = 0;
  ALint iState = 0;

  soundTouch.setChannels(2);
  soundTouch.setSampleRate(ulFrequency);
  soundTouch.setTempo(1.0);
  soundTouch.setSetting(SETTING_USE_QUICKSEEK, 0);
  soundTouch.setSetting(SETTING_USE_AA_FILTER, 0);
  soundTouch.setSetting(SETTING_SEQUENCE_MS, 1);
  soundTouch.setSetting(SETTING_SEEKWINDOW_MS, 28);
  soundTouch.setSetting(SETTING_OVERLAP_MS, 12);

  while (m_run_thread.IsSet())
  {
    // Block until we have a free buffer
    int numBuffersProcessed;
    alGetSourcei(uiSource, AL_BUFFERS_PROCESSED, &numBuffersProcessed);
    if (numBuffers == numBuffersQueued && !numBuffersProcessed)
    {
      soundSyncEvent.Wait();
      continue;
    }

    // Remove the Buffer from the Queue.
    if (numBuffersProcessed)
    {
      ALuint unqueuedBufferIds[OAL_MAX_BUFFERS];
      alSourceUnqueueBuffers(uiSource, numBuffersProcessed, unqueuedBufferIds);
      err = CheckALError("unqueuing buffers");

      numBuffersQueued -= numBuffersProcessed;
    }

    // num_samples_to_render in this update - depends on SystemTimers::AUDIO_DMA_PERIOD.
    const u32 stereo_16_bit_size = 4;
    const u32 dma_length = 32;
    const u64 ais_samples_per_second = 48000 * stereo_16_bit_size;
    u64 audio_dma_period = SystemTimers::GetTicksPerSecond() /
                           (AudioInterface::GetAIDSampleRate() * stereo_16_bit_size / dma_length);
    u64 num_samples_to_render =
        (audio_dma_period * ais_samples_per_second) / SystemTimers::GetTicksPerSecond();

    unsigned int numSamples = (unsigned int)num_samples_to_render;
    unsigned int minSamples =
        surround_capable ? 240 : 0;  // DPL2 accepts 240 samples minimum (FWRDURATION)

    numSamples = (numSamples > OAL_MAX_SAMPLES) ? OAL_MAX_SAMPLES : numSamples;
    numSamples = m_mixer->Mix(realtimeBuffer, numSamples, false);

    // Convert the samples from short to float
    float dest[OAL_MAX_SAMPLES * STEREO_CHANNELS];
    for (u32 i = 0; i < numSamples * STEREO_CHANNELS; ++i)
      dest[i] = (float)realtimeBuffer[i] / (1 << 15);

    soundTouch.putSamples(dest, numSamples);

    double rate = (double)m_mixer->GetCurrentSpeed();
    if (rate <= 0)
    {
      Core::RequestRefreshInfo();
      rate = (double)m_mixer->GetCurrentSpeed();
    }

    // Place a lower limit of 10% speed.  When a game boots up, there will be
    // many silence samples.  These do not need to be timestretched.
    if (rate > 0.10)
    {
      soundTouch.setTempo(rate);
      if (rate > 10)
      {
        soundTouch.clear();
      }
    }

    unsigned int nSamples = soundTouch.receiveSamples(sampleBuffer, OAL_MAX_SAMPLES * numBuffers);

    if (nSamples <= minSamples)
      continue;

    if (surround_capable)
    {
      float dpl2[OAL_MAX_SAMPLES * OAL_MAX_BUFFERS * SURROUND_CHANNELS];
      DPL2Decode(sampleBuffer, nSamples, dpl2);

      // zero-out the subwoofer channel - DPL2Decode generates a pretty
      // good 5.0 but not a good 5.1 output.  Sadly there is not a 5.0
      // AL_FORMAT_50CHN32 to make this super-explicit.
      // DPL2Decode output: LEFTFRONT, RIGHTFRONT, CENTREFRONT, (sub), LEFTREAR, RIGHTREAR
      for (u32 i = 0; i < nSamples; ++i)
      {
        dpl2[i * SURROUND_CHANNELS + 3 /*sub/lfe*/] = 0.0f;
      }

      if (float32_capable)
      {
        alBufferData(uiBuffers[nextBuffer], AL_FORMAT_51CHN32, dpl2,
                     nSamples * FRAME_SURROUND_FLOAT, ulFrequency);
      }
      else if (fixed32_capable)
      {
        int surround_int32[OAL_MAX_SAMPLES * SURROUND_CHANNELS * OAL_MAX_BUFFERS];

        for (u32 i = 0; i < nSamples * SURROUND_CHANNELS; ++i)
        {
          // For some reason the ffdshow's DPL2 decoder outputs samples bigger than 1.
          // Most are close to 2.5 and some go up to 8. Hard clamping here, we need to
          // fix the decoder or implement a limiter.
          dpl2[i] = dpl2[i] * (INT64_C(1) << 31);
          if (dpl2[i] > INT_MAX)
            surround_int32[i] = INT_MAX;
          else if (dpl2[i] < INT_MIN)
            surround_int32[i] = INT_MIN;
          else
            surround_int32[i] = (int)dpl2[i];
        }

        alBufferData(uiBuffers[nextBuffer], AL_FORMAT_51CHN32, surround_int32,
                     nSamples * FRAME_SURROUND_INT32, ulFrequency);
      }
      else
      {
        short surround_short[OAL_MAX_SAMPLES * SURROUND_CHANNELS * OAL_MAX_BUFFERS];

        for (u32 i = 0; i < nSamples * SURROUND_CHANNELS; ++i)
        {
          dpl2[i] = dpl2[i] * (1 << 15);
          if (dpl2[i] > SHRT_MAX)
            surround_short[i] = SHRT_MAX;
          else if (dpl2[i] < SHRT_MIN)
            surround_short[i] = SHRT_MIN;
          else
            surround_short[i] = (int)dpl2[i];
        }

        alBufferData(uiBuffers[nextBuffer], AL_FORMAT_51CHN16, surround_short,
                     nSamples * FRAME_SURROUND_SHORT, ulFrequency);
      }

      err = CheckALError("buffering data");
      if (err == AL_INVALID_ENUM)
      {
        // 5.1 is not supported by the host, fallback to stereo
        WARN_LOG(AUDIO,
                 "Unable to set 5.1 surround mode.  Updating OpenAL Soft might fix this issue.");
        surround_capable = false;
      }
    }
    else
    {
      if (float32_capable)
      {
        alBufferData(uiBuffers[nextBuffer], AL_FORMAT_STEREO_FLOAT32, sampleBuffer,
                     nSamples * FRAME_STEREO_FLOAT, ulFrequency);

        err = CheckALError("buffering float32 data");
        if (err == AL_INVALID_ENUM)
        {
          float32_capable = false;
        }
      }
      else if (fixed32_capable)
      {
        // Clamping is not necessary here, samples are always between (-1,1)
        int stereo_int32[OAL_MAX_SAMPLES * STEREO_CHANNELS * OAL_MAX_BUFFERS];
        for (u32 i = 0; i < nSamples * STEREO_CHANNELS; ++i)
          stereo_int32[i] = (int)((float)sampleBuffer[i] * (INT64_C(1) << 31));

        alBufferData(uiBuffers[nextBuffer], AL_FORMAT_STEREO32, stereo_int32,
                     nSamples * FRAME_STEREO_INT32, ulFrequency);
      }
      else
      {
        // Convert the samples from float to short
        short stereo[OAL_MAX_SAMPLES * STEREO_CHANNELS * OAL_MAX_BUFFERS];
        for (u32 i = 0; i < nSamples * STEREO_CHANNELS; ++i)
          stereo[i] = (short)((float)sampleBuffer[i] * (1 << 15));

        alBufferData(uiBuffers[nextBuffer], AL_FORMAT_STEREO16, stereo,
                     nSamples * FRAME_STEREO_SHORT, ulFrequency);
      }
    }

    alSourceQueueBuffers(uiSource, 1, &uiBuffers[nextBuffer]);
    err = CheckALError("queuing buffers");

    numBuffersQueued++;
    nextBuffer = (nextBuffer + 1) % numBuffers;

    alGetSourcei(uiSource, AL_SOURCE_STATE, &iState);
    if (iState != AL_PLAYING)
    {
      // Buffer underrun occurred, resume playback
      alSourcePlay(uiSource);
      err = CheckALError("occurred resuming playback");
    }
  }
}
コード例 #2
0
ファイル: ConfigSoundTouch.cpp プロジェクト: aerisarn/pcsx2
void ApplySettings(soundtouch::SoundTouch &sndtouch)
{
    sndtouch.setSetting(SETTING_SEQUENCE_MS, SequenceLenMS);
    sndtouch.setSetting(SETTING_SEEKWINDOW_MS, SeekWindowMS);
    sndtouch.setSetting(SETTING_OVERLAP_MS, OverlapMS);
}
コード例 #3
0
ファイル: OpenALStream.cpp プロジェクト: Puniasterus/dolphin
void OpenALStream::SoundLoop()
{
	Common::SetCurrentThreadName("Audio thread - openal");

	bool surround_capable = Core::g_CoreStartupParameter.bDPL2Decoder;
#if defined(__APPLE__)
	bool float32_capable = false;
	const ALenum AL_FORMAT_STEREO_FLOAT32 = 0;
	// OSX does not have the alext AL_FORMAT_51CHN32 yet.
	surround_capable = false;
	const ALenum AL_FORMAT_51CHN32 = 0;
#else
	bool float32_capable = true;
#endif

	u32 ulFrequency = m_mixer->GetSampleRate();
	numBuffers = Core::g_CoreStartupParameter.iLatency + 2; // OpenAL requires a minimum of two buffers

	memset(uiBuffers, 0, numBuffers * sizeof(ALuint));
	uiSource = 0;

	// Generate some AL Buffers for streaming
	alGenBuffers(numBuffers, (ALuint *)uiBuffers);
	// Generate a Source to playback the Buffers
	alGenSources(1, &uiSource);

	// Short Silence
	memset(sampleBuffer, 0, OAL_MAX_SAMPLES * numBuffers * FRAME_SURROUND_FLOAT);
	memset(realtimeBuffer, 0, OAL_MAX_SAMPLES * FRAME_STEREO_SHORT);
	for (int i = 0; i < numBuffers; i++)
	{
		if (surround_capable)
			alBufferData(uiBuffers[i], AL_FORMAT_51CHN32, sampleBuffer, 4 * FRAME_SURROUND_FLOAT, ulFrequency);
		else
			alBufferData(uiBuffers[i], AL_FORMAT_STEREO16, realtimeBuffer, 4 * FRAME_STEREO_SHORT, ulFrequency);
	}
	alSourceQueueBuffers(uiSource, numBuffers, uiBuffers);
	alSourcePlay(uiSource);

	// Set the default sound volume as saved in the config file.
	alSourcef(uiSource, AL_GAIN, fVolume);

	// TODO: Error handling
	//ALenum err = alGetError();

	ALint iBuffersFilled = 0;
	ALint iBuffersProcessed = 0;
	ALint iState = 0;
	ALuint uiBufferTemp[OAL_MAX_BUFFERS] = {0};

	soundTouch.setChannels(2);
	soundTouch.setSampleRate(ulFrequency);
	soundTouch.setTempo(1.0);
	soundTouch.setSetting(SETTING_USE_QUICKSEEK, 0);
	soundTouch.setSetting(SETTING_USE_AA_FILTER, 0);
	soundTouch.setSetting(SETTING_SEQUENCE_MS, 1);
	soundTouch.setSetting(SETTING_SEEKWINDOW_MS, 28);
	soundTouch.setSetting(SETTING_OVERLAP_MS, 12);

	while (!threadData)
	{
		// num_samples_to_render in this update - depends on SystemTimers::AUDIO_DMA_PERIOD.
		const u32 stereo_16_bit_size = 4;
		const u32 dma_length = 32;
		const u64 ais_samples_per_second = 48000 * stereo_16_bit_size;
		u64 audio_dma_period = SystemTimers::GetTicksPerSecond() / (AudioInterface::GetAIDSampleRate() * stereo_16_bit_size / dma_length);
		u64 num_samples_to_render = (audio_dma_period * ais_samples_per_second) / SystemTimers::GetTicksPerSecond();

		unsigned int numSamples = (unsigned int)num_samples_to_render;
		unsigned int minSamples = surround_capable ? 240 : 0; // DPL2 accepts 240 samples minimum (FWRDURATION)

		numSamples = (numSamples > OAL_MAX_SAMPLES) ? OAL_MAX_SAMPLES : numSamples;
		numSamples = m_mixer->Mix(realtimeBuffer, numSamples, false);

		// Convert the samples from short to float
		float dest[OAL_MAX_SAMPLES * STEREO_CHANNELS];
		for (u32 i = 0; i < numSamples * STEREO_CHANNELS; ++i)
			dest[i] = (float)realtimeBuffer[i] / (1 << 16);

		soundTouch.putSamples(dest, numSamples);

		if (iBuffersProcessed == iBuffersFilled)
		{
			alGetSourcei(uiSource, AL_BUFFERS_PROCESSED, &iBuffersProcessed);
			iBuffersFilled = 0;
		}

		if (iBuffersProcessed)
		{
			float rate = m_mixer->GetCurrentSpeed();
			if (rate <= 0)
			{
				Core::RequestRefreshInfo();
				rate = m_mixer->GetCurrentSpeed();
			}

			// Place a lower limit of 10% speed.  When a game boots up, there will be
			// many silence samples.  These do not need to be timestretched.
			if (rate > 0.10)
			{
				// Adjust SETTING_SEQUENCE_MS to balance between lag vs hollow audio
				soundTouch.setSetting(SETTING_SEQUENCE_MS, (int)(1 / (rate * rate)));
				soundTouch.setTempo(rate);
				if (rate > 10)
				{
					soundTouch.clear();
				}
			}

			unsigned int nSamples = soundTouch.receiveSamples(sampleBuffer, OAL_MAX_SAMPLES * numBuffers);

			if (nSamples <= minSamples)
				continue;

			// Remove the Buffer from the Queue.  (uiBuffer contains the Buffer ID for the unqueued Buffer)
			if (iBuffersFilled == 0)
			{
				alSourceUnqueueBuffers(uiSource, iBuffersProcessed, uiBufferTemp);
				ALenum err = alGetError();
				if (err != 0)
				{
					ERROR_LOG(AUDIO, "Error unqueuing buffers: %08x", err);
				}
			}

			if (surround_capable)
			{
				float dpl2[OAL_MAX_SAMPLES * OAL_MAX_BUFFERS * SURROUND_CHANNELS];
				dpl2decode(sampleBuffer, nSamples, dpl2);
				alBufferData(uiBufferTemp[iBuffersFilled], AL_FORMAT_51CHN32, dpl2, nSamples * FRAME_SURROUND_FLOAT, ulFrequency);
				ALenum err = alGetError();
				if (err == AL_INVALID_ENUM)
				{
					// 5.1 is not supported by the host, fallback to stereo
					WARN_LOG(AUDIO, "Unable to set 5.1 surround mode.  Updating OpenAL Soft might fix this issue.");
					surround_capable = false;
				}
				else if (err != 0)
				{
					ERROR_LOG(AUDIO, "Error occurred while buffering data: %08x", err);
				}
			}

			else
			{
				if (float32_capable)
				{
					alBufferData(uiBufferTemp[iBuffersFilled], AL_FORMAT_STEREO_FLOAT32, sampleBuffer, nSamples * FRAME_STEREO_FLOAT, ulFrequency);
					ALenum err = alGetError();
					if (err == AL_INVALID_ENUM)
					{
						float32_capable = false;
					}
					else if (err != 0)
					{
						ERROR_LOG(AUDIO, "Error occurred while buffering float32 data: %08x", err);
					}
				}

				else
				{
					// Convert the samples from float to short
					short stereo[OAL_MAX_SAMPLES * STEREO_CHANNELS * OAL_MAX_BUFFERS];
					for (u32 i = 0; i < nSamples * STEREO_CHANNELS; ++i)
						stereo[i] = (short)((float)sampleBuffer[i] * (1 << 16));

					alBufferData(uiBufferTemp[iBuffersFilled], AL_FORMAT_STEREO16, stereo, nSamples * FRAME_STEREO_SHORT, ulFrequency);
				}
			}

			alSourceQueueBuffers(uiSource, 1, &uiBufferTemp[iBuffersFilled]);
			ALenum err = alGetError();
			if (err != 0)
			{
				ERROR_LOG(AUDIO, "Error queuing buffers: %08x", err);
			}
			iBuffersFilled++;

			if (iBuffersFilled == numBuffers)
			{
				alSourcePlay(uiSource);
				err = alGetError();
				if (err != 0)
				{
					ERROR_LOG(AUDIO, "Error occurred during playback: %08x", err);
				}
			}

			alGetSourcei(uiSource, AL_SOURCE_STATE, &iState);
			if (iState != AL_PLAYING)
			{
				// Buffer underrun occurred, resume playback
				alSourcePlay(uiSource);
				err = alGetError();
				if (err != 0)
				{
					ERROR_LOG(AUDIO, "Error occurred resuming playback: %08x", err);
				}
			}
		}
		else
		{
			soundSyncEvent.Wait();
		}
	}
}