void OpenALStream::Stop() { m_run_thread.Clear(); // kick the thread if it's waiting soundSyncEvent.Set(); soundTouch.clear(); thread.join(); alSourceStop(uiSource); alSourcei(uiSource, AL_BUFFER, 0); // Clean up buffers and sources alDeleteSources(1, &uiSource); uiSource = 0; alDeleteBuffers(numBuffers, uiBuffers); ALCcontext* pContext = alcGetCurrentContext(); ALCdevice* pDevice = alcGetContextsDevice(pContext); alcMakeContextCurrent(nullptr); alcDestroyContext(pContext); alcCloseDevice(pDevice); }
void OpenALStream::Clear(bool mute) { m_muted = mute; if (m_muted) { soundTouch.clear(); alSourceStop(uiSource); } else { alSourcePlay(uiSource); } }
// // AyuanX: Spec says OpenAL1.1 is thread safe already // bool OpenALStream::Start() { m_run_thread.Set(); bool bReturn = false; ALDeviceList pDeviceList; if (pDeviceList.GetNumDevices()) { char* defDevName = pDeviceList.GetDeviceName(pDeviceList.GetDefaultDevice()); INFO_LOG(AUDIO, "Found OpenAL device %s", defDevName); ALCdevice* pDevice = alcOpenDevice(defDevName); if (pDevice) { ALCcontext* pContext = alcCreateContext(pDevice, nullptr); if (pContext) { // Used to determine an appropriate period size (2x period = total buffer size) // ALCint refresh; // alcGetIntegerv(pDevice, ALC_REFRESH, 1, &refresh); // period_size_in_millisec = 1000 / refresh; alcMakeContextCurrent(pContext); thread = std::thread(&OpenALStream::SoundLoop, this); bReturn = true; } else { alcCloseDevice(pDevice); PanicAlertT("OpenAL: can't create context for device %s", defDevName); } } else { PanicAlertT("OpenAL: can't open device %s", defDevName); } } else { PanicAlertT("OpenAL: can't find sound devices"); } // Initialize DPL2 parameters DPL2Reset(); soundTouch.clear(); return bReturn; }
void ApplySettings(soundtouch::SoundTouch &sndtouch) { sndtouch.setSetting(SETTING_SEQUENCE_MS, SequenceLenMS); sndtouch.setSetting(SETTING_SEEKWINDOW_MS, SeekWindowMS); sndtouch.setSetting(SETTING_OVERLAP_MS, OverlapMS); }
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"); } } }
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(); } } }