mirror of https://github.com/libsdl-org/SDL.git
296 lines
12 KiB
C
296 lines
12 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#ifndef SDL_sysaudio_h_
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#define SDL_sysaudio_h_
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#include "../SDL_dataqueue.h"
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#define DEBUG_AUDIOSTREAM 0
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#define DEBUG_AUDIO_CONVERT 0
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#if DEBUG_AUDIO_CONVERT
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#define LOG_DEBUG_AUDIO_CONVERT(from, to) SDL_Log("SDL_AUDIO_CONVERT: Converting %s to %s.\n", from, to);
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#else
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#define LOG_DEBUG_AUDIO_CONVERT(from, to)
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#endif
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/* These pointers get set during SDL_ChooseAudioConverters() to various SIMD implementations. */
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extern void (*SDL_Convert_S8_to_F32)(float *dst, const Sint8 *src, int num_samples);
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extern void (*SDL_Convert_U8_to_F32)(float *dst, const Uint8 *src, int num_samples);
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extern void (*SDL_Convert_S16_to_F32)(float *dst, const Sint16 *src, int num_samples);
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extern void (*SDL_Convert_S32_to_F32)(float *dst, const Sint32 *src, int num_samples);
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extern void (*SDL_Convert_F32_to_S8)(Sint8 *dst, const float *src, int num_samples);
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extern void (*SDL_Convert_F32_to_U8)(Uint8 *dst, const float *src, int num_samples);
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extern void (*SDL_Convert_F32_to_S16)(Sint16 *dst, const float *src, int num_samples);
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extern void (*SDL_Convert_F32_to_S32)(Sint32 *dst, const float *src, int num_samples);
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/* !!! FIXME: These are wordy and unlocalized... */
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#define DEFAULT_OUTPUT_DEVNAME "System audio output device"
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#define DEFAULT_INPUT_DEVNAME "System audio capture device"
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/* these are used when no better specifics are known. We default to CD audio quality. */
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#define DEFAULT_AUDIO_FORMAT SDL_AUDIO_S16
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#define DEFAULT_AUDIO_CHANNELS 2
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#define DEFAULT_AUDIO_FREQUENCY 44100
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typedef struct SDL_AudioDevice SDL_AudioDevice;
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typedef struct SDL_LogicalAudioDevice SDL_LogicalAudioDevice;
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/* Used by src/SDL.c to initialize a particular audio driver. */
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extern int SDL_InitAudio(const char *driver_name);
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/* Used by src/SDL.c to shut down previously-initialized audio. */
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extern void SDL_QuitAudio(void);
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/* Function to get a list of audio formats, ordered most similar to `format` to least, 0-terminated. Don't free results. */
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const SDL_AudioFormat *SDL_ClosestAudioFormats(SDL_AudioFormat format);
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/* Must be called at least once before using converters (SDL_CreateAudioStream will call it !!! FIXME but probably shouldn't). */
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extern void SDL_ChooseAudioConverters(void);
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/* Audio targets should call this as devices are added to the system (such as
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a USB headset being plugged in), and should also be called for
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for every device found during DetectDevices(). */
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extern SDL_AudioDevice *SDL_AddAudioDevice(const SDL_bool iscapture, const char *name, const SDL_AudioSpec *spec, void *handle);
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/* Audio targets should call this if an opened audio device is lost.
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This can happen due to i/o errors, or a device being unplugged, etc. */
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extern void SDL_AudioDeviceDisconnected(SDL_AudioDevice *device);
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/* Find the SDL_AudioDevice associated with the handle supplied to SDL_AddAudioDevice. NULL if not found. Locks the device! You must unlock!! */
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extern SDL_AudioDevice *SDL_ObtainPhysicalAudioDeviceByHandle(void *handle);
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/* Backends should call this if they change the device format, channels, freq, or sample_frames to keep other state correct. */
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extern void SDL_UpdatedAudioDeviceFormat(SDL_AudioDevice *device);
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/* These functions are the heart of the audio threads. Backends can call them directly if they aren't using the SDL-provided thread. */
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extern void SDL_OutputAudioThreadSetup(SDL_AudioDevice *device);
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extern SDL_bool SDL_OutputAudioThreadIterate(SDL_AudioDevice *device);
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extern void SDL_OutputAudioThreadShutdown(SDL_AudioDevice *device);
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extern void SDL_CaptureAudioThreadSetup(SDL_AudioDevice *device);
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extern SDL_bool SDL_CaptureAudioThreadIterate(SDL_AudioDevice *device);
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extern void SDL_CaptureAudioThreadShutdown(SDL_AudioDevice *device);
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typedef struct SDL_AudioDriverImpl
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{
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void (*DetectDevices)(void);
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int (*OpenDevice)(SDL_AudioDevice *device);
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void (*ThreadInit)(SDL_AudioDevice *device); /* Called by audio thread at start */
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void (*ThreadDeinit)(SDL_AudioDevice *device); /* Called by audio thread at end */
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void (*WaitDevice)(SDL_AudioDevice *device);
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void (*PlayDevice)(SDL_AudioDevice *device, int buffer_size);
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Uint8 *(*GetDeviceBuf)(SDL_AudioDevice *device, int *buffer_size);
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int (*CaptureFromDevice)(SDL_AudioDevice *device, void *buffer, int buflen);
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void (*FlushCapture)(SDL_AudioDevice *device);
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void (*CloseDevice)(SDL_AudioDevice *device);
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void (*FreeDeviceHandle)(void *handle); /**< SDL is done with handle from SDL_AddAudioDevice() */
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void (*Deinitialize)(void);
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/* Some flags to push duplicate code into the core and reduce #ifdefs. */
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SDL_bool ProvidesOwnCallbackThread;
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SDL_bool HasCaptureSupport;
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SDL_bool OnlyHasDefaultOutputDevice;
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SDL_bool OnlyHasDefaultCaptureDevice;
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SDL_bool AllowsArbitraryDeviceNames;
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SDL_bool SupportsNonPow2Samples;
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} SDL_AudioDriverImpl;
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typedef struct SDL_AudioDriver
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{
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const char *name; /* The name of this audio driver */
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const char *desc; /* The description of this audio driver */
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SDL_AudioDriverImpl impl; /* the backend's interface */
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SDL_RWLock *device_list_lock; /* A mutex for device detection */
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SDL_AudioDevice *output_devices; /* the list of currently-available audio output devices. */
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SDL_AudioDevice *capture_devices; /* the list of currently-available audio capture devices. */
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SDL_AtomicInt output_device_count;
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SDL_AtomicInt capture_device_count;
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SDL_AtomicInt last_device_instance_id; /* increments on each device add to provide unique instance IDs */
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SDL_AtomicInt shutting_down; /* non-zero during SDL_Quit, so we known not to accept any last-minute device hotplugs. */
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} SDL_AudioDriver;
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struct SDL_AudioStream
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{
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SDL_DataQueue *queue;
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SDL_Mutex *lock; /* this is just a copy of `queue`'s mutex. We share a lock. */
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SDL_AudioStreamRequestCallback get_callback;
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void *get_callback_userdata;
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SDL_AudioStreamRequestCallback put_callback;
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void *put_callback_userdata;
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Uint8 *work_buffer; /* used for scratch space during data conversion/resampling. */
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Uint8 *history_buffer; /* history for left padding and future sample rate changes. */
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Uint8 *future_buffer; /* stuff that left the queue for the right padding and will be next read's data. */
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float *left_padding; /* left padding for resampling. */
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float *right_padding; /* right padding for resampling. */
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SDL_bool flushed;
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size_t work_buffer_allocation;
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size_t history_buffer_allocation;
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size_t future_buffer_allocation;
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size_t resampler_padding_allocation;
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int resampler_padding_frames;
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int history_buffer_frames;
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int future_buffer_filled_frames;
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SDL_AudioSpec src_spec;
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SDL_AudioSpec dst_spec;
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int src_sample_frame_size;
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int dst_sample_frame_size;
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int max_sample_frame_size;
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int pre_resample_channels;
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int packetlen;
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SDL_LogicalAudioDevice *bound_device;
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SDL_AudioStream *next_binding;
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SDL_AudioStream *prev_binding;
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};
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/* Logical devices are an abstraction in SDL3; you can open the same physical
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device multiple times, and each will result in an object with its own set
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of bound audio streams, etc, even though internally these are all processed
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as a group when mixing the final output for the physical device. */
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struct SDL_LogicalAudioDevice
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{
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/* the unique instance ID of this device. */
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SDL_AudioDeviceID instance_id;
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/* The physical device associated with this opened device. */
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SDL_AudioDevice *physical_device;
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/* If whole logical device is paused (process no streams bound to this device). */
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SDL_AtomicInt paused;
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/* double-linked list of all audio streams currently bound to this opened device. */
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SDL_AudioStream *bound_streams;
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/* SDL_TRUE if this was opened as a default device. */
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SDL_bool is_default;
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/* double-linked list of opened devices on the same physical device. */
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SDL_LogicalAudioDevice *next;
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SDL_LogicalAudioDevice *prev;
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};
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struct SDL_AudioDevice
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{
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/* A mutex for locking access to this struct */
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SDL_Mutex *lock;
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/* human-readable name of the device. ("SoundBlaster Pro 16") */
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char *name;
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/* the unique instance ID of this device. */
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SDL_AudioDeviceID instance_id;
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/* a way for the backend to identify this device _when not opened_ */
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void *handle;
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/* The device's current audio specification */
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SDL_AudioSpec spec;
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Uint32 buffer_size;
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/* The device's default audio specification */
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SDL_AudioSpec default_spec;
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/* Number of sample frames the devices wants per-buffer. */
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int sample_frames;
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/* Value to use for SDL_memset to silence a buffer in this device's format */
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int silence_value;
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/* non-zero if we are signaling the audio thread to end. */
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SDL_AtomicInt shutdown;
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/* non-zero if we want the device to be destroyed (so audio thread knows to do it on termination). */
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SDL_AtomicInt condemned;
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/* SDL_TRUE if this is a capture device instead of an output device */
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SDL_bool iscapture;
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/* Scratch buffer used for mixing. */
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Uint8 *work_buffer;
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/* A thread to feed the audio device */
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SDL_Thread *thread;
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/* SDL_TRUE if this physical device is currently opened by the backend. */
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SDL_bool is_opened;
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/* Data private to this driver */
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struct SDL_PrivateAudioData *hidden;
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/* All logical devices associated with this physical device. */
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SDL_LogicalAudioDevice *logical_devices;
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/* double-linked list of all physical devices. */
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struct SDL_AudioDevice *prev;
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struct SDL_AudioDevice *next;
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};
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typedef struct AudioBootStrap
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{
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const char *name;
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const char *desc;
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SDL_bool (*init)(SDL_AudioDriverImpl *impl);
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SDL_bool demand_only; /* if SDL_TRUE: request explicitly, or it won't be available. */
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} AudioBootStrap;
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/* Not all of these are available in a given build. Use #ifdefs, etc. */
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extern AudioBootStrap PIPEWIRE_bootstrap;
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extern AudioBootStrap PULSEAUDIO_bootstrap;
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extern AudioBootStrap ALSA_bootstrap;
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extern AudioBootStrap JACK_bootstrap;
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extern AudioBootStrap SNDIO_bootstrap;
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extern AudioBootStrap NETBSDAUDIO_bootstrap;
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extern AudioBootStrap DSP_bootstrap;
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extern AudioBootStrap WASAPI_bootstrap;
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extern AudioBootStrap DSOUND_bootstrap;
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extern AudioBootStrap WINMM_bootstrap;
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extern AudioBootStrap HAIKUAUDIO_bootstrap;
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extern AudioBootStrap COREAUDIO_bootstrap;
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extern AudioBootStrap DISKAUDIO_bootstrap;
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extern AudioBootStrap DUMMYAUDIO_bootstrap;
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extern AudioBootStrap aaudio_bootstrap; /* !!! FIXME: capitalize this to match the others */
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extern AudioBootStrap openslES_bootstrap; /* !!! FIXME: capitalize this to match the others */
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extern AudioBootStrap ANDROIDAUDIO_bootstrap;
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extern AudioBootStrap PS2AUDIO_bootstrap;
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extern AudioBootStrap PSPAUDIO_bootstrap;
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extern AudioBootStrap VITAAUD_bootstrap;
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extern AudioBootStrap N3DSAUDIO_bootstrap;
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extern AudioBootStrap EMSCRIPTENAUDIO_bootstrap;
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extern AudioBootStrap QSAAUDIO_bootstrap;
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extern SDL_AudioDevice *get_audio_dev(SDL_AudioDeviceID id);
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extern int get_max_num_audio_dev(void);
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#endif /* SDL_sysaudio_h_ */
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