Initial Audio driver
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diff --git a/CMakeLists.txt b/CMakeLists.txt
index 1f42cf5..12d6ece 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -2544,6 +2544,12 @@ elseif(PS2)
file(GLOB PS2_MAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/ps2/*.c)
set(SDLMAIN_SOURCES ${SDLMAIN_SOURCES} ${PS2_MAIN_SOURCES})
+ if(SDL_AUDIO)
+ set(SDL_AUDIO_DRIVER_PS2 1)
+ file(GLOB PS2_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/ps2/*.c)
+ set(SOURCE_FILES ${SOURCE_FILES} ${PS2_AUDIO_SOURCES})
+ set(HAVE_SDL_AUDIO TRUE)
+ endif()
if(SDL_FILESYSTEM)
set(SDL_FILESYSTEM_PS2 1)
file(GLOB PS2_FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/ps2/*.c)
diff --git a/include/SDL_config.h.cmake b/include/SDL_config.h.cmake
index 129e808..043817f 100644
--- a/include/SDL_config.h.cmake
+++ b/include/SDL_config.h.cmake
@@ -325,6 +325,7 @@
#cmakedefine SDL_AUDIO_DRIVER_OS2 @SDL_AUDIO_DRIVER_OS2@
#cmakedefine SDL_AUDIO_DRIVER_VITA @SDL_AUDIO_DRIVER_VITA@
#cmakedefine SDL_AUDIO_DRIVER_PSP @SDL_AUDIO_DRIVER_PSP@
+#cmakedefine SDL_AUDIO_DRIVER_PS2 @SDL_AUDIO_DRIVER_PS2@
/* Enable various input drivers */
#cmakedefine SDL_INPUT_LINUXEV @SDL_INPUT_LINUXEV@
diff --git a/src/audio/SDL_audio.c b/src/audio/SDL_audio.c
index 0ce2ae6..3ce3cb9 100644
--- a/src/audio/SDL_audio.c
+++ b/src/audio/SDL_audio.c
@@ -95,6 +95,9 @@ static const AudioBootStrap *const bootstrap[] = {
#if SDL_AUDIO_DRIVER_ANDROID
&ANDROIDAUDIO_bootstrap,
#endif
+#if SDL_AUDIO_DRIVER_PS2
+ &PS2AUDIO_bootstrap,
+#endif
#if SDL_AUDIO_DRIVER_PSP
&PSPAUDIO_bootstrap,
#endif
diff --git a/src/audio/SDL_sysaudio.h b/src/audio/SDL_sysaudio.h
index 8aa7298..d7e1685 100644
--- a/src/audio/SDL_sysaudio.h
+++ b/src/audio/SDL_sysaudio.h
@@ -204,6 +204,7 @@ extern AudioBootStrap FUSIONSOUND_bootstrap;
extern AudioBootStrap aaudio_bootstrap;
extern AudioBootStrap openslES_bootstrap;
extern AudioBootStrap ANDROIDAUDIO_bootstrap;
+extern AudioBootStrap PS2AUDIO_bootstrap;
extern AudioBootStrap PSPAUDIO_bootstrap;
extern AudioBootStrap VITAAUD_bootstrap;
extern AudioBootStrap EMSCRIPTENAUDIO_bootstrap;
diff --git a/src/audio/ps2/SDL_ps2audio.c b/src/audio/ps2/SDL_ps2audio.c
new file mode 100644
index 0000000..daca266
--- /dev/null
+++ b/src/audio/ps2/SDL_ps2audio.c
@@ -0,0 +1,163 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+#include "../../SDL_internal.h"
+
+/* Output audio to nowhere... */
+
+#include "SDL_timer.h"
+#include "SDL_audio.h"
+#include "../SDL_audio_c.h"
+#include "SDL_ps2audio.h"
+
+#include <kernel.h>
+#include <malloc.h>
+#include <audsrv.h>
+#include <ps2_audio_driver.h>
+
+/* The tag name used by PS2 audio */
+#define PS2AUDIO_DRIVER_NAME "ps2"
+
+static int
+PS2AUDIO_OpenDevice(_THIS, const char *devname)
+{
+ int i, mixlen;
+ struct audsrv_fmt_t format;
+
+ this->hidden = (struct SDL_PrivateAudioData *)
+ SDL_malloc(sizeof(*this->hidden));
+ if (this->hidden == NULL) {
+ return SDL_OutOfMemory();
+ }
+ SDL_zerop(this->hidden);
+
+ /* This is the native supported audio PS2 config */
+ this->spec.freq = 48000;
+ this->spec.samples = 512;
+ this->spec.channels = 2;
+ this->spec.format = AUDIO_S16LSB;
+
+ SDL_CalculateAudioSpec(&this->spec);
+
+ format.bits = 16;
+ format.freq = this->spec.freq;
+ format.channels = this->spec.channels;
+
+ this->hidden->channel = audsrv_set_format(&format);
+ audsrv_set_volume(MAX_VOLUME);
+
+ if (this->hidden->channel < 0) {
+ free(this->hidden->rawbuf);
+ this->hidden->rawbuf = NULL;
+ return SDL_SetError("Couldn't reserve hardware channel");
+ }
+
+ /* Update the fragment size as size in bytes. */
+ SDL_CalculateAudioSpec(&this->spec);
+
+ /* Allocate the mixing buffer. Its size and starting address must
+ be a multiple of 64 bytes. Our sample count is already a multiple of
+ 64, so spec->size should be a multiple of 64 as well. */
+ mixlen = this->spec.size * NUM_BUFFERS;
+ this->hidden->rawbuf = (Uint8 *) memalign(64, mixlen);
+ if (this->hidden->rawbuf == NULL) {
+ return SDL_SetError("Couldn't allocate mixing buffer");
+ }
+
+ SDL_memset(this->hidden->rawbuf, 0, mixlen);
+ for (i = 0; i < NUM_BUFFERS; i++) {
+ this->hidden->mixbufs[i] = &this->hidden->rawbuf[i * this->spec.size];
+ }
+
+ this->hidden->next_buffer = 0;
+ return 0;
+}
+
+static void PS2AUDIO_PlayDevice(_THIS)
+{
+ uint8_t *mixbuf = this->hidden->mixbufs[this->hidden->next_buffer];
+ audsrv_play_audio((char *)mixbuf, this->spec.size);
+
+ this->hidden->next_buffer = (this->hidden->next_buffer + 1) % NUM_BUFFERS;
+}
+
+/* This function waits until it is possible to write a full sound buffer */
+static void PS2AUDIO_WaitDevice(_THIS)
+{
+ audsrv_wait_audio(this->spec.size);
+}
+
+static Uint8 *PS2AUDIO_GetDeviceBuf(_THIS)
+{
+ return this->hidden->mixbufs[this->hidden->next_buffer];
+}
+
+static void PS2AUDIO_CloseDevice(_THIS)
+{
+ if (this->hidden->channel >= 0) {
+ audsrv_stop_audio();
+ this->hidden->channel = -1;
+ }
+
+ if (this->hidden->rawbuf != NULL) {
+ free(this->hidden->rawbuf);
+ this->hidden->rawbuf = NULL;
+ }
+}
+
+static void PS2AUDIO_ThreadInit(_THIS)
+{
+ /* Increase the priority of this audio thread by 1 to put it
+ ahead of other SDL threads. */
+ int32_t thid;
+ ee_thread_status_t status;
+ thid = GetThreadId();
+ if (ReferThreadStatus(GetThreadId(), &status) == 0) {
+ ChangeThreadPriority(thid, status.current_priority);
+ }
+}
+
+static void PS2AUDIO_Deinitialize(void)
+{
+ deinit_audio_driver();
+}
+
+static SDL_bool PS2AUDIO_Init(SDL_AudioDriverImpl * impl)
+{
+ if(init_audio_driver() < 0)
+ return SDL_FALSE;
+
+ /* Set the function pointers */
+ impl->OpenDevice = PS2AUDIO_OpenDevice;
+ impl->PlayDevice = PS2AUDIO_PlayDevice;
+ impl->WaitDevice = PS2AUDIO_WaitDevice;
+ impl->GetDeviceBuf = PS2AUDIO_GetDeviceBuf;
+ impl->CloseDevice = PS2AUDIO_CloseDevice;
+ impl->ThreadInit = PS2AUDIO_ThreadInit;
+ impl->Deinitialize = PS2AUDIO_Deinitialize;
+ impl->OnlyHasDefaultOutputDevice = SDL_TRUE;
+ return SDL_TRUE; /* this audio target is available. */
+}
+
+AudioBootStrap PS2AUDIO_bootstrap = {
+ "ps2", "PS2 audio driver", PS2AUDIO_Init, SDL_FALSE
+};
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/src/audio/ps2/SDL_ps2audio.h b/src/audio/ps2/SDL_ps2audio.h
new file mode 100644
index 0000000..0de2506
--- /dev/null
+++ b/src/audio/ps2/SDL_ps2audio.h
@@ -0,0 +1,46 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+#include "../../SDL_internal.h"
+
+#ifndef SDL_ps2audio_h_
+#define SDL_ps2audio_h_
+
+#include "../SDL_sysaudio.h"
+
+/* Hidden "this" pointer for the audio functions */
+#define _THIS SDL_AudioDevice *this
+
+#define NUM_BUFFERS 2
+
+struct SDL_PrivateAudioData
+{
+ /* The hardware output channel. */
+ int channel;
+ /* The raw allocated mixing buffer. */
+ Uint8 *rawbuf;
+ /* Individual mixing buffers. */
+ Uint8 *mixbufs[NUM_BUFFERS];
+ /* Index of the next available mixing buffer. */
+ int next_buffer;
+};
+
+#endif /* SDL_ps2audio_h_ */
+/* vi: set ts=4 sw=4 expandtab: */