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kc3-lang/SDL/src/audio/psp/SDL_pspaudio.c

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  • Author : David Ludwig
    Date : 2014-12-03 10:55:23
    Hash : 70438be2
    Message : WinRT: fixed bug whereby SDL would override an app's default orientation WinRT apps can set a default, preferred orientation via a .appxmanifest file. SDL was overriding this on app startup, and making the app use all possible orientations (landscape and portrait). Thanks to Eric Wing for the heads up on this!

  • src/audio/psp/SDL_pspaudio.c
  • /*
      Simple DirectMedia Layer
      Copyright (C) 1997-2014 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 <stdio.h>
    #include <string.h>
    #include <stdlib.h>
    #include <malloc.h>
    
    #include "SDL_audio.h"
    #include "SDL_error.h"
    #include "SDL_timer.h"
    #include "../SDL_audiomem.h"
    #include "../SDL_audio_c.h"
    #include "../SDL_audiodev_c.h"
    #include "../SDL_sysaudio.h"
    #include "SDL_pspaudio.h"
    
    #include <pspaudio.h>
    #include <pspthreadman.h>
    
    /* The tag name used by PSP audio */
    #define PSPAUD_DRIVER_NAME         "psp"
    
    static int
    PSPAUD_OpenDevice(_THIS, const char *devname, int iscapture)
    {
        int format, mixlen, i;
        this->hidden = (struct SDL_PrivateAudioData *)
            SDL_malloc(sizeof(*this->hidden));
        if (this->hidden == NULL) {
            return SDL_OutOfMemory();
        }
        SDL_memset(this->hidden, 0, sizeof(*this->hidden));
        switch (this->spec.format & 0xff) {
            case 8:
            case 16:
                this->spec.format = AUDIO_S16LSB;
                break;
            default:
                return SDL_SetError("Unsupported audio format");
        }
    
        /* The sample count must be a multiple of 64. */
        this->spec.samples = PSP_AUDIO_SAMPLE_ALIGN(this->spec.samples);
        this->spec.freq = 44100;
    
        /* Update the fragment size as size in bytes. */
    /*  SDL_CalculateAudioSpec(this->spec); MOD */
        switch (this->spec.format) {
        case AUDIO_U8:
            this->spec.silence = 0x80;
            break;
        default:
            this->spec.silence = 0x00;
            break;
        }
        this->spec.size = SDL_AUDIO_BITSIZE(this->spec.format) / 8;
        this->spec.size *= this->spec.channels;
        this->spec.size *= this->spec.samples;
    
    /* ========================================== */
    
        /* 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");
        }
    
        /* Setup the hardware channel. */
        if (this->spec.channels == 1) {
            format = PSP_AUDIO_FORMAT_MONO;
        } else {
            format = PSP_AUDIO_FORMAT_STEREO;
        }
        this->hidden->channel = sceAudioChReserve(PSP_AUDIO_NEXT_CHANNEL, this->spec.samples, format);
        if (this->hidden->channel < 0) {
            free(this->hidden->rawbuf);
            this->hidden->rawbuf = NULL;
            return SDL_SetError("Couldn't reserve hardware channel");
        }
    
        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 PSPAUD_PlayDevice(_THIS)
    {
        Uint8 *mixbuf = this->hidden->mixbufs[this->hidden->next_buffer];
    
        if (this->spec.channels == 1) {
            sceAudioOutputBlocking(this->hidden->channel, PSP_AUDIO_VOLUME_MAX, mixbuf);
        } else {
            sceAudioOutputPannedBlocking(this->hidden->channel, PSP_AUDIO_VOLUME_MAX, PSP_AUDIO_VOLUME_MAX, mixbuf);
        }
    
        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 PSPAUD_WaitDevice(_THIS)
    {
        /* Because we block when sending audio, there's no need for this function to do anything. */
    }
    static Uint8 *PSPAUD_GetDeviceBuf(_THIS)
    {
        return this->hidden->mixbufs[this->hidden->next_buffer];
    }
    
    static void PSPAUD_CloseDevice(_THIS)
    {
        if (this->hidden->channel >= 0) {
            sceAudioChRelease(this->hidden->channel);
            this->hidden->channel = -1;
        }
    
        if (this->hidden->rawbuf != NULL) {
            free(this->hidden->rawbuf);
            this->hidden->rawbuf = NULL;
        }
    }
    static void PSPAUD_ThreadInit(_THIS)
    {
        /* Increase the priority of this audio thread by 1 to put it
           ahead of other SDL threads. */
        SceUID thid;
        SceKernelThreadInfo status;
        thid = sceKernelGetThreadId();
        status.size = sizeof(SceKernelThreadInfo);
        if (sceKernelReferThreadStatus(thid, &status) == 0) {
            sceKernelChangeThreadPriority(thid, status.currentPriority - 1);
        }
    }
    
    
    static int
    PSPAUD_Init(SDL_AudioDriverImpl * impl)
    {
    
        /* Set the function pointers */
        impl->OpenDevice = PSPAUD_OpenDevice;
        impl->PlayDevice = PSPAUD_PlayDevice;
        impl->WaitDevice = PSPAUD_WaitDevice;
        impl->GetDeviceBuf = PSPAUD_GetDeviceBuf;
        impl->WaitDone = PSPAUD_WaitDevice;
        impl->CloseDevice = PSPAUD_CloseDevice;
        impl->ThreadInit = PSPAUD_ThreadInit;
    
        /* PSP audio device */
        impl->OnlyHasDefaultOutputDevice = 1;
    /*
        impl->HasCaptureSupport = 1;
    
        impl->OnlyHasDefaultInputDevice = 1;
    */
        /*
        impl->DetectDevices = DSOUND_DetectDevices;
        impl->Deinitialize = DSOUND_Deinitialize;
        */
        return 1;   /* this audio target is available. */
    }
    
    AudioBootStrap PSPAUD_bootstrap = {
        "psp", "PSP audio driver", PSPAUD_Init, 0
    };
    
     /* SDL_AUDI */