Branch
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203
/*
Simple DirectMedia Layer
Copyright (C) 1997-2023 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"
#if SDL_AUDIO_DRIVER_PSP
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <malloc.h> /* memalign() */
#include "SDL_audio.h"
#include "SDL_error.h"
#include "SDL_timer.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 PSPAUDIO_DRIVER_NAME "psp"
static inline SDL_bool isBasicAudioConfig(const SDL_AudioSpec *spec)
{
return spec->freq == 44100;
}
static int PSPAUDIO_OpenDevice(_THIS, const char *devname)
{
int format, mixlen, i;
this->hidden = (struct SDL_PrivateAudioData *)
SDL_malloc(sizeof(*this->hidden));
if (this->hidden == NULL) {
return SDL_OutOfMemory();
}
SDL_zerop(this->hidden);
/* device only natively supports S16LSB */
this->spec.format = AUDIO_S16LSB;
/* PSP has some limitations with the Audio. It fully supports 44.1KHz (Mono & Stereo),
however with frequencies differents than 44.1KHz, it just supports Stereo,
so a resampler must be done for these scenarios */
if (isBasicAudioConfig(&this->spec)) {
/* The sample count must be a multiple of 64. */
this->spec.samples = PSP_AUDIO_SAMPLE_ALIGN(this->spec.samples);
/* The number of channels (1 or 2). */
this->spec.channels = this->spec.channels == 1 ? 1 : 2;
format = this->spec.channels == 1 ? PSP_AUDIO_FORMAT_MONO : PSP_AUDIO_FORMAT_STEREO;
this->hidden->channel = sceAudioChReserve(PSP_AUDIO_NEXT_CHANNEL, this->spec.samples, format);
} else {
/* 48000, 44100, 32000, 24000, 22050, 16000, 12000, 11050, 8000 */
switch (this->spec.freq) {
case 8000:
case 11025:
case 12000:
case 16000:
case 22050:
case 24000:
case 32000:
case 44100:
case 48000:
this->spec.freq = this->spec.freq;
break;
default:
this->spec.freq = 48000;
break;
}
/* The number of samples to output in one output call (min 17, max 4111). */
this->spec.samples = this->spec.samples < 17 ? 17 : (this->spec.samples > 4111 ? 4111 : this->spec.samples);
this->spec.channels = 2; /* we're forcing the hardware to stereo. */
this->hidden->channel = sceAudioSRCChReserve(this->spec.samples, this->spec.freq, 2);
}
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 PSPAUDIO_PlayDevice(_THIS)
{
Uint8 *mixbuf = this->hidden->mixbufs[this->hidden->next_buffer];
if (!isBasicAudioConfig(&this->spec)) {
SDL_assert(this->spec.channels == 2);
sceAudioSRCOutputBlocking(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 PSPAUDIO_WaitDevice(_THIS)
{
/* Because we block when sending audio, there's no need for this function to do anything. */
}
static Uint8 *PSPAUDIO_GetDeviceBuf(_THIS)
{
return this->hidden->mixbufs[this->hidden->next_buffer];
}
static void PSPAUDIO_CloseDevice(_THIS)
{
if (this->hidden->channel >= 0) {
if (!isBasicAudioConfig(&this->spec)) {
sceAudioSRCChRelease();
} else {
sceAudioChRelease(this->hidden->channel);
}
this->hidden->channel = -1;
}
if (this->hidden->rawbuf != NULL) {
free(this->hidden->rawbuf);
this->hidden->rawbuf = NULL;
}
}
static void PSPAUDIO_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 SDL_bool PSPAUDIO_Init(SDL_AudioDriverImpl *impl)
{
/* Set the function pointers */
impl->OpenDevice = PSPAUDIO_OpenDevice;
impl->PlayDevice = PSPAUDIO_PlayDevice;
impl->WaitDevice = PSPAUDIO_WaitDevice;
impl->GetDeviceBuf = PSPAUDIO_GetDeviceBuf;
impl->CloseDevice = PSPAUDIO_CloseDevice;
impl->ThreadInit = PSPAUDIO_ThreadInit;
/* PSP audio device */
impl->OnlyHasDefaultOutputDevice = SDL_TRUE;
/*
impl->HasCaptureSupport = SDL_TRUE;
impl->OnlyHasDefaultCaptureDevice = SDL_TRUE;
*/
return SDL_TRUE; /* this audio target is available. */
}
AudioBootStrap PSPAUDIO_bootstrap = {
"psp", "PSP audio driver", PSPAUDIO_Init, SDL_FALSE
};
#endif /* SDL_AUDIO_DRIVER_PSP */
/* vi: set ts=4 sw=4 expandtab: */