Mercurial > sdl-ios-xcode
view src/audio/dc/SDL_dcaudio.c @ 942:41a59de7f2ed
Here are patches for SDL12 and SDL_mixer for 4 or 6 channel
surround sound on Linux using the Alsa driver. To use them, naturally
you need a sound card that will do 4 or 6 channels and probably also a
recent version of the Alsa drivers and library. Since the only SDL
output driver that knows about surround sound is the Alsa driver,
you���ll want to choose it, using:
export SDL_AUDIODRIVER=alsa
There are no syntactic changes to the programming API. No new
library calls, no differences in arguments.
There are two semantic changes:
(1) For library calls with number of channels as an argument, formerly
you could use only 1 or 2 for the number of channels. Now you
can also use 4 or 6.
(2) The two "left" and "right" arguments to Mix_SetPanning, for the
case of 4 or 6 channels, no longer simply control the volumes of
the left and right channels. Now the "left" argument is converted
to an angle and Mix_SetPosition is called, and the "right" argu-
ment is ignored.
With two exceptions, so far as I know, the modified SDL12 and
SDL_mixer work the same way as the original versions, when opened for
1 or 2 channel output. The two exceptions are bugs which I fixed.
Well, the first, anyway, is a bug for sure. When rate conversions up
or down by a factor of two are applied (in src/audio/SDL_audiocvt.c),
streams with different numbers of channels (that is, mono and stereo)
are treated the same way: either each sample is copied or every other
sample is omitted. This is ok for mono, but for stereo, it is frames
that should be copied or omitted, where by "frame" I mean a portion of
the stream containing one sample for each channel. (In the SDL source,
confusingly, sometimes frames are called "samples".) So for these
rate conversions, stereo streams have to be treated differently, and
they are, in my modified version.
The other problem that might be characterized as a bug arises
when SDL_mixer is passed a multichannel chunk which does not have an
integral number of frames. Due to the way the effect_position code
loops over frames, when the chunk ends with a partial frame, memory
outside the chunk buffer will be accessed. In the case of stereo,
it���s possible that because malloc may give more memory than requested,
this potential problem never actually causes a segment fault. I don���t
know. For 6 channel chunks, I do know, and it does cause segment
faults.
If SDL_mixer is passed defective chunks and this causes a segment
fault, arguably, that���s not a bug in SDL_mixer. Still, whether or not
it counts as a bug, it���s easy to protect against, so why not? I added
code in mixer.c to discard any partial frame at the end of a chunk.
Then what about when SDL or SDL_mixer is opened for 4 or 6 chan-
nel output? What happens with the parts of the current library
designed for stereo? I don���t know whether I���ve covered all the bases,
but I���ve tried:
(1) For playing 2 channel waves, or other cases where SDL knows it has
to match up a 2 channel source with a 4 or 6 channel output, I���ve
added code in SDL_audiocvt.c to make the necessary conversions.
(2) For playing midis using timidity, I���ve converted timidity to do 4
or 6 channel output, upon request.
(3) For playing mods using mikmod, I put ad hoc code in music.c to
convert the stereo output that mikmod produces to 4 or 6 chan-
nels. Obviously it would be better to change the mikmod code to
mix down into 4 or 6 channels, but I have a hard time following
the code in mikmod, so I didn���t do that.
(4) For playing mp3s, I put ad hoc code in smpeg to copy channels in
the case when 4 or 6 channel output is needed.
(5) There seems to be no problem with .ogg files - stereo .oggs can be
up converted as .wavs are.
(6) The effect_position code in SDL_mixer is now generalized to in-
clude the cases of 4 and 6 channel streams.
I���ve done a very limited amount of compatibility testing for some
of the games using SDL I happen to have. For details, see the file
TESTS.
I���ve put into a separate archive, Surround-SDL-testfiles.tgz, a
couple of 6 channel wave files for testing and a 6 channel ogg file.
If you have the right hardware and version of Alsa, you should be able
to play the wave files with the Alsa utility aplay (and hear all
channels, except maybe lfe, for chan-id.wav, since it���s rather faint).
Don���t expect aplay to give good sound, though. There���s something
wrong with the current version of aplay.
The canyon.ogg file is to test loading of 6 channel oggs. After
patching and compiling, you can play it with playmus. (My version of
ogg123 will not play it, and I had to patch mplayer to get it to play
6 channel oggs.)
Greg Lee <greg@ling.lll.hawaii.edu>
Thus, July 1, 2004
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 21 Aug 2004 12:27:02 +0000 |
parents | b8d311d90021 |
children | c9b51268668f |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2004 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA BERO <bero@geocities.co.jp> based on SDL_diskaudio.c by Sam Lantinga <slouken@libsdl.org> */ #ifdef SAVE_RCSID static char rcsid = "@(#) $Id$"; #endif /* Output dreamcast aica */ #include <stdlib.h> #include <stdio.h> #include <string.h> #include <errno.h> #include <unistd.h> #include <sys/stat.h> #include <sys/types.h> #include <sys/stat.h> #include <fcntl.h> #include "SDL_audio.h" #include "SDL_error.h" #include "SDL_audiomem.h" #include "SDL_audio_c.h" #include "SDL_timer.h" #include "SDL_audiodev_c.h" #include "SDL_dcaudio.h" #include "aica.h" #include <dc/spu.h> /* Audio driver functions */ static int DCAUD_OpenAudio(_THIS, SDL_AudioSpec *spec); static void DCAUD_WaitAudio(_THIS); static void DCAUD_PlayAudio(_THIS); static Uint8 *DCAUD_GetAudioBuf(_THIS); static void DCAUD_CloseAudio(_THIS); /* Audio driver bootstrap functions */ static int DCAUD_Available(void) { return 1; } static void DCAUD_DeleteDevice(SDL_AudioDevice *device) { free(device->hidden); free(device); } static SDL_AudioDevice *DCAUD_CreateDevice(int devindex) { SDL_AudioDevice *this; /* Initialize all variables that we clean on shutdown */ this = (SDL_AudioDevice *)malloc(sizeof(SDL_AudioDevice)); if ( this ) { memset(this, 0, (sizeof *this)); this->hidden = (struct SDL_PrivateAudioData *) malloc((sizeof *this->hidden)); } if ( (this == NULL) || (this->hidden == NULL) ) { SDL_OutOfMemory(); if ( this ) { free(this); } return(0); } memset(this->hidden, 0, (sizeof *this->hidden)); /* Set the function pointers */ this->OpenAudio = DCAUD_OpenAudio; this->WaitAudio = DCAUD_WaitAudio; this->PlayAudio = DCAUD_PlayAudio; this->GetAudioBuf = DCAUD_GetAudioBuf; this->CloseAudio = DCAUD_CloseAudio; this->free = DCAUD_DeleteDevice; spu_init(); return this; } AudioBootStrap DCAUD_bootstrap = { "dcaudio", "Dreamcast AICA audio", DCAUD_Available, DCAUD_CreateDevice }; /* This function waits until it is possible to write a full sound buffer */ static void DCAUD_WaitAudio(_THIS) { if (this->hidden->playing) { /* wait */ while(aica_get_pos(0)/this->spec.samples == this->hidden->nextbuf) { thd_pass(); } } } #define SPU_RAM_BASE 0xa0800000 static void spu_memload_stereo8(int leftpos,int rightpos,void *src0,size_t size) { uint8 *src = src0; uint32 *left = (uint32*)(leftpos +SPU_RAM_BASE); uint32 *right = (uint32*)(rightpos+SPU_RAM_BASE); size = (size+7)/8; while(size--) { unsigned lval,rval; lval = *src++; rval = *src++; lval|= (*src++)<<8; rval|= (*src++)<<8; lval|= (*src++)<<16; rval|= (*src++)<<16; lval|= (*src++)<<24; rval|= (*src++)<<24; g2_write_32(left++,lval); g2_write_32(right++,rval); g2_fifo_wait(); } } static void spu_memload_stereo16(int leftpos,int rightpos,void *src0,size_t size) { uint16 *src = src0; uint32 *left = (uint32*)(leftpos +SPU_RAM_BASE); uint32 *right = (uint32*)(rightpos+SPU_RAM_BASE); size = (size+7)/8; while(size--) { unsigned lval,rval; lval = *src++; rval = *src++; lval|= (*src++)<<16; rval|= (*src++)<<16; g2_write_32(left++,lval); g2_write_32(right++,rval); g2_fifo_wait(); } } static void DCAUD_PlayAudio(_THIS) { SDL_AudioSpec *spec = &this->spec; unsigned int offset; if (this->hidden->playing) { /* wait */ while(aica_get_pos(0)/spec->samples == this->hidden->nextbuf) { thd_pass(); } } offset = this->hidden->nextbuf*spec->size; this->hidden->nextbuf^=1; /* Write the audio data, checking for EAGAIN on broken audio drivers */ if (spec->channels==1) { spu_memload(this->hidden->leftpos+offset,this->hidden->mixbuf,this->hidden->mixlen); } else { offset/=2; if ((this->spec.format&255)==8) { spu_memload_stereo8(this->hidden->leftpos+offset,this->hidden->rightpos+offset,this->hidden->mixbuf,this->hidden->mixlen); } else { spu_memload_stereo16(this->hidden->leftpos+offset,this->hidden->rightpos+offset,this->hidden->mixbuf,this->hidden->mixlen); } } if (!this->hidden->playing) { int mode; this->hidden->playing = 1; mode = (spec->format==AUDIO_S8)?SM_8BIT:SM_16BIT; if (spec->channels==1) { aica_play(0,mode,this->hidden->leftpos,0,spec->samples*2,spec->freq,255,128,1); } else { aica_play(0,mode,this->hidden->leftpos ,0,spec->samples*2,spec->freq,255,0,1); aica_play(1,mode,this->hidden->rightpos,0,spec->samples*2,spec->freq,255,255,1); } } } static Uint8 *DCAUD_GetAudioBuf(_THIS) { return(this->hidden->mixbuf); } static void DCAUD_CloseAudio(_THIS) { aica_stop(0); if (this->spec.channels==2) aica_stop(1); if ( this->hidden->mixbuf != NULL ) { SDL_FreeAudioMem(this->hidden->mixbuf); this->hidden->mixbuf = NULL; } } static int DCAUD_OpenAudio(_THIS, SDL_AudioSpec *spec) { switch(spec->format&0xff) { case 8: spec->format = AUDIO_S8; break; case 16: spec->format = AUDIO_S16LSB; break; default: SDL_SetError("Unsupported audio format"); return(-1); } /* Update the fragment size as size in bytes */ SDL_CalculateAudioSpec(spec); /* Allocate mixing buffer */ this->hidden->mixlen = spec->size; this->hidden->mixbuf = (Uint8 *) SDL_AllocAudioMem(this->hidden->mixlen); if ( this->hidden->mixbuf == NULL ) { return(-1); } memset(this->hidden->mixbuf, spec->silence, spec->size); this->hidden->leftpos = 0x11000; this->hidden->rightpos = 0x11000+spec->size; this->hidden->playing = 0; this->hidden->nextbuf = 0; /* We're ready to rock and roll. :-) */ return(0); }