dolphin/Source/Core/AudioCommon/Src/CoreAudioSoundStream.cpp

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// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program 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 General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "CoreAudioSoundStream.h"
volatile unsigned int numBytesToRender; /* XXX */
typedef struct internal
{
AudioUnit audioUnit;
short realtimeBuffer[1024]; /* XXX */
};
OSStatus callback(void *inRefCon, AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp, UInt32 inBusNumber,
UInt32 inNumberFrames, AudioBufferList *ioData)
{
internal *soundStruct = (internal *)inRefCon;
for (int i=0; i < (int)ioData->mNumberBuffers; i++)
{
memcpy(ioData->mBuffers[i].mData, &soundStruct->realtimeBuffer,
ioData->mBuffers[i].mDataByteSize);
}
numBytesToRender = ioData->mBuffers[0].mDataByteSize; /* XXX */
return 0;
}
void CoreAudioSound::SoundLoop()
{
CoreAudioInit();
}
CoreAudioSound::CoreAudioSound(CMixer *mixer) : SoundStream(mixer)
{
}
CoreAudioSound::~CoreAudioSound()
{
}
bool CoreAudioSound::CoreAudioInit()
{
ComponentDescription desc;
OSStatus err;
UInt32 enableIO;
AURenderCallbackStruct callback_struct;
AudioStreamBasicDescription format;
UInt32 numSamplesPerSlice;
UInt32 numSamplesPerSliceSize = sizeof numSamplesPerSlice;
internal *soundStruct = (internal *)malloc(sizeof(internal));
memset(soundStruct->realtimeBuffer, 0,
sizeof soundStruct->realtimeBuffer);
desc.componentType = kAudioUnitType_Output;
desc.componentSubType = kAudioUnitSubType_HALOutput;
desc.componentFlags = 0;
desc.componentFlagsMask = 0;
desc.componentManufacturer = kAudioUnitManufacturer_Apple;
Component component = FindNextComponent(NULL, &desc);
if (component == NULL)
printf("error finding audio component\n");
err = OpenAComponent(component, &soundStruct->audioUnit);
if (err)
printf("error opening audio component\n");
//enable output device
enableIO = 1;
AudioUnitSetProperty(soundStruct->audioUnit,
kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Output, 0, &enableIO,
sizeof enableIO);
//set audio format
FillOutASBDForLPCM(format, m_mixer->GetSampleRate(),
2, 16, 16, false, false, false);
err = AudioUnitSetProperty(soundStruct->audioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input, 0, &format,
sizeof(AudioStreamBasicDescription));
if (err)
printf("error setting audio format\n");
callback_struct.inputProc = callback;
callback_struct.inputProcRefCon = soundStruct;
err = AudioUnitSetProperty(soundStruct->audioUnit,
kAudioUnitProperty_SetRenderCallback,
kAudioUnitScope_Input, 0, &callback_struct,
sizeof callback_struct);
if (err)
printf("error setting audio callback\n");
err = AudioUnitGetProperty(soundStruct->audioUnit,
kAudioUnitProperty_MaximumFramesPerSlice,
kAudioUnitScope_Global, 0,
&numSamplesPerSlice, &numSamplesPerSliceSize);
if (err)
printf("error getting audio buffer size\n");
numBytesToRender = numSamplesPerSlice * 4;
err = AudioUnitInitialize(soundStruct->audioUnit);
if (err)
printf("error initializing audiounit\n");
err = AudioOutputUnitStart(soundStruct->audioUnit);
if (err)
printf("error starting audiounit\n");
do
{
soundCriticalSection.Enter();
m_mixer->Mix(soundStruct->realtimeBuffer, numBytesToRender);
soundCriticalSection.Leave();
soundSyncEvent.Wait();
} while(!threadData);
err = AudioOutputUnitStop(soundStruct->audioUnit);
if (err)
printf("error stopping audiounit\n");
err = AudioUnitUninitialize(soundStruct->audioUnit);
if (err)
printf("error uninitializing audiounit\n");
err = CloseComponent(soundStruct->audioUnit);
if (err)
printf("error while closing audio component\n");
free(soundStruct);
return true;
}
void *coreAudioThread(void *args)
{
((CoreAudioSound *)args)->SoundLoop();
return NULL;
}
bool CoreAudioSound::Start()
{
soundSyncEvent.Init();
thread = new Common::Thread(coreAudioThread, (void *)this);
return true;
}
void CoreAudioSound::Stop()
{
threadData = 1;
soundSyncEvent.Set();
delete thread;
thread = NULL;
return;
}
void CoreAudioSound::Update()
{
soundSyncEvent.Set();
}