haikuaudio: Updated for SDL3 audio API.
parent
fc7ed18ca1
commit
51ae78c0af
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@ -22,7 +22,7 @@
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#ifdef SDL_AUDIO_DRIVER_HAIKU
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/* Allow access to the audio stream on Haiku */
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// Allow access to the audio stream on Haiku
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#include <SoundPlayer.h>
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#include <signal.h>
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@ -38,58 +38,45 @@ extern "C"
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}
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/* !!! FIXME: have the callback call the higher level to avoid code dupe. */
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/* The Haiku callback for handling the audio buffer */
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static void FillSound(void *device, void *stream, size_t len,
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const media_raw_audio_format & format)
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static Uint8 *HAIKUAUDIO_GetDeviceBuf(SDL_AudioDevice *device, int *buffer_size)
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{
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SDL_AudioDevice *audio = (SDL_AudioDevice *) device;
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SDL_AudioCallback callback = audio->callbackspec.callback;
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SDL_LockMutex(audio->mixer_lock);
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/* Only do something if audio is enabled */
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if (!SDL_AtomicGet(&audio->enabled) || SDL_AtomicGet(&audio->paused)) {
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if (audio->stream) {
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SDL_ClearAudioStream(audio->stream);
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}
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SDL_memset(stream, audio->spec.silence, len);
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} else {
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SDL_assert(audio->spec.size == len);
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if (audio->stream == NULL) { /* no conversion necessary. */
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callback(audio->callbackspec.userdata, (Uint8 *) stream, len);
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} else { /* streaming/converting */
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const int stream_len = audio->callbackspec.size;
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const int ilen = (int) len;
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while (SDL_GetAudioStreamAvailable(audio->stream) < ilen) {
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callback(audio->callbackspec.userdata, audio->work_buffer, stream_len);
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if (SDL_PutAudioStreamData(audio->stream, audio->work_buffer, stream_len) == -1) {
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SDL_ClearAudioStream(audio->stream);
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SDL_AtomicSet(&audio->enabled, 0);
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break;
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}
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}
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const int got = SDL_GetAudioStreamData(audio->stream, stream, ilen);
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SDL_assert((got < 0) || (got == ilen));
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if (got != ilen) {
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SDL_memset(stream, audio->spec.silence, len);
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}
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}
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}
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SDL_UnlockMutex(audio->mixer_lock);
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SDL_assert(device->hidden->current_buffer != NULL);
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SDL_assert(device->hidden->current_buffer_len > 0);
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*buffer_size = device->hidden->current_buffer_len;
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return device->hidden->current_buffer;
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}
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static void HAIKUAUDIO_CloseDevice(SDL_AudioDevice *_this)
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static void HAIKUAUDIO_PlayDevice(SDL_AudioDevice *device, const Uint8 *buffer, int buffer_size)
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{
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if (_this->hidden->audio_obj) {
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_this->hidden->audio_obj->Stop();
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delete _this->hidden->audio_obj;
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// We already wrote our output right into the BSoundPlayer's callback's stream. Just clean up our stuff.
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SDL_assert(device->hidden->current_buffer != NULL);
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SDL_assert(device->hidden->current_buffer_len > 0);
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device->hidden->current_buffer = NULL;
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device->hidden->current_buffer_len = 0;
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}
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// The Haiku callback for handling the audio buffer
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static void FillSound(void *data, void *stream, size_t len, const media_raw_audio_format & format)
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{
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SDL_AudioDevice *device = (SDL_AudioDevice *)data;
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SDL_assert(device->hidden->current_buffer == NULL);
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SDL_assert(device->hidden->current_buffer_len == 0);
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device->hidden->current_buffer = (Uint8 *) stream;
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device->hidden->current_buffer_len = (int) len;
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SDL_OutputAudioThreadIterate(device);
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}
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static void HAIKUAUDIO_CloseDevice(SDL_AudioDevice *device)
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{
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if (device->hidden) {
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if (device->hidden->audio_obj) {
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device->hidden->audio_obj->Stop();
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delete device->hidden->audio_obj;
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}
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delete device->hidden;
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device->hidden = NULL;
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SDL_AudioThreadFinalize(device);
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}
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delete _this->hidden;
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}
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@ -115,26 +102,24 @@ static inline void UnmaskSignals(sigset_t * omask)
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}
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static int HAIKUAUDIO_OpenDevice(SDL_AudioDevice *_this, const char *devname)
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static int HAIKUAUDIO_OpenDevice(SDL_AudioDevice *device)
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{
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media_raw_audio_format format;
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SDL_AudioFormat test_format;
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const SDL_AudioFormat *closefmts;
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/* Initialize all variables that we clean on shutdown */
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_this->hidden = new SDL_PrivateAudioData;
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if (_this->hidden == NULL) {
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// Initialize all variables that we clean on shutdown
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device->hidden = new SDL_PrivateAudioData;
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if (device->hidden == NULL) {
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return SDL_OutOfMemory();
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}
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SDL_zerop(_this->hidden);
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SDL_zerop(device->hidden);
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/* Parse the audio format and fill the Be raw audio format */
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// Parse the audio format and fill the Be raw audio format
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media_raw_audio_format format;
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SDL_zero(format);
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format.byte_order = B_MEDIA_LITTLE_ENDIAN;
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format.frame_rate = (float) _this->spec.freq;
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format.channel_count = _this->spec.channels; /* !!! FIXME: support > 2? */
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format.frame_rate = (float) device->spec.freq;
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format.channel_count = device->spec.channels; // !!! FIXME: support > 2?
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closefmts = SDL_ClosestAudioFormats(_this->spec.format);
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SDL_AudioFormat test_format;
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const SDL_AudioFormat *closefmts = SDL_ClosestAudioFormats(device->spec.format);
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while ((test_format = *(closefmts++)) != 0) {
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switch (test_format) {
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case SDL_AUDIO_S8:
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@ -178,31 +163,30 @@ static int HAIKUAUDIO_OpenDevice(SDL_AudioDevice *_this, const char *devname)
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break;
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}
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if (!test_format) { /* shouldn't happen, but just in case... */
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return SDL_SetError("%s: Unsupported audio format", "haiku");
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if (!test_format) { // shouldn't happen, but just in case...
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return SDL_SetError("HAIKU: Unsupported audio format");
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}
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_this->spec.format = test_format;
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device->spec.format = test_format;
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/* Calculate the final parameters for this audio specification */
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SDL_CalculateAudioSpec(&_this->spec);
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// Calculate the final parameters for this audio specification
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SDL_UpdatedAudioDeviceFormat(device);
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format.buffer_size = _this->spec.size;
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format.buffer_size = device->buffer_size;
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/* Subscribe to the audio stream (creates a new thread) */
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// Subscribe to the audio stream (creates a new thread)
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sigset_t omask;
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MaskSignals(&omask);
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_this->hidden->audio_obj = new BSoundPlayer(&format, "SDL Audio",
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FillSound, NULL, _this);
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device->hidden->audio_obj = new BSoundPlayer(&format, "SDL Audio",
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FillSound, NULL, device);
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UnmaskSignals(&omask);
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if (_this->hidden->audio_obj->Start() == B_NO_ERROR) {
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_this->hidden->audio_obj->SetHasData(true);
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if (device->hidden->audio_obj->Start() == B_NO_ERROR) {
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device->hidden->audio_obj->SetHasData(true);
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} else {
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return SDL_SetError("Unable to start Be audio");
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return SDL_SetError("Unable to start Haiku audio");
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}
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/* We're running! */
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return 0;
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return 0; // We're running!
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}
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static void HAIKUAUDIO_Deinitialize(void)
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@ -210,29 +194,29 @@ static void HAIKUAUDIO_Deinitialize(void)
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SDL_QuitBeApp();
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}
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static SDL_bool HAIKUAUDIO_Init(SDL_AudioDriverImpl * impl)
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static SDL_bool HAIKUAUDIO_Init(SDL_AudioDriverImpl *impl)
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{
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/* Initialize the Be Application, if it's not already started */
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if (SDL_InitBeApp() < 0) {
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return SDL_FALSE;
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}
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/* Set the function pointers */
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// Set the function pointers
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impl->OpenDevice = HAIKUAUDIO_OpenDevice;
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impl->GetDeviceBuf = HAIKUAUDIO_GetDeviceBuf;
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impl->PlayDevice = HAIKUAUDIO_PlayDevice;
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impl->CloseDevice = HAIKUAUDIO_CloseDevice;
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impl->Deinitialize = HAIKUAUDIO_Deinitialize;
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impl->ProvidesOwnCallbackThread = SDL_TRUE;
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impl->OnlyHasDefaultOutputDevice = SDL_TRUE;
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return SDL_TRUE; /* this audio target is available. */
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return SDL_TRUE;
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}
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extern "C"
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{
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extern AudioBootStrap HAIKUAUDIO_bootstrap;
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}
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extern "C" { extern AudioBootStrap HAIKUAUDIO_bootstrap; }
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AudioBootStrap HAIKUAUDIO_bootstrap = {
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"haiku", "Haiku BSoundPlayer", HAIKUAUDIO_Init, SDL_FALSE
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};
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#endif /* SDL_AUDIO_DRIVER_HAIKU */
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#endif // SDL_AUDIO_DRIVER_HAIKU
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@ -28,6 +28,8 @@
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struct SDL_PrivateAudioData
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{
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BSoundPlayer *audio_obj;
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Uint8 *current_buffer;
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int current_buffer_len;
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};
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#endif /* SDL_haikuaudio_h_ */
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