Initial Audio driver

This commit is contained in:
Francisco Javier Trujillo Mata 2022-06-24 16:43:20 +02:00 committed by Sam Lantinga
parent 9723917637
commit e4a8087551
6 changed files with 220 additions and 0 deletions

View File

@ -2544,6 +2544,12 @@ elseif(PS2)
file(GLOB PS2_MAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/ps2/*.c)
set(SDLMAIN_SOURCES ${SDLMAIN_SOURCES} ${PS2_MAIN_SOURCES})
if(SDL_AUDIO)
set(SDL_AUDIO_DRIVER_PS2 1)
file(GLOB PS2_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/ps2/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${PS2_AUDIO_SOURCES})
set(HAVE_SDL_AUDIO TRUE)
endif()
if(SDL_FILESYSTEM)
set(SDL_FILESYSTEM_PS2 1)
file(GLOB PS2_FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/ps2/*.c)

View File

@ -325,6 +325,7 @@
#cmakedefine SDL_AUDIO_DRIVER_OS2 @SDL_AUDIO_DRIVER_OS2@
#cmakedefine SDL_AUDIO_DRIVER_VITA @SDL_AUDIO_DRIVER_VITA@
#cmakedefine SDL_AUDIO_DRIVER_PSP @SDL_AUDIO_DRIVER_PSP@
#cmakedefine SDL_AUDIO_DRIVER_PS2 @SDL_AUDIO_DRIVER_PS2@
/* Enable various input drivers */
#cmakedefine SDL_INPUT_LINUXEV @SDL_INPUT_LINUXEV@

View File

@ -95,6 +95,9 @@ static const AudioBootStrap *const bootstrap[] = {
#if SDL_AUDIO_DRIVER_ANDROID
&ANDROIDAUDIO_bootstrap,
#endif
#if SDL_AUDIO_DRIVER_PS2
&PS2AUDIO_bootstrap,
#endif
#if SDL_AUDIO_DRIVER_PSP
&PSPAUDIO_bootstrap,
#endif

View File

@ -204,6 +204,7 @@ extern AudioBootStrap FUSIONSOUND_bootstrap;
extern AudioBootStrap aaudio_bootstrap;
extern AudioBootStrap openslES_bootstrap;
extern AudioBootStrap ANDROIDAUDIO_bootstrap;
extern AudioBootStrap PS2AUDIO_bootstrap;
extern AudioBootStrap PSPAUDIO_bootstrap;
extern AudioBootStrap VITAAUD_bootstrap;
extern AudioBootStrap EMSCRIPTENAUDIO_bootstrap;

View File

@ -0,0 +1,163 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 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"
/* Output audio to nowhere... */
#include "SDL_timer.h"
#include "SDL_audio.h"
#include "../SDL_audio_c.h"
#include "SDL_ps2audio.h"
#include <kernel.h>
#include <malloc.h>
#include <audsrv.h>
#include <ps2_audio_driver.h>
/* The tag name used by PS2 audio */
#define PS2AUDIO_DRIVER_NAME "ps2"
static int
PS2AUDIO_OpenDevice(_THIS, const char *devname)
{
int i, mixlen;
struct audsrv_fmt_t format;
this->hidden = (struct SDL_PrivateAudioData *)
SDL_malloc(sizeof(*this->hidden));
if (this->hidden == NULL) {
return SDL_OutOfMemory();
}
SDL_zerop(this->hidden);
/* This is the native supported audio PS2 config */
this->spec.freq = 48000;
this->spec.samples = 512;
this->spec.channels = 2;
this->spec.format = AUDIO_S16LSB;
SDL_CalculateAudioSpec(&this->spec);
format.bits = 16;
format.freq = this->spec.freq;
format.channels = this->spec.channels;
this->hidden->channel = audsrv_set_format(&format);
audsrv_set_volume(MAX_VOLUME);
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 PS2AUDIO_PlayDevice(_THIS)
{
uint8_t *mixbuf = this->hidden->mixbufs[this->hidden->next_buffer];
audsrv_play_audio((char *)mixbuf, this->spec.size);
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 PS2AUDIO_WaitDevice(_THIS)
{
audsrv_wait_audio(this->spec.size);
}
static Uint8 *PS2AUDIO_GetDeviceBuf(_THIS)
{
return this->hidden->mixbufs[this->hidden->next_buffer];
}
static void PS2AUDIO_CloseDevice(_THIS)
{
if (this->hidden->channel >= 0) {
audsrv_stop_audio();
this->hidden->channel = -1;
}
if (this->hidden->rawbuf != NULL) {
free(this->hidden->rawbuf);
this->hidden->rawbuf = NULL;
}
}
static void PS2AUDIO_ThreadInit(_THIS)
{
/* Increase the priority of this audio thread by 1 to put it
ahead of other SDL threads. */
int32_t thid;
ee_thread_status_t status;
thid = GetThreadId();
if (ReferThreadStatus(GetThreadId(), &status) == 0) {
ChangeThreadPriority(thid, status.current_priority);
}
}
static void PS2AUDIO_Deinitialize(void)
{
deinit_audio_driver();
}
static SDL_bool PS2AUDIO_Init(SDL_AudioDriverImpl * impl)
{
if(init_audio_driver() < 0)
return SDL_FALSE;
/* Set the function pointers */
impl->OpenDevice = PS2AUDIO_OpenDevice;
impl->PlayDevice = PS2AUDIO_PlayDevice;
impl->WaitDevice = PS2AUDIO_WaitDevice;
impl->GetDeviceBuf = PS2AUDIO_GetDeviceBuf;
impl->CloseDevice = PS2AUDIO_CloseDevice;
impl->ThreadInit = PS2AUDIO_ThreadInit;
impl->Deinitialize = PS2AUDIO_Deinitialize;
impl->OnlyHasDefaultOutputDevice = SDL_TRUE;
return SDL_TRUE; /* this audio target is available. */
}
AudioBootStrap PS2AUDIO_bootstrap = {
"ps2", "PS2 audio driver", PS2AUDIO_Init, SDL_FALSE
};
/* vi: set ts=4 sw=4 expandtab: */

View File

@ -0,0 +1,46 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 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"
#ifndef SDL_ps2audio_h_
#define SDL_ps2audio_h_
#include "../SDL_sysaudio.h"
/* Hidden "this" pointer for the audio functions */
#define _THIS SDL_AudioDevice *this
#define NUM_BUFFERS 2
struct SDL_PrivateAudioData
{
/* The hardware output channel. */
int channel;
/* The raw allocated mixing buffer. */
Uint8 *rawbuf;
/* Individual mixing buffers. */
Uint8 *mixbufs[NUM_BUFFERS];
/* Index of the next available mixing buffer. */
int next_buffer;
};
#endif /* SDL_ps2audio_h_ */
/* vi: set ts=4 sw=4 expandtab: */