6a2200823c
* Add braces after if conditions * More add braces after if conditions * Add braces after while() conditions * Fix compilation because of macro being modified * Add braces to for loop * Add braces after if/goto * Move comments up * Remove extra () in the 'return ...;' statements * More remove extra () in the 'return ...;' statements * More remove extra () in the 'return ...;' statements after merge * Fix inconsistent patterns are xxx == NULL vs !xxx * More "{}" for "if() break;" and "if() continue;" * More "{}" after if() short statement * More "{}" after "if () return;" statement * More fix inconsistent patterns are xxx == NULL vs !xxx * Revert some modificaion on SDL_RLEaccel.c * SDL_RLEaccel: no short statement * Cleanup 'if' where the bracket is in a new line * Cleanup 'while' where the bracket is in a new line * Cleanup 'for' where the bracket is in a new line * Cleanup 'else' where the bracket is in a new line
185 lines
5.8 KiB
C
185 lines
5.8 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#if SDL_AUDIO_DRIVER_PSP
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include <malloc.h> /* memalign() */
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#include "../SDL_audio_c.h"
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#include "../SDL_audiodev_c.h"
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#include "../SDL_sysaudio.h"
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#include "SDL_pspaudio.h"
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#include <pspaudio.h>
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#include <pspthreadman.h>
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/* The tag name used by PSP audio */
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#define PSPAUDIO_DRIVER_NAME "psp"
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static int
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PSPAUDIO_OpenDevice(_THIS, const char *devname)
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{
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int format, mixlen, i;
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this->hidden = (struct SDL_PrivateAudioData *)
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SDL_malloc(sizeof(*this->hidden));
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if (this->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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/* device only natively supports S16LSB */
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this->spec.format = AUDIO_S16LSB;
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/* The sample count must be a multiple of 64. */
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this->spec.samples = PSP_AUDIO_SAMPLE_ALIGN(this->spec.samples);
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/* Setup the hardware channel. */
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if (this->spec.channels == 1) {
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format = PSP_AUDIO_FORMAT_MONO;
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} else {
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format = PSP_AUDIO_FORMAT_STEREO;
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this->spec.channels = 2; /* we're forcing the hardware to stereo. */
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}
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/* PSP has some limitations with the Audio. It fully supports 44.1KHz (Mono & Stereo),
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however with frequencies differents than 44.1KHz, it just supports Stereo,
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so a resampler must be done for these scenarios */
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if (this->spec.freq == 44100) {
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this->hidden->channel = sceAudioChReserve(PSP_AUDIO_NEXT_CHANNEL, this->spec.samples, format);
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} else {
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this->hidden->channel = sceAudioSRCChReserve(this->spec.samples, this->spec.freq, 2);
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}
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if (this->hidden->channel < 0) {
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free(this->hidden->rawbuf);
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this->hidden->rawbuf = NULL;
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return SDL_SetError("Couldn't reserve hardware channel");
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}
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/* Update the fragment size as size in bytes. */
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SDL_CalculateAudioSpec(&this->spec);
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/* Allocate the mixing buffer. Its size and starting address must
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be a multiple of 64 bytes. Our sample count is already a multiple of
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64, so spec->size should be a multiple of 64 as well. */
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mixlen = this->spec.size * NUM_BUFFERS;
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this->hidden->rawbuf = (Uint8 *) memalign(64, mixlen);
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if (this->hidden->rawbuf == NULL) {
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return SDL_SetError("Couldn't allocate mixing buffer");
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}
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SDL_memset(this->hidden->rawbuf, 0, mixlen);
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for (i = 0; i < NUM_BUFFERS; i++) {
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this->hidden->mixbufs[i] = &this->hidden->rawbuf[i * this->spec.size];
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}
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this->hidden->next_buffer = 0;
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return 0;
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}
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static void PSPAUDIO_PlayDevice(_THIS)
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{
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if (this->spec.freq != 44100) {
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Uint8 *mixbuf = this->hidden->mixbufs[this->hidden->next_buffer];
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SDL_assert(this->spec.channels == 2);
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sceAudioSRCOutputBlocking(PSP_AUDIO_VOLUME_MAX, mixbuf);
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} else {
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Uint8 *mixbuf = this->hidden->mixbufs[this->hidden->next_buffer];
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sceAudioOutputPannedBlocking(this->hidden->channel, PSP_AUDIO_VOLUME_MAX, PSP_AUDIO_VOLUME_MAX, mixbuf);
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}
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this->hidden->next_buffer = (this->hidden->next_buffer + 1) % NUM_BUFFERS;
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}
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/* This function waits until it is possible to write a full sound buffer */
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static void PSPAUDIO_WaitDevice(_THIS)
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{
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/* Because we block when sending audio, there's no need for this function to do anything. */
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}
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static Uint8 *PSPAUDIO_GetDeviceBuf(_THIS)
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{
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return this->hidden->mixbufs[this->hidden->next_buffer];
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}
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static void PSPAUDIO_CloseDevice(_THIS)
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{
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if (this->hidden->channel >= 0) {
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if (this->spec.freq != 44100) {
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sceAudioSRCChRelease();
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} else {
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sceAudioChRelease(this->hidden->channel);
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}
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this->hidden->channel = -1;
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}
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if (this->hidden->rawbuf != NULL) {
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free(this->hidden->rawbuf);
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this->hidden->rawbuf = NULL;
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}
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}
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static void PSPAUDIO_ThreadInit(_THIS)
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{
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/* Increase the priority of this audio thread by 1 to put it
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ahead of other SDL threads. */
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SceUID thid;
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SceKernelThreadInfo status;
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thid = sceKernelGetThreadId();
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status.size = sizeof(SceKernelThreadInfo);
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if (sceKernelReferThreadStatus(thid, &status) == 0) {
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sceKernelChangeThreadPriority(thid, status.currentPriority - 1);
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}
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}
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static SDL_bool
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PSPAUDIO_Init(SDL_AudioDriverImpl * impl)
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{
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/* Set the function pointers */
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impl->OpenDevice = PSPAUDIO_OpenDevice;
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impl->PlayDevice = PSPAUDIO_PlayDevice;
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impl->WaitDevice = PSPAUDIO_WaitDevice;
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impl->GetDeviceBuf = PSPAUDIO_GetDeviceBuf;
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impl->CloseDevice = PSPAUDIO_CloseDevice;
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impl->ThreadInit = PSPAUDIO_ThreadInit;
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/* PSP audio device */
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impl->OnlyHasDefaultOutputDevice = SDL_TRUE;
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/*
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impl->HasCaptureSupport = SDL_TRUE;
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impl->OnlyHasDefaultCaptureDevice = SDL_TRUE;
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*/
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return SDL_TRUE; /* this audio target is available. */
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}
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AudioBootStrap PSPAUDIO_bootstrap = {
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"psp", "PSP audio driver", PSPAUDIO_Init, SDL_FALSE
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};
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#endif /* SDL_AUDIO_DRIVER_PSP */
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/* vi: set ts=4 sw=4 expandtab: */
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