ref: 277a0b8e733256edfa746bc8e59eb18232fa49a1
dir: /src/Backends/Audio/WiiU-Software.cpp/
#include "../Audio.h" #include <math.h> #include <stddef.h> #include <stdlib.h> #include <string.h> #include <coreinit/cache.h> #include <coreinit/mutex.h> #include <coreinit/thread.h> #include <sndcore2/core.h> #include <sndcore2/voice.h> #include <sndcore2/drcvs.h> #include "SoftwareMixer.h" #define MIN(a, b) ((a) < (b) ? (a) : (b)) #define MAX(a, b) ((a) > (b) ? (a) : (b)) #define CLAMP(x, y, z) MIN(MAX((x), (y)), (z)) static void (*organya_callback)(void); static unsigned int organya_callback_milliseconds; static OSMutex sound_list_mutex; static OSMutex organya_mutex; static AXVoice *voices[2]; static short *stream_buffers[2]; static float *stream_buffer_float; static size_t buffer_length; static unsigned long output_frequency; static void FillMixerBuffer(float *stream, size_t frames_total) { OSLockMutex(&organya_mutex); if (organya_callback_milliseconds == 0) { OSLockMutex(&sound_list_mutex); Mixer_MixSounds(stream, frames_total); OSUnlockMutex(&sound_list_mutex); } else { // Synchronise audio generation with Organya. // In the original game, Organya ran asynchronously in a separate thread, // firing off commands to DirectSound in realtime. To match that, we'd // need a very low-latency buffer, otherwise we'd get mistimed instruments. // Instead, we can just do this. unsigned int frames_done = 0; while (frames_done != frames_total) { static unsigned long organya_countdown; if (organya_countdown == 0) { organya_countdown = (organya_callback_milliseconds * output_frequency) / 1000; // organya_timer is in milliseconds, so convert it to audio frames organya_callback(); } const unsigned int frames_to_do = MIN(organya_countdown, frames_total - frames_done); OSLockMutex(&sound_list_mutex); Mixer_MixSounds(stream + frames_done * 2, frames_to_do); OSUnlockMutex(&sound_list_mutex); frames_done += frames_to_do; organya_countdown -= frames_to_do; } } OSUnlockMutex(&organya_mutex); } static void FrameCallback(void) { // We use a double-buffer: while the Wii U is busy playing one half of the buffer, we update the other. // The buffer is 10ms long in total, and this function runs every 3ms. // Just assume both voices are in-sync, and only check the first one AXVoiceOffsets offsets; AXGetVoiceOffsets(voices[0], &offsets); unsigned int current_buffer = offsets.currentOffset > buffer_length ? 1 : 0; // TODO - should probably be '>=' static unsigned int last_buffer = 1; if (current_buffer != last_buffer) { // Clear the mixer buffer for (unsigned int i = 0; i < buffer_length * 2; ++i) stream_buffer_float[i] = 0.0f; // Fill mixer buffer FillMixerBuffer(stream_buffer_float, buffer_length); // Deinterlate samples, convert them to S16, and write them to the double-buffers short *left_output_buffer = &stream_buffers[0][buffer_length * last_buffer]; short *right_output_buffer = &stream_buffers[1][buffer_length * last_buffer]; float *mixer_buffer_pointer = stream_buffer_float; short *left_output_buffer_pointer = left_output_buffer; short *right_output_buffer_pointer = right_output_buffer; for (unsigned int i = 0; i < buffer_length; ++i) { float left_sample = *mixer_buffer_pointer++; float right_sample = *mixer_buffer_pointer++; // Clamp samples to sane limits if (left_sample < -1.0f) left_sample = -1.0f; else if (left_sample > 1.0f) left_sample = 1.0f; if (right_sample < -1.0f) right_sample = -1.0f; else if (right_sample > 1.0f) right_sample = 1.0f; // Convert to S16 and store in double-buffers *left_output_buffer_pointer++ = (short)(left_sample * 32767.0f); *right_output_buffer_pointer++ = (short)(right_sample * 32767.0f); } // Make sure the sound hardware can see our data DCStoreRange(left_output_buffer, buffer_length * sizeof(short)); DCStoreRange(right_output_buffer, buffer_length * sizeof(short)); last_buffer = current_buffer; } } bool AudioBackend_Init(void) { if (!AXIsInit()) { AXInitParams initparams = { .renderer = AX_INIT_RENDERER_48KHZ, .pipeline = AX_INIT_PIPELINE_SINGLE, }; AXInitWithParams(&initparams); } OSInitMutex(&sound_list_mutex); OSInitMutex(&organya_mutex); output_frequency = AXGetInputSamplesPerSec(); Mixer_Init(output_frequency); buffer_length = output_frequency / 100; // 10ms buffer // Create and initialise two 'voices': each one will stream its own // audio - one for the left speaker, and one for the right. // The software-mixer outputs interlaced float samples, so create // a buffer for it here. stream_buffer_float = (float*)malloc(buffer_length * sizeof(float) * 2); // `* 2` because it's an interlaced stereo buffer if (stream_buffer_float != NULL) { stream_buffers[0] = (short*)malloc(buffer_length * sizeof(short) * 2); // `* 2` because it's a double-buffer if (stream_buffers[0] != NULL) { stream_buffers[1] = (short*)malloc(buffer_length * sizeof(short) * 2); // `* 2` because it's a double-buffer if (stream_buffers[1] != NULL) { voices[0] = AXAcquireVoice(31, NULL, NULL); if (voices[0] != NULL) { voices[1] = AXAcquireVoice(31, NULL, NULL); if (voices[1] != NULL) { for (unsigned int i = 0; i < 2; ++i) { AXVoiceBegin(voices[i]); AXSetVoiceType(voices[i], 0); AXVoiceVeData vol = {.volume = 0x8000}; AXSetVoiceVe(voices[i], &vol); AXVoiceDeviceMixData mix_data[6]; memset(mix_data, 0, sizeof(mix_data)); mix_data[0].bus[0].volume = i == 0 ? 0x8000 : 0; // Channel 1 goes on the left speaker mix_data[1].bus[0].volume = i == 1 ? 0x8000 : 0; // Channel 2 goes on the right speaker AXSetVoiceDeviceMix(voices[i], AX_DEVICE_TYPE_DRC, 0, mix_data); AXSetVoiceDeviceMix(voices[i], AX_DEVICE_TYPE_TV, 0, mix_data); AXSetVoiceSrcRatio(voices[i], 1.0f); // We use the native sample rate AXSetVoiceSrcType(voices[i], AX_VOICE_SRC_TYPE_NONE); AXVoiceOffsets offs = { .dataType = AX_VOICE_FORMAT_LPCM16, .loopingEnabled = AX_VOICE_LOOP_ENABLED, .loopOffset = 0, .endOffset = buffer_length * 2, .currentOffset = 0, .data = stream_buffers[i] }; AXSetVoiceOffsets(voices[i], &offs); AXSetVoiceState(voices[i], AX_VOICE_STATE_PLAYING); AXVoiceEnd(voices[i]); } // Register the frame callback. // Apparently, this fires every 3ms - we will use // it to update the stream buffers when needed. AXRegisterAppFrameCallback(FrameCallback); return true; } AXFreeVoice(voices[0]); } free(stream_buffers[1]); } free(stream_buffers[0]); } free(stream_buffer_float); } return false; } void AudioBackend_Deinit(void) { for (unsigned int i = 0; i < 2; ++i) { AXFreeVoice(voices[i]); free(stream_buffers[i]); } AXQuit(); } AudioBackend_Sound* AudioBackend_CreateSound(unsigned int frequency, const unsigned char *samples, size_t length) { OSLockMutex(&sound_list_mutex); Mixer_Sound *sound = Mixer_CreateSound(frequency, samples, length); OSUnlockMutex(&sound_list_mutex); return (AudioBackend_Sound*)sound; } void AudioBackend_DestroySound(AudioBackend_Sound *sound) { if (sound == NULL) return; OSLockMutex(&sound_list_mutex); Mixer_DestroySound((Mixer_Sound*)sound); OSUnlockMutex(&sound_list_mutex); } void AudioBackend_PlaySound(AudioBackend_Sound *sound, bool looping) { if (sound == NULL) return; OSLockMutex(&sound_list_mutex); Mixer_PlaySound((Mixer_Sound*)sound, looping); OSUnlockMutex(&sound_list_mutex); } void AudioBackend_StopSound(AudioBackend_Sound *sound) { if (sound == NULL) return; OSLockMutex(&sound_list_mutex); Mixer_StopSound((Mixer_Sound*)sound); OSUnlockMutex(&sound_list_mutex); } void AudioBackend_RewindSound(AudioBackend_Sound *sound) { if (sound == NULL) return; OSLockMutex(&sound_list_mutex); Mixer_RewindSound((Mixer_Sound*)sound); OSUnlockMutex(&sound_list_mutex); } void AudioBackend_SetSoundFrequency(AudioBackend_Sound *sound, unsigned int frequency) { if (sound == NULL) return; OSLockMutex(&sound_list_mutex); Mixer_SetSoundFrequency((Mixer_Sound*)sound, frequency); OSUnlockMutex(&sound_list_mutex); } void AudioBackend_SetSoundVolume(AudioBackend_Sound *sound, long volume) { if (sound == NULL) return; OSLockMutex(&sound_list_mutex); Mixer_SetSoundVolume((Mixer_Sound*)sound, volume); OSUnlockMutex(&sound_list_mutex); } void AudioBackend_SetSoundPan(AudioBackend_Sound *sound, long pan) { if (sound == NULL) return; OSLockMutex(&sound_list_mutex); Mixer_SetSoundPan((Mixer_Sound*)sound, pan); OSUnlockMutex(&sound_list_mutex); } void AudioBackend_SetOrganyaCallback(void (*callback)(void)) { // As far as thread-safety goes - this is guarded by // `organya_milliseconds`, which is guarded by `organya_mutex`. organya_callback = callback; } void AudioBackend_SetOrganyaTimer(unsigned int milliseconds) { OSLockMutex(&organya_mutex); organya_callback_milliseconds = milliseconds; OSUnlockMutex(&organya_mutex); }