ref: a7ebdb75e5e120374c98e1a11bcb5bda427e952e
parent: 6bd4e89f9d2ed40fa3e18190a3e8e3f94b885588
author: Clownacy <Clownacy@users.noreply.github.com>
date: Thu Apr 16 18:19:00 EDT 2020
Added unfinished Wii U audio backend Currently doesn't produce sound unless you stop Organya from calling AudioBackend_CreateSound, because it exhausts the Wii U's 150-sound pool before the SFX get any of them.
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -18,7 +18,7 @@
option(BUILD_DOCONFIG "Compile a DoConfig clone tool - not useful for console ports" ON)
set(BACKEND_RENDERER "SDLTexture" CACHE STRING "Which renderer the game should use: 'OpenGL3' for an OpenGL 3.2 renderer, 'OpenGLES2' for an OpenGL ES 2.0 renderer, 'SDLTexture' for SDL2's hardware-accelerated Texture API, 'SDLSurface' for SDL2's software-rendered Surface API, or 'Software' for a handwritten software renderer")
-set(BACKEND_AUDIO "SDL2" CACHE STRING "Which audio backend the game should use: 'SDL2', 'miniaudio', or 'Null'")
+set(BACKEND_AUDIO "SDL2" CACHE STRING "Which audio backend the game should use: 'SDL2', 'miniaudio', 'WiiU', or 'Null'")
set(BACKEND_PLATFORM "SDL2" CACHE STRING "Which platform backend the game should use: 'SDL2', 'GLFW3', 'WiiU', or 'Null'")
option(LTO "Enable link-time optimisation" OFF)
@@ -330,6 +330,10 @@
endif()
target_link_libraries(CSE2 PRIVATE ${CMAKE_DL_LIBS})
+elseif(BACKEND_AUDIO MATCHES "WiiU")
+ target_sources(CSE2 PRIVATE
+ "src/Backends/Audio/WiiU.cpp"
+ )
elseif(BACKEND_AUDIO MATCHES "Null")
target_sources(CSE2 PRIVATE
"src/Backends/Audio/Null.cpp"
--- a/README.md
+++ b/README.md
@@ -75,6 +75,7 @@
`-DBACKEND_RENDERER=Software` | Use the handwritten software renderer
`-DBACKEND_AUDIO=SDL2` | Use the SDL2-driven software audio-mixer
`-DBACKEND_AUDIO=miniaudio` | Use the miniaudio-driven software audio-mixer
+`-DBACKEND_AUDIO=WiiU` | Use the hardware-accelerated audio backend for the Wii U
`-DBACKEND_AUDIO=Null` | Use the dummy audio backend (doesn't produce any sound)
`-DBACKEND_PLATFORM=SDL2` | Use SDL2 for windowing and OS-abstraction
`-DBACKEND_PLATFORM=GLFW3` | Use GLFW3 for windowing and OS-abstraction
--- /dev/null
+++ b/src/Backends/Audio/WiiU.cpp
@@ -1,0 +1,170 @@
+#include "../Audio.h"
+
+#include <math.h>
+#include <stddef.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include <coreinit/cache.h>
+
+#include <sndcore2/core.h>
+#include <sndcore2/voice.h>
+#include <sndcore2/drcvs.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))
+
+struct AudioBackend_Sound
+{
+ unsigned char *samples;
+ AXVoice *voice;
+};
+
+static double MillibelToScale(long volume)
+{
+ // Volume is in hundredths of a decibel, from 0 to -10000
+ volume = CLAMP(volume, -10000, 0);
+ return pow(10.0, volume / 2000.0);
+}
+
+bool AudioBackend_Init(void)
+{
+ if (!AXIsInit())
+ {
+ static AXInitParams initparams =
+ {
+ .renderer = AX_INIT_RENDERER_48KHZ,
+ .pipeline = AX_INIT_PIPELINE_SINGLE,
+ };
+
+ AXInitWithParams(&initparams);
+ }
+
+ return true;
+}
+
+void AudioBackend_Deinit(void)
+{
+ AXQuit();
+}
+
+AudioBackend_Sound* AudioBackend_CreateSound(unsigned int frequency, const unsigned char *samples, size_t length)
+{
+ AudioBackend_Sound *sound = (AudioBackend_Sound*)malloc(sizeof(AudioBackend_Sound));
+
+ if (sound != NULL)
+ {
+ unsigned char *samples_copy = (unsigned char*)malloc(length);
+
+ if (samples_copy != NULL)
+ {
+ for (size_t i = 0; i < length; ++i)
+ samples_copy[i] = samples[i] - 0x80;
+
+ DCStoreRange(samples_copy, length);
+
+ AXVoice *voice = AXAcquireVoice(31, NULL, NULL);
+
+ if (voice != NULL)
+ {
+ AXVoiceOffsets offs;
+ AXVoiceVeData vol = {
+ .volume = 0x8000,
+ };
+
+ AXVoiceBegin(voice);
+
+ AXSetVoiceType(voice, 0);
+ AXSetVoiceVe(voice, &vol);
+
+ static AXVoiceDeviceMixData mix_data[1][6];
+ mix_data[0][0].bus[0].volume = 0x8000;
+ mix_data[0][1].bus[0].volume = 0x8000;
+
+ AXSetVoiceDeviceMix(voice, AX_DEVICE_TYPE_DRC, 0, mix_data[0]);
+ AXSetVoiceDeviceMix(voice, AX_DEVICE_TYPE_TV, 0, mix_data[0]);
+
+ float srcratio = (float)frequency / (float)AXGetInputSamplesPerSec();
+ AXSetVoiceSrcRatio(voice, srcratio);
+ AXSetVoiceSrcType(voice, AX_VOICE_SRC_TYPE_LINEAR);
+
+ offs.dataType = AX_VOICE_FORMAT_LPCM8;
+ offs.endOffset = length;
+ offs.loopingEnabled = AX_VOICE_LOOP_DISABLED;
+ offs.loopOffset = 0;
+ offs.currentOffset = 0;
+ offs.data = samples_copy;
+ AXSetVoiceOffsets(voice, &offs);
+
+ AXVoiceEnd(voice);
+
+ sound->samples = samples_copy;
+ sound->voice = voice;
+
+ return sound;
+ }
+
+ free(samples_copy);
+ }
+
+ free(sound);
+ }
+
+ return NULL;
+}
+
+void AudioBackend_DestroySound(AudioBackend_Sound *sound)
+{
+ AXFreeVoice(sound->voice);
+ free(sound->samples);
+ free(sound);
+}
+
+void AudioBackend_PlaySound(AudioBackend_Sound *sound, bool looping)
+{
+ AXSetVoiceLoop(sound->voice, looping ? AX_VOICE_LOOP_ENABLED : AX_VOICE_LOOP_DISABLED);
+ AXSetVoiceState(sound->voice, AX_VOICE_STATE_PLAYING);
+}
+
+void AudioBackend_StopSound(AudioBackend_Sound *sound)
+{
+ AXSetVoiceState(sound->voice, AX_VOICE_STATE_STOPPED);
+ AXSetVoiceCurrentOffset(sound->voice, 0);
+}
+
+void AudioBackend_RewindSound(AudioBackend_Sound *sound)
+{
+ AXSetVoiceCurrentOffset(sound->voice, 0);
+}
+
+void AudioBackend_SetSoundFrequency(AudioBackend_Sound *sound, unsigned int frequency)
+{
+ float srcratio = (float)frequency / (float)AXGetInputSamplesPerSec();
+ AXSetVoiceSrcRatio(sound->voice, srcratio);
+}
+
+void AudioBackend_SetSoundVolume(AudioBackend_Sound *sound, long volume)
+{
+ AXVoiceVeData vol = {
+ .volume = (unsigned short)(0x8000 * MillibelToScale(volume)),
+ };
+
+ AXSetVoiceVe(sound->voice, &vol);
+}
+
+void AudioBackend_SetSoundPan(AudioBackend_Sound *sound, long pan)
+{
+ static AXVoiceDeviceMixData mix_data[1][6];
+ mix_data[0][0].bus[0].volume = (unsigned short)(0x8000 * MillibelToScale(-pan));
+ mix_data[0][1].bus[0].volume = (unsigned short)(0x8000 * MillibelToScale(pan));
+
+ AXSetVoiceDeviceMix(sound->voice, AX_DEVICE_TYPE_DRC, 0, mix_data[0]);
+ AXSetVoiceDeviceMix(sound->voice, AX_DEVICE_TYPE_TV, 0, mix_data[0]);
+}
+
+void AudioBackend_SetOrganyaCallback(void (*callback)(void), unsigned int milliseconds)
+{
+ (void)callback;
+ (void)milliseconds;
+}