ref: aac1c9c844bb05bf39b8659b2e9a8641e387ce97
dir: /src/Backends/Audio/SoftwareMixer.cpp/
#include "../Audio.h" #include <stddef.h> #include "SoftwareMixer/Backend.h" #include "SoftwareMixer/Mixer.h" #define MIN(a, b) ((a) < (b) ? (a) : (b)) static unsigned long output_frequency; static void (*organya_callback)(void); static unsigned int organya_callback_timer_master; static void MixSoundsAndUpdateOrganya(long *stream, size_t frames_total) { SoftwareMixerBackend_LockOrganyaMutex(); if (organya_callback_timer_master == 0) { SoftwareMixerBackend_LockMixerMutex(); Mixer_MixSounds(stream, frames_total); SoftwareMixerBackend_UnlockMixerMutex(); } 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_callback_timer; if (organya_callback_timer == 0) { organya_callback_timer = organya_callback_timer_master; organya_callback(); } const unsigned int frames_to_do = MIN(organya_callback_timer, frames_total - frames_done); SoftwareMixerBackend_LockMixerMutex(); Mixer_MixSounds(stream + frames_done * 2, frames_to_do); SoftwareMixerBackend_UnlockMixerMutex(); frames_done += frames_to_do; organya_callback_timer -= frames_to_do; } } SoftwareMixerBackend_UnlockOrganyaMutex(); } bool AudioBackend_Init(void) { output_frequency = SoftwareMixerBackend_Init(MixSoundsAndUpdateOrganya); if (output_frequency != 0) { Mixer_Init(output_frequency); if (SoftwareMixerBackend_Start()) return true; SoftwareMixerBackend_Deinit(); } return false; } void AudioBackend_Deinit(void) { return SoftwareMixerBackend_Deinit(); } AudioBackend_Sound* AudioBackend_CreateSound(unsigned int frequency, const unsigned char *samples, size_t length) { SoftwareMixerBackend_LockMixerMutex(); Mixer_Sound *sound = Mixer_CreateSound(frequency, samples, length); SoftwareMixerBackend_UnlockMixerMutex(); return (AudioBackend_Sound*)sound; } void AudioBackend_DestroySound(AudioBackend_Sound *sound) { if (sound == NULL) return; SoftwareMixerBackend_LockMixerMutex(); Mixer_DestroySound((Mixer_Sound*)sound); SoftwareMixerBackend_UnlockMixerMutex(); } void AudioBackend_PlaySound(AudioBackend_Sound *sound, bool looping) { if (sound == NULL) return; SoftwareMixerBackend_LockMixerMutex(); Mixer_PlaySound((Mixer_Sound*)sound, looping); SoftwareMixerBackend_UnlockMixerMutex(); } void AudioBackend_StopSound(AudioBackend_Sound *sound) { if (sound == NULL) return; SoftwareMixerBackend_LockMixerMutex(); Mixer_StopSound((Mixer_Sound*)sound); SoftwareMixerBackend_UnlockMixerMutex(); } void AudioBackend_RewindSound(AudioBackend_Sound *sound) { if (sound == NULL) return; SoftwareMixerBackend_LockMixerMutex(); Mixer_RewindSound((Mixer_Sound*)sound); SoftwareMixerBackend_UnlockMixerMutex(); } void AudioBackend_SetSoundFrequency(AudioBackend_Sound *sound, unsigned int frequency) { if (sound == NULL) return; SoftwareMixerBackend_LockMixerMutex(); Mixer_SetSoundFrequency((Mixer_Sound*)sound, frequency); SoftwareMixerBackend_UnlockMixerMutex(); } void AudioBackend_SetSoundVolume(AudioBackend_Sound *sound, long volume) { if (sound == NULL) return; SoftwareMixerBackend_LockMixerMutex(); Mixer_SetSoundVolume((Mixer_Sound*)sound, volume); SoftwareMixerBackend_UnlockMixerMutex(); } void AudioBackend_SetSoundPan(AudioBackend_Sound *sound, long pan) { if (sound == NULL) return; SoftwareMixerBackend_LockMixerMutex(); Mixer_SetSoundPan((Mixer_Sound*)sound, pan); SoftwareMixerBackend_UnlockMixerMutex(); } void AudioBackend_SetOrganyaCallback(void (*callback)(void)) { SoftwareMixerBackend_LockOrganyaMutex(); organya_callback = callback; SoftwareMixerBackend_UnlockOrganyaMutex(); } void AudioBackend_SetOrganyaTimer(unsigned int milliseconds) { SoftwareMixerBackend_LockOrganyaMutex(); organya_callback_timer_master = (milliseconds * output_frequency) / 1000; // convert milliseconds to audio frames SoftwareMixerBackend_UnlockOrganyaMutex(); }