ref: b2eae2b262371db954fcc1e6d77486a94021b324
dir: /src/Backends/Audio/3DS.cpp/
// Released under the MIT licence. // See LICENCE.txt for details. #include "../Audio.h" #include <math.h> #include <stddef.h> #include <stdlib.h> #include <string.h> #include <3ds.h> #include "../Misc.h" #define MIN(a, b) ((a) < (b) ? (a) : (b)) #define MAX(a, b) ((a) > (b) ? (a) : (b)) #define CLAMP(a, min, max) MIN(MAX((a), (min)), (max)) typedef struct AudioBackend_Sound { signed char *samples; ndspWaveBuf wave_buffer; unsigned int frequency; float volume; float pan_l; float pan_r; bool looping; int channel; unsigned int identifier; } AudioBackend_Sound; static struct { unsigned int sound_identifier; AudioBackend_Sound *sound; } channels[24]; static void (*organya_callback)(void); static unsigned int organya_callback_timer; static LightLock organya_mutex; static Thread organya_thread; static bool organya_thread_die; static void OrganyaThread(void *user_data) { (void)user_data; while (!organya_thread_die) { LightLock_Lock(&organya_mutex); unsigned int sleep_milliseconds = 10; if (organya_callback_timer != 0) { organya_callback(); sleep_milliseconds = organya_callback_timer; } LightLock_Unlock(&organya_mutex); svcSleepThread(sleep_milliseconds * 1000000); } } static float MillibelToScale(long volume) { // Volume is in hundredths of a decibel, from 0 to -10000 volume = CLAMP(volume, -10000, 0); return pow(10.0f, volume / 2000.0f); } static int AllocateChannel(AudioBackend_Sound *sound) { // Search for a channel which either doesn't have an assigned sound, // or whose assigned sound has since stopped playing. for (int i = 0; i < 24; ++i) { if (channels[i].sound_identifier == 0 || channels[i].sound->wave_buffer.status == NDSP_WBUF_FREE || channels[i].sound->wave_buffer.status == NDSP_WBUF_DONE) { channels[i].sound_identifier = sound->identifier; channels[i].sound = sound; return i; } } Backend_PrintInfo("Ran out of sound channels - hey you, whatever you're doing, stop it!"); return -1; } bool AudioBackend_Init(void) { Result rc = ndspInit(); if (R_SUCCEEDED(rc)) { ndspSetOutputMode(NDSP_OUTPUT_STEREO); LightLock_Init(&organya_mutex); s32 priority = 0x30; svcGetThreadPriority(&priority, CUR_THREAD_HANDLE); organya_thread_die = false; organya_thread = threadCreate(OrganyaThread, NULL, 32 * 1024, CLAMP(priority - 1, 0x18, 0x3F), -1, false); return true; } else { if (R_SUMMARY(rc) == RS_NOTFOUND && R_MODULE(rc) == RM_DSP) Backend_PrintError("Could not load DSP firmware.\nThe game will not have any audio!\nTo fix this, you need to dump your\n3DS's DSP firmware.\nGoogle it if you're not sure what to do."); else Backend_PrintError("ndspInit failed in AudioBackend_Init"); } return false; } void AudioBackend_Deinit(void) { organya_thread_die = true; threadJoin(organya_thread, UINT64_MAX); threadFree(organya_thread); ndspExit(); } AudioBackend_Sound* AudioBackend_CreateSound(unsigned int frequency, const unsigned char *samples, size_t length) { static unsigned int identifier_allocator; AudioBackend_Sound *sound = (AudioBackend_Sound*)malloc(sizeof(AudioBackend_Sound)); if (sound != NULL) { sound->samples = (signed char*)linearAlloc(length); if (sound->samples != NULL) { for (size_t i = 0; i < length; ++i) sound->samples[i] = samples[i] - 0x80; DSP_FlushDataCache(sound->samples, length); memset(&sound->wave_buffer, 0, sizeof(sound->wave_buffer)); sound->wave_buffer.data_vaddr = sound->samples; sound->wave_buffer.nsamples = length; sound->frequency = frequency; sound->volume = 1.0f; sound->pan_l = 1.0f; sound->pan_r = 1.0f; sound->looping = false; sound->channel = -1; do { sound->identifier = ++identifier_allocator; } while (sound->identifier == 0); // 0 is reserved return sound; } else { Backend_PrintError("linearAlloc failed in AudioBackend_CreateSound"); } free(sound); } else { Backend_PrintError("malloc failed in AudioBackend_CreateSound"); } return NULL; } void AudioBackend_DestroySound(AudioBackend_Sound *sound) { if (sound->channel != -1 && channels[sound->channel].sound_identifier == sound->identifier) { ndspChnWaveBufClear(sound->channel); channels[sound->channel].sound_identifier = 0; channels[sound->channel].sound = NULL; } linearFree(sound->samples); free(sound); } void AudioBackend_PlaySound(AudioBackend_Sound *sound, bool looping) { if (sound->channel == -1 || channels[sound->channel].sound_identifier != sound->identifier) sound->channel = AllocateChannel(sound); bool previous_looping = sound->looping; sound->looping = looping; if (sound->channel != -1) { if (sound->wave_buffer.status == NDSP_WBUF_FREE || sound->wave_buffer.status == NDSP_WBUF_DONE || previous_looping != looping) { ndspChnWaveBufClear(sound->channel); ndspChnSetInterp(sound->channel, NDSP_INTERP_LINEAR); ndspChnSetRate(sound->channel, sound->frequency); ndspChnSetFormat(sound->channel, NDSP_FORMAT_MONO_PCM8); sound->wave_buffer.looping = looping; float mix[12]; memset(mix, 0, sizeof(mix)); mix[0] = sound->pan_l * sound->volume; mix[1] = sound->pan_r * sound->volume; ndspChnSetMix(sound->channel, mix); ndspChnWaveBufAdd(sound->channel, &sound->wave_buffer); } } } void AudioBackend_StopSound(AudioBackend_Sound *sound) { if (sound->channel != -1 && channels[sound->channel].sound_identifier == sound->identifier) ndspChnWaveBufClear(sound->channel); } void AudioBackend_RewindSound(AudioBackend_Sound *sound) { (void)sound; } void AudioBackend_SetSoundFrequency(AudioBackend_Sound *sound, unsigned int frequency) { sound->frequency = frequency; if (sound->channel != -1 && channels[sound->channel].sound_identifier == sound->identifier) ndspChnSetRate(sound->channel, frequency); } void AudioBackend_SetSoundVolume(AudioBackend_Sound *sound, long volume) { sound->volume = MillibelToScale(volume); if (sound->channel != -1 && channels[sound->channel].sound_identifier == sound->identifier) { float mix[12]; memset(mix, 0, sizeof(mix)); mix[0] = sound->pan_l * sound->volume; mix[1] = sound->pan_r * sound->volume; ndspChnSetMix(sound->channel, mix); } } void AudioBackend_SetSoundPan(AudioBackend_Sound *sound, long pan) { sound->pan_l = MillibelToScale(-pan); sound->pan_r = MillibelToScale(pan); if (sound->channel != -1 && channels[sound->channel].sound_identifier == sound->identifier) { float mix[12]; memset(mix, 0, sizeof(mix)); mix[0] = sound->pan_l * sound->volume; mix[1] = sound->pan_r * sound->volume; ndspChnSetMix(sound->channel, mix); } } void AudioBackend_SetOrganyaCallback(void (*callback)(void)) { LightLock_Lock(&organya_mutex); organya_callback = callback; LightLock_Unlock(&organya_mutex); } void AudioBackend_SetOrganyaTimer(unsigned int milliseconds) { LightLock_Lock(&organya_mutex); organya_callback_timer = milliseconds; LightLock_Unlock(&organya_mutex); }