shithub: cstory

Download patch

ref: d391ab77f9a3dfcf2635029c18ac190e41a5a2a0
parent: 268d68b0783581e50ab7d7eb3d6ed5667271735d
author: Clownacy <Clownacy@users.noreply.github.com>
date: Wed Oct 14 19:18:43 EDT 2020

Add a hardware-accelerated 3DS audio backend

Hell yes

--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -25,7 +25,7 @@
 option(FREETYPE_FONTS "Use FreeType2 to render the DejaVu Mono (English) or Migu1M (Japanese) fonts, instead of using pre-rendered copies of Courier New (English) and MS Gothic (Japanese)" OFF)
 
 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, 'Wii U' for the Wii U's hardware-accelerated GX2 API, '3DS' for the 3DS's hardware accelerated Citro2D/Citro3D API, or 'Software' for a handwritten software renderer")
-set(BACKEND_AUDIO "SDL2" CACHE STRING "Which audio backend the game should use: 'SDL2', 'miniaudio', 'WiiU-Hardware', 'WiiU-Software', '3DS', or 'Null'")
+set(BACKEND_AUDIO "SDL2" CACHE STRING "Which audio backend the game should use: 'SDL2', 'miniaudio', 'WiiU-Hardware', 'WiiU-Software', '3DS-Hardware', '3DS-Software', or 'Null'")
 set(BACKEND_PLATFORM "SDL2" CACHE STRING "Which platform backend the game should use: 'SDL2', 'GLFW3', 'WiiU', '3DS', or 'Null'")
 
 option(LTO "Enable link-time optimisation" OFF)
@@ -371,7 +371,11 @@
 		"src/Backends/Audio/SoftwareMixer/Backend.h"
 		"src/Backends/Audio/SoftwareMixer/WiiU-Software.cpp"
 	)
-elseif(BACKEND_AUDIO MATCHES "3DS")
+elseif(BACKEND_AUDIO MATCHES "3DS-Hardware")
+	target_sources(CSE2 PRIVATE
+		"src/Backends/Audio/3DS.cpp"
+	)
+elseif(BACKEND_AUDIO MATCHES "3DS-Software")
 	target_sources(CSE2 PRIVATE
 		"src/Backends/Audio/SoftwareMixer.cpp"
 		"src/Backends/Audio/SoftwareMixer/Mixer.cpp"
--- a/README.md
+++ b/README.md
@@ -109,7 +109,8 @@
 `-DBACKEND_AUDIO=miniaudio` | Deliver audio with miniaudio (software-mixer)
 `-DBACKEND_AUDIO=WiiU-Hardware` | Deliver audio with Wii U's AXVoice API (hardware-accelerated) (WARNING - currently broken: voices randomly disappear for unknown reasons)
 `-DBACKEND_AUDIO=WiiU-Software` | Deliver audio with Wii U's AXVoice API (software-mixer)
-`-DBACKEND_AUDIO=3DS` | Deliver audio with 3DS's NDSP API (software-mixer)
+`-DBACKEND_AUDIO=3DS-Hardware` | Deliver audio with 3DS's NDSP API (hardware-accelerated)
+`-DBACKEND_AUDIO=3DS-Software` | Deliver audio with 3DS's NDSP API (software-mixer)
 `-DBACKEND_AUDIO=Null` | Don't deliver audio at all (WARNING - game will have no audio)
 `-DBACKEND_PLATFORM=SDL2` | (Default) Use SDL2 for miscellaneous platform-dependant operations
 `-DBACKEND_PLATFORM=GLFW3` | Use GLFW3 for miscellaneous platform-dependant operations
--- /dev/null
+++ b/src/Backends/Audio/3DS.cpp
@@ -1,0 +1,264 @@
+#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(x, y, z) MIN(MAX((x), (y)), (z))
+
+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 Thread audio_thread;
+static bool audio_thread_die;
+
+static void OrganyaThread(void *user_data)
+{
+	(void)user_data;
+
+	while (!audio_thread_die)
+	{
+		if (organya_callback_timer == 0)
+		{
+			// Is Organya isn't currently playing, idle for 10ms and check again
+			svcSleepThread(10 * 1000000);
+		}
+		else
+		{
+			organya_callback();
+
+			svcSleepThread(organya_callback_timer * 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)
+{
+	ndspInit();
+
+	ndspSetOutputMode(NDSP_OUTPUT_STEREO);
+
+	audio_thread_die = false;
+	audio_thread = threadCreate(OrganyaThread, NULL, 32 * 1024, 0x18, -1, false);
+
+	return true;
+}
+
+void AudioBackend_Deinit(void)
+{
+	audio_thread_die = true;
+	threadJoin(audio_thread, UINT64_MAX);
+	threadFree(audio_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))
+{
+	organya_callback = callback;
+}
+
+void AudioBackend_SetOrganyaTimer(unsigned int milliseconds)
+{
+	organya_callback_timer = milliseconds;
+}