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+/*
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+ Simple DirectMedia Layer
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+ Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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+
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+ This software is provided 'as-is', without any express or implied
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+ warranty. In no event will the authors be held liable for any damages
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+ arising from the use of this software.
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+
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+ Permission is granted to anyone to use this software for any purpose,
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+ including commercial applications, and to alter it and redistribute it
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+ freely, subject to the following restrictions:
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+
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+ 1. The origin of this software must not be misrepresented; you must not
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+ claim that you wrote the original software. If you use this software
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+ in a product, an acknowledgment in the product documentation would be
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+ appreciated but is not required.
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+ 2. Altered source versions must be plainly marked as such, and must not be
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+ misrepresented as being the original software.
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+ 3. This notice may not be removed or altered from any source distribution.
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+*/
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+#include "../../SDL_internal.h"
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+
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+/* Output audio to nowhere... */
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+
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+#include "SDL_timer.h"
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+#include "SDL_audio.h"
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+#include "../SDL_audio_c.h"
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+#include "SDL_ps2audio.h"
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+
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+#include <kernel.h>
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+#include <malloc.h>
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+#include <audsrv.h>
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+#include <ps2_audio_driver.h>
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+
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+/* The tag name used by PS2 audio */
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+#define PS2AUDIO_DRIVER_NAME "ps2"
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+
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+static int
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+PS2AUDIO_OpenDevice(_THIS, const char *devname)
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+{
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+ int i, mixlen;
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+ struct audsrv_fmt_t format;
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+
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+ this->hidden = (struct SDL_PrivateAudioData *)
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+ SDL_malloc(sizeof(*this->hidden));
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+ if (this->hidden == NULL) {
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+ return SDL_OutOfMemory();
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+ }
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+ SDL_zerop(this->hidden);
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+
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+ /* This is the native supported audio PS2 config */
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+ this->spec.freq = 48000;
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+ this->spec.samples = 512;
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+ this->spec.channels = 2;
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+ this->spec.format = AUDIO_S16LSB;
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+
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+ SDL_CalculateAudioSpec(&this->spec);
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+
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+ format.bits = 16;
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+ format.freq = this->spec.freq;
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+ format.channels = this->spec.channels;
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+
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+ this->hidden->channel = audsrv_set_format(&format);
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+ audsrv_set_volume(MAX_VOLUME);
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+
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+ if (this->hidden->channel < 0) {
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+ free(this->hidden->rawbuf);
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+ this->hidden->rawbuf = NULL;
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+ return SDL_SetError("Couldn't reserve hardware channel");
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+ }
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+
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+ /* Update the fragment size as size in bytes. */
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+ SDL_CalculateAudioSpec(&this->spec);
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+
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+ /* Allocate the mixing buffer. Its size and starting address must
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+ be a multiple of 64 bytes. Our sample count is already a multiple of
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+ 64, so spec->size should be a multiple of 64 as well. */
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+ mixlen = this->spec.size * NUM_BUFFERS;
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+ this->hidden->rawbuf = (Uint8 *) memalign(64, mixlen);
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+ if (this->hidden->rawbuf == NULL) {
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+ return SDL_SetError("Couldn't allocate mixing buffer");
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+ }
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+
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+ SDL_memset(this->hidden->rawbuf, 0, mixlen);
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+ for (i = 0; i < NUM_BUFFERS; i++) {
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+ this->hidden->mixbufs[i] = &this->hidden->rawbuf[i * this->spec.size];
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+ }
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+
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+ this->hidden->next_buffer = 0;
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+ return 0;
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+}
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+
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+static void PS2AUDIO_PlayDevice(_THIS)
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+{
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+ uint8_t *mixbuf = this->hidden->mixbufs[this->hidden->next_buffer];
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+ audsrv_play_audio((char *)mixbuf, this->spec.size);
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+
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+ this->hidden->next_buffer = (this->hidden->next_buffer + 1) % NUM_BUFFERS;
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+}
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+
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+/* This function waits until it is possible to write a full sound buffer */
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+static void PS2AUDIO_WaitDevice(_THIS)
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+{
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+ audsrv_wait_audio(this->spec.size);
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+}
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+
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+static Uint8 *PS2AUDIO_GetDeviceBuf(_THIS)
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+{
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+ return this->hidden->mixbufs[this->hidden->next_buffer];
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+}
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+
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+static void PS2AUDIO_CloseDevice(_THIS)
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+{
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+ if (this->hidden->channel >= 0) {
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+ audsrv_stop_audio();
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+ this->hidden->channel = -1;
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+ }
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+
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+ if (this->hidden->rawbuf != NULL) {
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+ free(this->hidden->rawbuf);
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+ this->hidden->rawbuf = NULL;
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+ }
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+}
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+
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+static void PS2AUDIO_ThreadInit(_THIS)
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+{
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+ /* Increase the priority of this audio thread by 1 to put it
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+ ahead of other SDL threads. */
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+ int32_t thid;
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+ ee_thread_status_t status;
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+ thid = GetThreadId();
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+ if (ReferThreadStatus(GetThreadId(), &status) == 0) {
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+ ChangeThreadPriority(thid, status.current_priority);
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+ }
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+}
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+
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+static void PS2AUDIO_Deinitialize(void)
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+{
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+ deinit_audio_driver();
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+}
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+
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+static SDL_bool PS2AUDIO_Init(SDL_AudioDriverImpl * impl)
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+{
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+ if(init_audio_driver() < 0)
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+ return SDL_FALSE;
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+
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+ /* Set the function pointers */
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+ impl->OpenDevice = PS2AUDIO_OpenDevice;
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+ impl->PlayDevice = PS2AUDIO_PlayDevice;
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+ impl->WaitDevice = PS2AUDIO_WaitDevice;
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+ impl->GetDeviceBuf = PS2AUDIO_GetDeviceBuf;
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+ impl->CloseDevice = PS2AUDIO_CloseDevice;
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+ impl->ThreadInit = PS2AUDIO_ThreadInit;
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+ impl->Deinitialize = PS2AUDIO_Deinitialize;
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+ impl->OnlyHasDefaultOutputDevice = SDL_TRUE;
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+ return SDL_TRUE; /* this audio target is available. */
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+}
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+
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+AudioBootStrap PS2AUDIO_bootstrap = {
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+ "ps2", "PS2 audio driver", PS2AUDIO_Init, SDL_FALSE
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+};
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+
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+/* vi: set ts=4 sw=4 expandtab: */
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