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@@ -27,19 +27,19 @@
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#include <audsrv.h>
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#include <ps2_audio_driver.h>
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-static int PS2AUDIO_OpenDevice(SDL_AudioDevice *_this)
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+static int PS2AUDIO_OpenDevice(SDL_AudioDevice *device)
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{
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int i, mixlen;
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struct audsrv_fmt_t format;
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- _this->hidden = (struct SDL_PrivateAudioData *)
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- SDL_calloc(1, sizeof(*_this->hidden));
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- if (_this->hidden == NULL) {
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+ device->hidden = (struct SDL_PrivateAudioData *)
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+ SDL_calloc(1, sizeof(*device->hidden));
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+ if (device->hidden == NULL) {
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return SDL_OutOfMemory();
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}
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/* These are the native supported audio PS2 configs */
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- switch (_this->spec.freq) {
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+ switch (device->spec.freq) {
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case 11025:
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case 12000:
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case 22050:
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@@ -49,19 +49,19 @@ static int PS2AUDIO_OpenDevice(SDL_AudioDevice *_this)
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case 48000:
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break; // acceptable value, keep it
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default:
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- _this->spec.freq = 48000;
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+ device->spec.freq = 48000;
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break;
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}
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- _this->sample_frames = 512;
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- _this->spec.channels = _this->spec.channels == 1 ? 1 : 2;
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- _this->spec.format = _this->spec.format == SDL_AUDIO_S8 ? SDL_AUDIO_S8 : SDL_AUDIO_S16;
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+ device->sample_frames = 512;
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+ device->spec.channels = device->spec.channels == 1 ? 1 : 2;
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+ device->spec.format = device->spec.format == SDL_AUDIO_S8 ? SDL_AUDIO_S8 : SDL_AUDIO_S16;
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- format.bits = _this->spec.format == SDL_AUDIO_S8 ? 8 : 16;
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- format.freq = _this->spec.freq;
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- format.channels = _this->spec.channels;
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+ format.bits = device->spec.format == SDL_AUDIO_S8 ? 8 : 16;
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+ format.freq = device->spec.freq;
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+ format.channels = device->spec.channels;
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- _this->hidden->channel = audsrv_set_format(&format);
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+ device->hidden->channel = audsrv_set_format(&format);
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audsrv_set_volume(MAX_VOLUME);
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if (_this->hidden->channel < 0) {
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@@ -71,62 +71,62 @@ static int PS2AUDIO_OpenDevice(SDL_AudioDevice *_this)
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}
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/* Update the fragment size as size in bytes. */
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- SDL_UpdatedAudioDeviceFormat(_this);
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+ SDL_UpdatedAudioDeviceFormat(device);
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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->buffer_size * NUM_BUFFERS;
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- _this->hidden->rawbuf = (Uint8 *)SDL_aligned_alloc(64, mixlen);
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- if (_this->hidden->rawbuf == NULL) {
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+ mixlen = device->buffer_size * NUM_BUFFERS;
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+ device->hidden->rawbuf = (Uint8 *)SDL_aligned_alloc(64, mixlen);
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+ if (device->hidden->rawbuf == NULL) {
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return SDL_SetError("Couldn't allocate mixing buffer");
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}
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- SDL_memset(_this->hidden->rawbuf, 0, mixlen);
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+ SDL_memset(device->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->buffer_size];
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+ device->hidden->mixbufs[i] = &device->hidden->rawbuf[i * device->buffer_size];
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}
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- _this->hidden->next_buffer = 0;
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+ device->hidden->next_buffer = 0;
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return 0;
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}
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-static void PS2AUDIO_PlayDevice(SDL_AudioDevice *_this, const Uint8 *buffer, int buflen)
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+static void PS2AUDIO_PlayDevice(SDL_AudioDevice *device, const Uint8 *buffer, int buflen)
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{
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audsrv_play_audio((char *)buffer, buflen);
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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(SDL_AudioDevice *_this)
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+static void PS2AUDIO_WaitDevice(SDL_AudioDevice *device)
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{
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- audsrv_wait_audio(_this->buffer_size);
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+ audsrv_wait_audio(device->buffer_size);
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}
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-static Uint8 *PS2AUDIO_GetDeviceBuf(SDL_AudioDevice *_this, int *buffer_size)
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+static Uint8 *PS2AUDIO_GetDeviceBuf(SDL_AudioDevice *device, int *buffer_size)
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{
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- Uint8 *buffer = _this->hidden->mixbufs[_this->hidden->next_buffer];
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- _this->hidden->next_buffer = (_this->hidden->next_buffer + 1) % NUM_BUFFERS;
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+ Uint8 *buffer = device->hidden->mixbufs[device->hidden->next_buffer];
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+ device->hidden->next_buffer = (device->hidden->next_buffer + 1) % NUM_BUFFERS;
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return buffer;;
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}
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-static void PS2AUDIO_CloseDevice(SDL_AudioDevice *_this)
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+static void PS2AUDIO_CloseDevice(SDL_AudioDevice *device)
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{
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- if (_this->hidden) {
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- if (_this->hidden->channel >= 0) {
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+ if (device->hidden) {
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+ if (device->hidden->channel >= 0) {
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audsrv_stop_audio();
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- _this->hidden->channel = -1;
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+ device->hidden->channel = -1;
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}
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if (_this->hidden->rawbuf != NULL) {
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SDL_aligned_free(_this->hidden->rawbuf);
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_this->hidden->rawbuf = NULL;
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}
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- SDL_free(_this->hidden);
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- _this->hidden = NULL;
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+ SDL_free(device->hidden);
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+ device->hidden = NULL;
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}
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}
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-static void PS2AUDIO_ThreadInit(SDL_AudioDevice *_this)
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+static void PS2AUDIO_ThreadInit(SDL_AudioDevice *device)
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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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