mirror of
https://github.com/RaySollium99/picodrive.git
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363 lines
10 KiB
C++
363 lines
10 KiB
C++
/*******************************************************************
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*
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* File: Audio_motorola.cpp
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*
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* Author: Peter van Sebille (peter@yipton.net)
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*
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* Modified/adapted for picodriveN by notaz, 2006
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*
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* (c) Copyright 2006, notaz
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* (c) Copyright 2001, Peter van Sebille
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* All Rights Reserved
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*
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*******************************************************************/
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// if only I had Motorola to test this on..
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#include "audio_motorola.h"
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#ifdef __DEBUG_PRINT_SND
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#include <e32svr.h> // RDebug
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#define DEBUGPRINT(x...) RDebug::Print(x)
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#else
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#define DEBUGPRINT(x...)
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#endif
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GLDEF_C TInt E32Dll(TDllReason)
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{
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return KErrNone;
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}
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/*******************************************
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*
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* CGameAudioMot
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*
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*******************************************/
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CGameAudioMot::CGameAudioMot(TInt aRate, TBool aStereo, TInt aPcmFrames, TInt aBufferedFrames)
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: iRate(aRate), iStereo(aStereo), iBufferedFrames(aBufferedFrames), iPcmFrames(aPcmFrames)
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{
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DEBUGPRINT(_L("CGameAudioMot::CGameAudioMot"));
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}
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CGameAudioMot* CGameAudioMot::NewL(TInt aRate, TBool aStereo, TInt aPcmFrames, TInt aBufferedFrames)
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{
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DEBUGPRINT(_L("CGameAudioMot::NewL(%i, %i, %i, %i)"),aRate, aStereo, aPcmFrames, aBufferedFrames);
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CGameAudioMot* self = new(ELeave) CGameAudioMot(aRate, aStereo, aPcmFrames, aBufferedFrames);
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CleanupStack::PushL(self);
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self->ConstructL();
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CleanupStack::Pop(); // self
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return self;
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}
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CGameAudioMot::~CGameAudioMot()
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{
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DEBUGPRINT(_L("CGameAudioMot::~CGameAudioMot()"));
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if(iAudioOutputStream) {
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iScheduler->Schedule(); // let it finish it's stuff
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//iAudioOutputStream->Stop();
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delete iAudioOutputStream;
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}
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if(iAudioControl) delete iAudioControl;
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for (TInt i=0 ; i < KSoundBuffers+1; i++) {
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delete iSoundBufferPtrs[i];
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delete iSoundBuffers[i];
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}
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// Polled AS
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if(iScheduler) delete iScheduler;
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}
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void CGameAudioMot::ConstructL()
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{
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iScheduler = CPolledActiveScheduler::NewL();
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iSettings.iPCMSettings.iSamplingFreq = (TMSampleRate) iRate;
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iSettings.iPCMSettings.iStereo = iStereo;
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TInt bytesPerFrame = iStereo ? iPcmFrames << 2 : iPcmFrames << 1;
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for (TInt i=0 ; i<KSoundBuffers ; i++)
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{
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iSoundBuffers[i] = HBufC8::NewL(bytesPerFrame * iBufferedFrames);
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iSoundBuffers[i]->Des().FillZ (bytesPerFrame * iBufferedFrames);
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iSoundBufferPtrs[i] = new TPtr8( iSoundBuffers[i]->Des() );
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}
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// because feeding 2 buffers after an underflow is a little too much, but feeding 1 may be not enough,
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// prepare this ~50ms empty buffer to additionaly feed after every underflow.
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iSoundBuffers[KSoundBuffers] = HBufC8::NewL(bytesPerFrame * (iBufferedFrames / 4));
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iSoundBuffers[KSoundBuffers]->Des().FillZ (bytesPerFrame * (iBufferedFrames / 4));
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iSoundBufferPtrs[KSoundBuffers] = new TPtr8( iSoundBuffers[KSoundBuffers]->Des() );
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iCurrentBuffer = 0;
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iListener.iFatalError = iListener.iIsOpen = iListener.iIsCtrlOpen = EFalse;
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// here we actually test if we can create and open CMdaAudioOutputStream at all, but really create and use it later.
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iAudioOutputStream = CMAudioFB::NewL(EMAudioFBRequestTypeDecode, EMAudioFBFormatPCM, iSettings, iListener);
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if(iAudioOutputStream) {
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delete iAudioOutputStream;
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iAudioOutputStream = 0;
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}
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// ceate audio control object
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iAudioControl = CMAudioAC::NewL(iListener);
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}
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// returns a pointer to buffer for next frame,
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// to be used when iSoundBuffers are used directly
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TInt16 *CGameAudioMot::NextFrameL()
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{
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iCurrentPosition += iPcmFrames << (iStereo?1:0);
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if (++iFrameCount == iBufferedFrames)
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{
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WriteBlockL();
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}
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iScheduler->Schedule();
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if(iListener.iFatalError || iListener.iUnderflowed > KMaxUnderflows) {
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if(iAudioOutputStream) delete iAudioOutputStream;
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iAudioOutputStream = 0;
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return 0;
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}
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else if(iListener.iUnderflowed) UnderflowedL();
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return iCurrentPosition;
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}
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TInt16 *CGameAudioMot::DupeFrameL(TInt &aUnderflowed)
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{
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TInt shorts = iStereo ? (iPcmFrames << 1) : iPcmFrames;
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if(iFrameCount)
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Mem::Copy(iCurrentPosition, iCurrentPosition-shorts, shorts<<1);
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else {
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TInt lastBuffer = iCurrentBuffer;
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if(--lastBuffer < 0) lastBuffer = KSoundBuffers - 1;
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Mem::Copy(iCurrentPosition, ((TInt16*) (iSoundBuffers[lastBuffer]->Ptr()))+shorts*(iBufferedFrames-1), shorts<<1);
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}
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iCurrentPosition += shorts;
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if (++iFrameCount == iBufferedFrames)
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{
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WriteBlockL();
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}
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iScheduler->Schedule();
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if(iListener.iFatalError || iListener.iUnderflowed > KMaxUnderflows) {
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if(iAudioOutputStream) delete iAudioOutputStream;
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iAudioOutputStream = 0;
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return 0;
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}
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else if((aUnderflowed = iListener.iUnderflowed)) UnderflowedL(); // not again!
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return iCurrentPosition;
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}
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void CGameAudioMot::WriteBlockL()
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{
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iScheduler->Schedule();
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// do not write until stream is open
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if(!iListener.iIsOpen) WaitForOpenToCompleteL();
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//if(!iListener.iHasCopied) WaitForCopyToCompleteL(); // almost never happens anyway and sometimes even deadlocks?
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//iListener.iHasCopied = EFalse;
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if(!iListener.iUnderflowed) {
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iAudioOutputStream->QueueBufferL(iSoundBufferPtrs[iCurrentBuffer]);
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// it is certain we already Queued at least 2 buffers (one just after underflow, another above)
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if(!iDecoding) {
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iAudioOutputStream->DecodeL();
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iDecoding = ETrue;
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}
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}
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iFrameCount = 0;
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if (++iCurrentBuffer == KSoundBuffers)
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iCurrentBuffer = 0;
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iCurrentPosition = (TInt16*) iSoundBuffers[iCurrentBuffer]->Ptr();
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}
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void CGameAudioMot::Pause()
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{
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if(!iAudioOutputStream) return;
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iScheduler->Schedule();
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// iAudioOutputStream->Stop(); // may be this breaks everything in A925?
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delete iAudioOutputStream;
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iAudioOutputStream = 0;
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}
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// call this before doing any playback!
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TInt16 *CGameAudioMot::ResumeL()
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{
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DEBUGPRINT(_L("CGameAudioMot::Resume()"));
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iScheduler->Schedule();
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// we act a bit strange here: simulate buffer underflow, which actually starts audio
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iListener.iIsOpen = ETrue;
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iListener.iUnderflowed = 1;
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iListener.iFatalError = EFalse;
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iFrameCount = 0;
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iCurrentPosition = (TInt16*) iSoundBuffers[iCurrentBuffer]->Ptr();
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return iCurrentPosition;
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}
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// handles underflow condition
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void CGameAudioMot::UnderflowedL()
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{
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// recreate the stream
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if(iAudioOutputStream) delete iAudioOutputStream;
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if(iListener.iUnderflowed > 4) {
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// HACK: A925 user said sound works for the first time, but fails after pause/resume, etc.
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// at the very beginning we create and delete CMAudioFB object, maybe we should do this every time?
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iAudioOutputStream = CMAudioFB::NewL(EMAudioFBRequestTypeDecode, EMAudioFBFormatPCM, iSettings, iListener);
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if(iAudioOutputStream) delete iAudioOutputStream;
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}
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iAudioOutputStream = CMAudioFB::NewL(EMAudioFBRequestTypeDecode, EMAudioFBFormatPCM, iSettings, iListener);
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iListener.iIsOpen = EFalse; // wait for it to open
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iDecoding = EFalse;
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//iListener.iHasCopied = ETrue; // but don't wait for last copy to complete
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// let it open and feed some stuff to make it happy
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User::After(0);
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//TInt lastBuffer = iCurrentBuffer;
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//if(--lastBuffer < 0) lastBuffer = KSoundBuffers - 1;
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iScheduler->Schedule();
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if(!iListener.iIsOpen) WaitForOpenToCompleteL();
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if(iListener.iUnderflowed) {
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// something went wrong again. May be it needs time? Trying to fix something without ability to test is hell.
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if(iAudioOutputStream) delete iAudioOutputStream;
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iAudioOutputStream = 0;
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User::After(50*000);
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iScheduler->Schedule();
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return;
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}
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iAudioOutputStream->QueueBufferL(iSoundBufferPtrs[KSoundBuffers]); // try a short buffer with hope to reduce lag
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}
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void CGameAudioMot::ChangeVolume(TInt aUp)
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{
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if(iAudioControl && iListener.iIsCtrlOpen)
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{
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TInt vol = iAudioControl->GetMasterVolume();
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TInt max = iAudioControl->GetMaxMasterVolume();
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if(aUp) vol++; // adjust volume
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else vol--;
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if(vol >= 0 && vol <= max)
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{
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iAudioControl->SetMasterVolume(vol);
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}
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}
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}
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void CGameAudioMot::WaitForOpenToCompleteL()
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{
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DEBUGPRINT(_L("CGameAudioMot::WaitForOpenToCompleteL"));
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TInt count = 20; // 2 seconds
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TInt waitPeriod = 100 * 1000;
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if(!iListener.iIsOpen) {
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// it is often enough to do this
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User::After(0);
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iScheduler->Schedule();
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}
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while (!iListener.iIsOpen && --count)
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{
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User::After(waitPeriod);
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iScheduler->Schedule();
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}
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if (!iListener.iIsOpen)
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User::LeaveIfError(KErrNotSupported);
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}
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void TGameAudioEventListener::OnEvent(TMAudioFBCallbackState aState, TInt aError)
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{
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switch ( aState )
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{
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case EMAudioFBCallbackStateReady:
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iIsOpen = ETrue;
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iUnderflowed = 0;
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break;
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case EMAudioFBCallbackStateDecodeCompleteStopped:
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break;
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//case EMAudioFBCallbackStateDecodeFileSystemError:
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case EMAudioFBCallbackStateDecodeError:
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switch( aError )
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{
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case EMAudioFBCallbackErrorBufferFull:
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case EMAudioFBCallbackErrorForcedStop:
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case EMAudioFBCallbackErrorForcedClose:
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//case EMAudioFBCallbackErrorForcedPause:
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case EMAudioFBCallbackErrorPriorityRejection:
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case EMAudioFBCallbackErrorAlertModeRejection:
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case EMAudioFBCallbackErrorResourceRejection:
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case EMAudioFBCallbackErrorUnknown:
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iUnderflowed++;
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break;
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// these look like really bad errors
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case EMAudioFBCallbackErrorInvalidParameter:
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case EMAudioFBCallbackErrorWrongState:
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case EMAudioFBCallbackErrorFormatNotSupported:
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case EMAudioFBCallbackErrorFunctionNotSupported:
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case EMAudioFBCallbackErrorNoBuffer:
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case EMAudioFBCallbackErrorSampleOrBitRateNotSupported:
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//case EMAudioFBCallbackErrorPriorityOrPreferenceNotSupported:
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//case EMAudioFBCallbackErrorFileSystemFull:
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//iFatalError = ETrue;
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// who cares, just keep retrying
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iUnderflowed++;
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break;
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default:
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iUnderflowed++;
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break;
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}
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// in error condition we also set to open, so that the
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// framework would not leave, catch the error and retry
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iIsOpen = ETrue;
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break;
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default:
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break;
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}
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}
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void TGameAudioEventListener::OnEvent(TMAudioFBCallbackState aState, TInt aError, TDes8* aBuffer)
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{
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switch( aState )
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{
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case EMAudioFBCallbackStateDecodeBufferDecoded:
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break;
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default:
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OnEvent( aState, aError );
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break;
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}
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}
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void TGameAudioEventListener::OnEvent(TMAudioACCallbackState aState, TInt aError)
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{
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if(aState == EMAudioACCallbackStateReady) iIsCtrlOpen = ETrue;
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}
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