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Starting audio common
Going to slowly make LLE-testing and HLE use it (This commit is missing some proj files for windows) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2741 8ced0084-cf51-0410-be5f-012b33b47a6e
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96
Source/Core/AudioCommon/Src/AOSoundStream.cpp
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96
Source/Core/AudioCommon/Src/AOSoundStream.cpp
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// Copyright (C) 2003-2009 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <string.h>
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#include "AOSoundStream.h"
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#if defined(HAVE_AO) && HAVE_AO
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void AOSound::SoundLoop()
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{
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ao_initialize();
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default_driver = ao_default_driver_id();
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format.bits = 16;
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format.channels = 2;
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format.rate = sampleRate;
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format.byte_format = AO_FMT_LITTLE;
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device = ao_open_live(default_driver, &format, NULL /* no options */);
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if (!device)
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{
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PanicAlert("DSP_HLE: Error opening AO device.\n");
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ao_shutdown();
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Stop();
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return;
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}
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buf_size = format.bits/8 * format.channels * format.rate;
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while (!threadData)
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{
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soundCriticalSection->Enter();
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uint_32 numBytesToRender = 256;
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(*callback)(realtimeBuffer, numBytesToRender >> 2, 16, sampleRate, 2);
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ao_play(device, (char*)realtimeBuffer, numBytesToRender);
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soundCriticalSection->Leave();
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soundSyncEvent->Wait();
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}
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}
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void *soundThread(void *args)
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{
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((AOSound *)args)->SoundLoop();
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return NULL;
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}
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bool AOSound::Start()
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{
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memset(realtimeBuffer, 0, sizeof(realtimeBuffer));
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soundSyncEvent = new Common::Event();
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soundSyncEvent->Init();
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soundCriticalSection = new Common::CriticalSection(1);
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thread = new Common::Thread(soundThread, (void *)this);
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return true;
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}
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void AOSound::Update()
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{
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soundSyncEvent->Set();
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}
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void AOSound::Stop()
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{
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soundCriticalSection->Enter();
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threadData = 1;
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soundSyncEvent->Set();
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soundCriticalSection->Leave();
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soundSyncEvent->Shutdown();
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delete soundCriticalSection;
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delete thread;
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delete soundSyncEvent;
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ao_close(device);
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device = NULL;
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ao_shutdown();
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}
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#endif
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