dolphin/Source/Core/AudioCommon/Src/AOSoundStream.cpp
Jordan Woyak 1de40588ac Eliminate some trampoline functions.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7015 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-31 08:19:27 +00:00

97 lines
2.0 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <functional>
#include <string.h>
#include "AOSoundStream.h"
#include "Mixer.h"
#if defined(HAVE_AO) && HAVE_AO
void AOSound::SoundLoop()
{
uint_32 numBytesToRender = 256;
ao_initialize();
default_driver = ao_default_driver_id();
format.bits = 16;
format.channels = 2;
format.rate = m_mixer->GetSampleRate();
format.byte_format = AO_FMT_LITTLE;
device = ao_open_live(default_driver, &format, NULL /* no options */);
if (!device)
{
PanicAlertT("AudioCommon: Error opening AO device.\n");
ao_shutdown();
Stop();
return;
}
buf_size = format.bits/8 * format.channels * format.rate;
while (!threadData)
{
m_mixer->Mix(realtimeBuffer, numBytesToRender >> 2);
soundCriticalSection.Enter();
ao_play(device, (char*)realtimeBuffer, numBytesToRender);
soundCriticalSection.Leave();
soundSyncEvent.Wait();
}
}
bool AOSound::Start()
{
memset(realtimeBuffer, 0, sizeof(realtimeBuffer));
soundSyncEvent.Init();
thread = std::thread(std::mem_fun(&AOSound::SoundLoop), this);
return true;
}
void AOSound::Update()
{
soundSyncEvent.Set();
}
void AOSound::Stop()
{
threadData = 1;
soundSyncEvent.Set();
soundCriticalSection.Enter();
thread.join();
if (device)
ao_close(device);
ao_shutdown();
device = NULL;
soundCriticalSection.Leave();
soundSyncEvent.Shutdown();
}
AOSound::~AOSound()
{
}
#endif