WIP figuring out DRC audio component impl
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use crate::prelude::*;
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use std::error::Error;
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use std::mem::size_of;
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use std::path::Path;
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use core::time::Duration;
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use sdl2::Sdl;
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use sdl2::audio::{AudioCallback, AudioDevice, AudioFormat, AudioSpec, AudioSpecDesired, AudioCVT, AudioFormatNum};
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/// Trivially sends the core's audio data to the SDL audio subsystem for playback.
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pub struct Sdl2RateControlledAudioComponent {
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sample_rate: f64,
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audio_buffer: Vec<i16>,
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dest_spec: AudioSpec,
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audio_device: AudioDevice<>,
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cvt_send: crossbeam_channel::Sender<AudioCVT>,
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send: crossbeam_channel::Sender<Vec<i16>>,
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}
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impl RetroCallbacks for Sdl2RateControlledAudioComponent {
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fn audio_samples(&mut self, stereo_pcm: &[i16]) -> usize {
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self.audio_buffer.extend(stereo_pcm);
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self.send_audio_samples();
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stereo_pcm.len() / 2
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}
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fn set_system_av_info(&mut self, av_info: &SystemAvInfo) -> Option<bool> {
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match Self::make_converter(av_info.timing.sample_rate, &self.dest_spec) {
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Ok(converter) => {
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self.cvt_send.send(converter);
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self.sample_rate = av_info.timing.sample_rate;
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Some(true)
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}
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Err(_) => Some(false),
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}
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}
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}
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impl RetroComponent for Sdl2RateControlledAudioComponent {
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fn post_load_game(&mut self, _retro: &mut LibretroWrapper, _rom: &Path) -> Result<(), Box<dyn Error>> {
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self.audio_device.resume();
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Ok(())
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}
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}
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impl Sdl2RateControlledAudioComponent {
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pub fn new(sdl_context: &mut Sdl, retro: &LibretroWrapper) -> Result<Self, Box<dyn std::error::Error>> {
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let mut src_freq = retro.get_system_av_info().timing.sample_rate;
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// HACK: some cores don't report this 'til we get an env call to set_system_av_info...
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// which is too late for this constructor to pass along to SDL, so...
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// less than ideal, but default to the old libsnes default value i guess.
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if src_freq == 0.0 {
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src_freq = 32040.5;
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}
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let (send, recv) = crossbeam_channel::bounded(4);
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let (cvt_send, cvt_recv) = crossbeam_channel::bounded(4);
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let audio = sdl_context.audio().unwrap();
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let desired_spec = AudioSpecDesired {
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freq: None,
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channels: Some(2),
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samples: None,
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};
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let mut dest_spec_opt = None;
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let audio_device = audio
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.open_playback(None, &desired_spec, |dest_spec| {
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dest_spec_opt = Some(dest_spec.clone());
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let converter = Self::make_converter(src_freq, &dest_spec).unwrap();
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let callback: Box<dyn AudioCallback> = match dest_spec.format {
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AudioFormat::U8 => Box::new(
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MySdlAudio::<u8> { converter, dest_spec, cvt_recv, recv, }
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),
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AudioFormat::S8 => Box::new(
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MySdlAudio::<i8> { converter, dest_spec, cvt_recv, recv, }
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),
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AudioFormat::U16LSB | AudioFormat::U16MSB => Box::new(
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MySdlAudio::<u16> { converter, dest_spec, cvt_recv, recv, }
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),
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AudioFormat::S16LSB | AudioFormat::S16MSB => Box::new(
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MySdlAudio::<i16> { converter, dest_spec, cvt_recv, recv, }
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),
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AudioFormat::S32LSB | AudioFormat::S32MSB => Box::new(
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MySdlAudio::<i32> { converter, dest_spec, cvt_recv, recv, }
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),
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AudioFormat::F32LSB | AudioFormat::F32MSB => Box::new(
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MySdlAudio::<f32> { converter, dest_spec, cvt_recv, recv, }
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),
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};
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callback
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})
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.unwrap();
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Ok(Sdl2RateControlledAudioComponent {
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sample_rate: src_freq,
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audio_buffer: Default::default(),
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dest_spec: dest_spec_opt.unwrap(),
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audio_device,
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cvt_send,
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send,
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})
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}
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fn make_converter(src_freq: f64, dest_spec: &AudioSpec) -> Result<AudioCVT, String> {
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AudioCVT::new(
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AudioFormat::S16LSB,
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2,
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(src_freq * 1000).round() as i32,
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dest_spec.format,
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dest_spec.channels,
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dest_spec.freq * 1000,
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)
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}
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pub fn silence_buffer(&self) {
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let _ = self.send.try_send(vec![0; self.dest_spec.samples as usize * self.dest_spec.channels as usize]);
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}
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fn send_audio_samples(&mut self) {
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let stereo_samples = self.dest_spec.samples as usize * 2;
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while self.audio_buffer.len() >= stereo_samples {
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let remainder = self.audio_buffer.split_off(stereo_samples);
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let msg = std::mem::replace(&mut self.audio_buffer, remainder);
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let _ = self.send.try_send(msg);
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}
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}
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}
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struct MySdlAudio<C: AudioFormatNum> {
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converter: AudioCVT,
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dest_spec: AudioSpec,
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cvt_recv: crossbeam_channel::Receiver<AudioCVT>,
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recv: crossbeam_channel::Receiver<Vec<i16>>,
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}
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impl<C: AudioFormatNum> MySdlAudio<C> {
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const BYTE_SIZE: usize = size_of::<Self::Channel>();
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}
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impl<C: AudioFormatNum> AudioCallback for MySdlAudio<C> {
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type Channel = C;
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fn callback(&mut self, out: &mut [Self::Channel]) {
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if let Ok(cvt) = self.cvt_recv.try_recv() {
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self.converter = cvt;
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}
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if let Ok(mut samples) = self.recv.recv_timeout(Duration::from_millis(500)) {
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let ptr = samples.as_mut_ptr() as *mut u8;
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let length = samples.len() * Self::BYTE_SIZE;
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let capacity = samples.capacity() * Self::BYTE_SIZE;
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std::mem::forget(samples);
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let mut samples_u8 = unsafe { Vec::from_raw_parts(ptr, length, capacity) };
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let mut resampled_u8 = self.converter.convert(samples_u8);
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let ptr = resampled_u8.as_mut_ptr() as *mut Self::Channel;
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let length = (resampled_u8.len() + (Self::BYTE_SIZE - 1)) / Self::BYTE_SIZE;
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let capacity = (resampled_u8.capacity() + (Self::BYTE_SIZE - 1)) / Self::BYTE_SIZE;
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std::mem::forget(resampled_u8);
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let resampled = unsafe { Vec::from_raw_parts(ptr, length, capacity) };
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out.copy_from_slice(&resampled[..out.len()]);
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}
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}
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}
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@ -1,8 +1,6 @@
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use crate::base::ControlFlow;
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use crate::base::ControlFlow;
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use crate::prelude::*;
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use crate::prelude::*;
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use std::os::raw::c_uint;
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use sdl2::gfx::framerate::FPSManager;
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use sdl2::gfx::framerate::FPSManager;
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pub struct SimpleSdl2FramerateLimitComponent {
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pub struct SimpleSdl2FramerateLimitComponent {
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//! with SDL2.
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//! with SDL2.
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mod audio;
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mod audio;
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mod audio_ratecontrol;
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mod canvas;
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mod canvas;
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mod fps;
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mod fps;
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mod gamepad;
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mod gamepad;
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