replace SimpleSdl2AudioComponent with the AudioCVT-based resampler

This commit is contained in:
lifning 2021-11-03 17:16:38 -07:00
parent f60b2c579c
commit a42aa936fe
5 changed files with 78 additions and 96 deletions

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@ -12,7 +12,7 @@ ferretro_base = { path = "../ferretro_base"}
libloading = "0.5" libloading = "0.5"
num_enum = "0.4" num_enum = "0.4"
ffmpeg-next = { version = "4.3.8", optional = true } ffmpeg-next = { version = "4.3.8", optional = true }
sdl2 = { version = "0.32", optional = true } sdl2 = { version = "0.32", optional = true, features = ["gfx"] }
gl = { version = "0.14", optional = true } gl = { version = "0.14", optional = true }
crossbeam-channel = { version = "0.4", optional = true } crossbeam-channel = { version = "0.4", optional = true }

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@ -55,7 +55,7 @@ pub fn main() -> Result<(), Box<dyn std::error::Error>> {
let sdl2_ogl = SimpleSdl2OpenglComponent::new(&mut sdl_context, emu.libretro_core())?; let sdl2_ogl = SimpleSdl2OpenglComponent::new(&mut sdl_context, emu.libretro_core())?;
emu.register_component(sdl2_ogl)?; emu.register_component(sdl2_ogl)?;
let sdl2_audio = SimpleSdl2AudioComponent::new(&mut sdl_context, emu.libretro_core()); let sdl2_audio = SimpleSdl2AudioComponent::new(&mut sdl_context, emu.libretro_core())?;
emu.register_component(sdl2_audio)?; emu.register_component(sdl2_audio)?;
emu.register_component(SimpleSdl2GamepadComponent::new(&mut sdl_context))?; emu.register_component(SimpleSdl2GamepadComponent::new(&mut sdl_context))?;

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@ -1,111 +1,112 @@
use crate::prelude::*; use crate::prelude::*;
use std::error::Error; use std::error::Error;
use std::mem::size_of;
use std::path::Path; use std::path::Path;
use core::time::Duration;
use sdl2::Sdl; use sdl2::Sdl;
use sdl2::audio::{AudioCallback, AudioDevice, AudioFormat, AudioSpec, AudioSpecDesired}; use sdl2::audio::{AudioCVT, AudioFormat, AudioFormatNum, AudioQueue, AudioSpec, AudioSpecDesired};
struct MySdlAudio { use crate::base::ControlFlow;
audio_spec: AudioSpec,
audio_receiver: crossbeam_channel::Receiver<Vec<i16>>,
}
impl AudioCallback for MySdlAudio {
type Channel = i16;
fn callback(&mut self, out: &mut [Self::Channel]) {
if self.audio_spec.format == AudioFormat::S16LSB {
if let Ok(samples) = self.audio_receiver.recv_timeout(Duration::from_millis(500)) {
out.copy_from_slice(&samples[..out.len()]);
}
}
}
}
/// Trivially sends the core's audio data to the SDL audio subsystem for playback.
pub struct SimpleSdl2AudioComponent { pub struct SimpleSdl2AudioComponent {
sample_rate: f64, src_freq: f64,
audio_buffer: Vec<i16>, audio_buffer: Vec<i16>,
audio_spec: AudioSpec, queue: AudioQueue<i16>,
audio_device: AudioDevice<MySdlAudio>, }
audio_sender: crossbeam_channel::Sender<Vec<i16>>,
/// Work around an idiosyncrasy of the sdl2 crate's AudioCVT API.
///
/// It only deals in Vec<u8>, but from where I'm sitting it should really be abstracting away the
/// "u8" part if the rest of the API deals in the appropriate sample type.
pub(crate) fn resample<C: AudioFormatNum>(converter: &AudioCVT, mut samples: Vec<C>) -> Vec<C> {
let sample_size = size_of::<C>();
let ptr = samples.as_mut_ptr() as *mut u8;
let length = samples.len() * sample_size;
let capacity = samples.capacity() * sample_size;
std::mem::forget(samples);
let samples_u8 = unsafe { Vec::from_raw_parts(ptr, length, capacity) };
let mut resampled_u8 = converter.convert(samples_u8);
let ptr = resampled_u8.as_mut_ptr() as *mut C;
let length = resampled_u8.len() / sample_size;
let capacity = resampled_u8.capacity() / sample_size;
std::mem::forget(resampled_u8);
unsafe { Vec::from_raw_parts(ptr, length, capacity) }
} }
impl RetroCallbacks for SimpleSdl2AudioComponent { impl RetroCallbacks for SimpleSdl2AudioComponent {
fn audio_samples(&mut self, stereo_pcm: &[i16]) -> usize { fn audio_samples(&mut self, stereo_pcm: &[i16]) -> usize {
self.audio_buffer.extend(stereo_pcm); self.audio_buffer.extend(stereo_pcm);
self.send_audio_samples();
stereo_pcm.len() / 2 stereo_pcm.len() / 2
} }
fn set_system_av_info(&mut self, av_info: &SystemAvInfo) -> Option<bool> { fn set_system_av_info(&mut self, av_info: &SystemAvInfo) -> Option<bool> {
self.sample_rate = av_info.timing.sample_rate; if Self::make_converter(av_info.timing.sample_rate, self.queue.spec()).is_ok() {
// TODO: change/reinitialize self.src_freq = av_info.timing.sample_rate;
Some(true) Some(true)
} else {
Some(false)
}
} }
} }
impl RetroComponent for SimpleSdl2AudioComponent { impl RetroComponent for SimpleSdl2AudioComponent {
fn post_load_game(&mut self, _retro: &mut LibretroWrapper, _rom: &Path) -> Result<(), Box<dyn Error>> { fn post_load_game(&mut self, _retro: &mut LibretroWrapper, _rom: &Path) -> Result<(), Box<dyn Error>> {
self.audio_device.resume(); self.queue.resume();
Ok(()) Ok(())
} }
fn post_run(&mut self, _retro: &mut LibretroWrapper) -> ControlFlow {
if let Ok(converter) = Self::make_converter(self.src_freq, self.queue.spec()) {
let mut samples = std::mem::take(&mut self.audio_buffer);
samples = resample(&converter, samples);
self.audio_buffer = samples;
self.queue.queue(&self.audio_buffer);
self.audio_buffer.clear();
}
ControlFlow::Continue
}
} }
impl SimpleSdl2AudioComponent { impl SimpleSdl2AudioComponent {
pub fn new(sdl_context: &mut Sdl, retro: &LibretroWrapper) -> Self { pub fn new(sdl_context: &mut Sdl, retro: &LibretroWrapper) -> Result<Self, Box<dyn std::error::Error>> {
let mut sample_rate = retro.get_system_av_info().timing.sample_rate;
// HACK: some cores don't report this 'til we get an env call to set_system_av_info...
// which is too late for this constructor to pass along to SDL, so...
// less than ideal, but default to the old libsnes default value i guess.
if sample_rate == 0.0 {
sample_rate = 32040.0;
}
let (audio_sender, audio_receiver) = crossbeam_channel::bounded(2);
let audio = sdl_context.audio().unwrap(); let audio = sdl_context.audio().unwrap();
let desired_spec = AudioSpecDesired { let desired_spec = AudioSpecDesired {
freq: Some(sample_rate.round() as i32), freq: None,
channels: Some(2), channels: Some(2),
samples: None, samples: None,
}; };
let mut audio_spec = None;
let audio_device = audio
.open_playback(None, &desired_spec, |spec| {
if spec.format != AudioFormat::s16_sys() {
panic!("unsupported audio format {:?}", spec.format);
}
audio_spec = Some(spec.clone());
MySdlAudio {
audio_spec: spec,
audio_receiver,
}
})
.unwrap();
SimpleSdl2AudioComponent { let queue = AudioQueue::open_queue(&audio, None, &desired_spec)?;
sample_rate,
let mut src_freq = retro.get_system_av_info().timing.sample_rate;
// HACK: some cores don't report this 'til we get an env call to set_system_av_info,
// so we can just default to the old libsnes default value.
if src_freq == 0.0 {
src_freq = 32040.5;
}
Ok(SimpleSdl2AudioComponent {
src_freq,
audio_buffer: Default::default(), audio_buffer: Default::default(),
audio_spec: audio_spec.unwrap(), queue,
audio_device, })
audio_sender,
}
} }
pub fn silence_buffer(&self) { fn make_converter(src_freq: f64, dest_spec: &AudioSpec) -> Result<AudioCVT, String> {
let _ = self.audio_sender.try_send(vec![0; self.audio_spec.samples as usize * self.audio_spec.channels as usize]); // note on the `* 64`: as long as the ratio between src_rate and dst_rate is right,
} // we should be in the clear -- this is to make up for SDL not giving us floats for
// this, we can at least get some quasi-fixed-point precision going on...
fn send_audio_samples(&mut self) { AudioCVT::new(
let stereo_samples = self.audio_spec.samples as usize * 2; AudioFormat::s16_sys(),
while self.audio_buffer.len() >= stereo_samples { 2,
let remainder = self.audio_buffer.split_off(stereo_samples); (src_freq * 64.0).round() as i32,
let msg = std::mem::replace(&mut self.audio_buffer, remainder); dest_spec.format,
let _ = self.audio_sender.try_send(msg); dest_spec.channels,
} dest_spec.freq * 64,
)
} }
} }

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@ -1,39 +1,21 @@
use crate::prelude::*; use crate::prelude::*;
use std::error::Error; use std::error::Error;
use std::mem::size_of;
use std::path::Path; use std::path::Path;
use core::time::Duration;
use sdl2::Sdl; use sdl2::Sdl;
use sdl2::audio::{AudioCVT, AudioFormat, AudioFormatNum, AudioQueue, AudioSpec, AudioSpecDesired}; use sdl2::audio::{AudioCVT, AudioFormat, AudioQueue, AudioSpec, AudioSpecDesired};
use crate::base::ControlFlow; use crate::base::ControlFlow;
use super::audio::resample;
pub struct Sdl2RateControlledAudioComponent { pub struct Sdl2RateControlledAudioComponent {
src_freq: f64, src_freq: f64,
audio_buffer: Vec<i16>, audio_buffer: Vec<i16>,
queue: AudioQueue<i16>, queue: AudioQueue<i16>,
} }
fn resample<C: AudioFormatNum>(converter: &AudioCVT, mut samples: Vec<C>) -> Vec<C> {
let sample_size = size_of::<C>();
let ptr = samples.as_mut_ptr() as *mut u8;
let length = samples.len() * sample_size;
let capacity = samples.capacity() * sample_size;
std::mem::forget(samples);
let samples_u8 = unsafe { Vec::from_raw_parts(ptr, length, capacity) };
let mut resampled_u8 = converter.convert(samples_u8);
let ptr = resampled_u8.as_mut_ptr() as *mut C;
let length = (resampled_u8.len() + (sample_size - 1)) / sample_size;
let capacity = (resampled_u8.capacity() + (sample_size - 1)) / sample_size;
std::mem::forget(resampled_u8);
unsafe { Vec::from_raw_parts(ptr, length, capacity) }
}
impl RetroCallbacks for Sdl2RateControlledAudioComponent { impl RetroCallbacks for Sdl2RateControlledAudioComponent {
fn audio_samples(&mut self, stereo_pcm: &[i16]) -> usize { fn audio_samples(&mut self, stereo_pcm: &[i16]) -> usize {
self.audio_buffer.extend(stereo_pcm); self.audio_buffer.extend(stereo_pcm);
@ -98,7 +80,7 @@ impl Sdl2RateControlledAudioComponent {
// we should be in the clear -- this is to make up for SDL not giving us floats for // we should be in the clear -- this is to make up for SDL not giving us floats for
// this, we can at least get some quasi-fixed-point precision going on... // this, we can at least get some quasi-fixed-point precision going on...
AudioCVT::new( AudioCVT::new(
AudioFormat::S16LSB, AudioFormat::s16_sys(),
2, 2,
(src_freq * 64.0).round() as i32, (src_freq * 64.0).round() as i32,
dest_spec.format, dest_spec.format,

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@ -152,7 +152,6 @@ impl RetroCallbacks for SimpleSdl2OpenglComponent {
} }
fn set_geometry(&mut self, geom: &GameGeometry) -> Option<bool> { fn set_geometry(&mut self, geom: &GameGeometry) -> Option<bool> {
eprintln!("set_geometry({:?})", geom);
let _ = self.canvas.window_mut().set_size(geom.base_width, geom.base_height).ok()?; let _ = self.canvas.window_mut().set_size(geom.base_width, geom.base_height).ok()?;
let _ = self.canvas.set_logical_size(geom.base_width, geom.base_height).ok()?; let _ = self.canvas.set_logical_size(geom.base_width, geom.base_height).ok()?;
self.window_fbo = self.current_framebuffer_binding(); self.window_fbo = self.current_framebuffer_binding();