early-access version 1787
This commit is contained in:
parent
0155a19876
commit
bbacb1eaaa
8 changed files with 215 additions and 5 deletions
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@ -1,7 +1,7 @@
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yuzu emulator early access
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yuzu emulator early access
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=============
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=============
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This is the source code for early-access 1786.
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This is the source code for early-access 1787.
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## Legal Notice
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## Legal Notice
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4
externals/CMakeLists.txt
vendored
4
externals/CMakeLists.txt
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@ -53,10 +53,10 @@ endif()
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# SDL2
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# SDL2
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if (NOT SDL2_FOUND AND ENABLE_SDL2)
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if (NOT SDL2_FOUND AND ENABLE_SDL2)
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if (NOT WIN32)
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if (NOT WIN32)
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# Yuzu itself needs: Events Joystick Haptic Sensor Timers
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# Yuzu itself needs: Events Joystick Haptic Sensor Timers Audio
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# Yuzu-cmd also needs: Video (depends on Loadso/Dlopen)
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# Yuzu-cmd also needs: Video (depends on Loadso/Dlopen)
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set(SDL_UNUSED_SUBSYSTEMS
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set(SDL_UNUSED_SUBSYSTEMS
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Atomic Audio Render Power Threads
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Atomic Render Power Threads
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File CPUinfo Filesystem Locale)
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File CPUinfo Filesystem Locale)
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foreach(_SUB ${SDL_UNUSED_SUBSYSTEMS})
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foreach(_SUB ${SDL_UNUSED_SUBSYSTEMS})
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string(TOUPPER ${_SUB} _OPT)
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string(TOUPPER ${_SUB} _OPT)
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@ -42,6 +42,7 @@ add_library(audio_core STATIC
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voice_context.h
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voice_context.h
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$<$<BOOL:${ENABLE_CUBEB}>:cubeb_sink.cpp cubeb_sink.h>
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$<$<BOOL:${ENABLE_CUBEB}>:cubeb_sink.cpp cubeb_sink.h>
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$<$<BOOL:${ENABLE_SDL2}>:sdl2_sink.cpp sdl2_sink.h>
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)
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)
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create_target_directory_groups(audio_core)
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create_target_directory_groups(audio_core)
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@ -71,3 +72,7 @@ if(ENABLE_CUBEB)
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target_link_libraries(audio_core PRIVATE cubeb)
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target_link_libraries(audio_core PRIVATE cubeb)
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target_compile_definitions(audio_core PRIVATE -DHAVE_CUBEB=1)
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target_compile_definitions(audio_core PRIVATE -DHAVE_CUBEB=1)
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endif()
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endif()
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if(ENABLE_SDL2)
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target_link_libraries(audio_core PRIVATE SDL2)
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target_compile_definitions(audio_core PRIVATE HAVE_SDL2)
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endif()
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163
src/audio_core/sdl2_sink.cpp
Executable file
163
src/audio_core/sdl2_sink.cpp
Executable file
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// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <atomic>
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#include <cstring>
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#include "audio_core/sdl2_sink.h"
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#include "audio_core/stream.h"
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#include "audio_core/time_stretch.h"
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#include "common/assert.h"
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#include "common/logging/log.h"
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//#include "common/settings.h"
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// Ignore -Wimplicit-fallthrough due to https://github.com/libsdl-org/SDL/issues/4307
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#ifdef __clang__
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
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#endif
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#include <SDL.h>
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#ifdef __clang__
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#pragma clang diagnostic pop
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#endif
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namespace AudioCore {
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class SDLSinkStream final : public SinkStream {
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public:
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SDLSinkStream(u32 sample_rate, u32 num_channels_, const std::string& output_device)
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: num_channels{std::min(num_channels_, 6u)}, time_stretch{sample_rate, num_channels} {
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SDL_AudioSpec spec;
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spec.freq = sample_rate;
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spec.channels = static_cast<u8>(num_channels);
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spec.format = AUDIO_S16SYS;
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spec.samples = 4096;
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spec.callback = nullptr;
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SDL_AudioSpec obtained;
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if (output_device.empty()) {
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dev = SDL_OpenAudioDevice(nullptr, 0, &spec, &obtained, 0);
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} else {
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dev = SDL_OpenAudioDevice(output_device.c_str(), 0, &spec, &obtained, 0);
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}
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if (dev == 0) {
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LOG_CRITICAL(Audio_Sink, "Error opening sdl audio device: {}", SDL_GetError());
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return;
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}
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SDL_PauseAudioDevice(dev, 0);
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}
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~SDLSinkStream() override {
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if (dev == 0) {
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return;
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}
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SDL_CloseAudioDevice(dev);
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}
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void EnqueueSamples(u32 source_num_channels, const std::vector<s16>& samples) override {
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if (source_num_channels > num_channels) {
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// Downsample 6 channels to 2
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ASSERT_MSG(source_num_channels == 6, "Channel count must be 6");
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std::vector<s16> buf;
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buf.reserve(samples.size() * num_channels / source_num_channels);
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for (std::size_t i = 0; i < samples.size(); i += source_num_channels) {
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// Downmixing implementation taken from the ATSC standard
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const s16 left{samples[i + 0]};
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const s16 right{samples[i + 1]};
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const s16 center{samples[i + 2]};
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const s16 surround_left{samples[i + 4]};
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const s16 surround_right{samples[i + 5]};
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// Not used in the ATSC reference implementation
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[[maybe_unused]] const s16 low_frequency_effects{samples[i + 3]};
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constexpr s32 clev{707}; // center mixing level coefficient
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constexpr s32 slev{707}; // surround mixing level coefficient
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buf.push_back(static_cast<s16>(left + (clev * center / 1000) +
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(slev * surround_left / 1000)));
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buf.push_back(static_cast<s16>(right + (clev * center / 1000) +
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(slev * surround_right / 1000)));
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}
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int ret = SDL_QueueAudio(dev, static_cast<const void*>(buf.data()),
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static_cast<u32>(buf.size() * sizeof(s16)));
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if (ret < 0)
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LOG_WARNING(Audio_Sink, "Could not queue audio buffer: {}", SDL_GetError());
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return;
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}
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int ret = SDL_QueueAudio(dev, static_cast<const void*>(samples.data()),
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static_cast<u32>(samples.size() * sizeof(s16)));
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if (ret < 0)
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LOG_WARNING(Audio_Sink, "Could not queue audio buffer: {}", SDL_GetError());
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}
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std::size_t SamplesInQueue(u32 channel_count) const override {
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if (dev == 0)
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return 0;
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return SDL_GetQueuedAudioSize(dev) / (channel_count * sizeof(s16));
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}
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void Flush() override {
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should_flush = true;
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}
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u32 GetNumChannels() const {
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return num_channels;
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}
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private:
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SDL_AudioDeviceID dev = 0;
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u32 num_channels{};
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std::atomic<bool> should_flush{};
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TimeStretcher time_stretch;
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};
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SDLSink::SDLSink(std::string_view target_device_name) {
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if (!SDL_WasInit(SDL_INIT_AUDIO)) {
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if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) {
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LOG_CRITICAL(Audio_Sink, "SDL_InitSubSystem audio failed: {}", SDL_GetError());
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return;
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}
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}
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if (target_device_name != auto_device_name && !target_device_name.empty()) {
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output_device = target_device_name;
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} else {
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output_device.clear();
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}
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}
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SDLSink::~SDLSink() = default;
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SinkStream& SDLSink::AcquireSinkStream(u32 sample_rate, u32 num_channels, const std::string&) {
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sink_streams.push_back(
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std::make_unique<SDLSinkStream>(sample_rate, num_channels, output_device));
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return *sink_streams.back();
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}
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std::vector<std::string> ListSDLSinkDevices() {
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std::vector<std::string> device_list;
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if (!SDL_WasInit(SDL_INIT_AUDIO)) {
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if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) {
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LOG_CRITICAL(Audio_Sink, "SDL_InitSubSystem audio failed: {}", SDL_GetError());
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return {};
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}
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}
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const int device_count = SDL_GetNumAudioDevices(0);
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for (int i = 0; i < device_count; ++i) {
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device_list.emplace_back(SDL_GetAudioDeviceName(i, 0));
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}
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return device_list;
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}
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} // namespace AudioCore
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29
src/audio_core/sdl2_sink.h
Executable file
29
src/audio_core/sdl2_sink.h
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// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <string>
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#include <vector>
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#include "audio_core/sink.h"
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namespace AudioCore {
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class SDLSink final : public Sink {
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public:
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explicit SDLSink(std::string_view device_id);
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~SDLSink() override;
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SinkStream& AcquireSinkStream(u32 sample_rate, u32 num_channels,
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const std::string& name) override;
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private:
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std::string output_device;
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std::vector<SinkStreamPtr> sink_streams;
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};
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std::vector<std::string> ListSDLSinkDevices();
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} // namespace AudioCore
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#ifdef HAVE_CUBEB
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#ifdef HAVE_CUBEB
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#include "audio_core/cubeb_sink.h"
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#include "audio_core/cubeb_sink.h"
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#endif
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#endif
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#ifdef HAVE_SDL2
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#include "audio_core/sdl2_sink.h"
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#endif
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#include "common/logging/log.h"
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#include "common/logging/log.h"
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namespace AudioCore {
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namespace AudioCore {
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return std::make_unique<CubebSink>(device_id);
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return std::make_unique<CubebSink>(device_id);
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},
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},
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&ListCubebSinkDevices},
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&ListCubebSinkDevices},
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#endif
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#ifdef HAVE_SDL2
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SinkDetails{"sdl2",
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[](std::string_view device_id) -> std::unique_ptr<Sink> {
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return std::make_unique<SDLSink>(device_id);
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},
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&ListSDLSinkDevices},
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#endif
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#endif
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SinkDetails{"null",
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SinkDetails{"null",
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[](std::string_view device_id) -> std::unique_ptr<Sink> {
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[](std::string_view device_id) -> std::unique_ptr<Sink> {
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<br>
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<br>
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If you're not sure what these do, keep all of these enabled.
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If you're not sure what these do, keep all of these enabled.
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<br>
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<br>
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These settings only take effect when CPU Accuracy is "Debug Mode".
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These settings, when disabled, only take effect when CPU Accuracy is "Debug Mode".
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</div>
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</div>
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</string>
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</string>
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</property>
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</property>
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[Audio]
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[Audio]
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# Which audio output engine to use.
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# Which audio output engine to use.
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# auto (default): Auto-select, null: No audio output, cubeb: Cubeb audio engine (if available)
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# auto (default): Auto-select
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# cubeb: Cubeb audio engine (if available)
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# sdl2: SDL2 audio engine (if available)
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# null: No audio output
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output_engine =
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output_engine =
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# Whether or not to enable the audio-stretching post-processing effect.
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# Whether or not to enable the audio-stretching post-processing effect.
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