early-access version 1787

This commit is contained in:
pineappleEA 2021-06-15 00:56:29 +02:00
parent 0155a19876
commit bbacb1eaaa
8 changed files with 215 additions and 5 deletions

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@ -1,7 +1,7 @@
yuzu emulator early access yuzu emulator early access
============= =============
This is the source code for early-access 1786. This is the source code for early-access 1787.
## Legal Notice ## Legal Notice

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@ -53,10 +53,10 @@ endif()
# SDL2 # SDL2
if (NOT SDL2_FOUND AND ENABLE_SDL2) if (NOT SDL2_FOUND AND ENABLE_SDL2)
if (NOT WIN32) if (NOT WIN32)
# Yuzu itself needs: Events Joystick Haptic Sensor Timers # Yuzu itself needs: Events Joystick Haptic Sensor Timers Audio
# Yuzu-cmd also needs: Video (depends on Loadso/Dlopen) # Yuzu-cmd also needs: Video (depends on Loadso/Dlopen)
set(SDL_UNUSED_SUBSYSTEMS set(SDL_UNUSED_SUBSYSTEMS
Atomic Audio Render Power Threads Atomic Render Power Threads
File CPUinfo Filesystem Locale) File CPUinfo Filesystem Locale)
foreach(_SUB ${SDL_UNUSED_SUBSYSTEMS}) foreach(_SUB ${SDL_UNUSED_SUBSYSTEMS})
string(TOUPPER ${_SUB} _OPT) string(TOUPPER ${_SUB} _OPT)

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@ -42,6 +42,7 @@ add_library(audio_core STATIC
voice_context.h voice_context.h
$<$<BOOL:${ENABLE_CUBEB}>:cubeb_sink.cpp cubeb_sink.h> $<$<BOOL:${ENABLE_CUBEB}>:cubeb_sink.cpp cubeb_sink.h>
$<$<BOOL:${ENABLE_SDL2}>:sdl2_sink.cpp sdl2_sink.h>
) )
create_target_directory_groups(audio_core) create_target_directory_groups(audio_core)
@ -71,3 +72,7 @@ if(ENABLE_CUBEB)
target_link_libraries(audio_core PRIVATE cubeb) target_link_libraries(audio_core PRIVATE cubeb)
target_compile_definitions(audio_core PRIVATE -DHAVE_CUBEB=1) target_compile_definitions(audio_core PRIVATE -DHAVE_CUBEB=1)
endif() endif()
if(ENABLE_SDL2)
target_link_libraries(audio_core PRIVATE SDL2)
target_compile_definitions(audio_core PRIVATE HAVE_SDL2)
endif()

163
src/audio_core/sdl2_sink.cpp Executable file
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@ -0,0 +1,163 @@
// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <atomic>
#include <cstring>
#include "audio_core/sdl2_sink.h"
#include "audio_core/stream.h"
#include "audio_core/time_stretch.h"
#include "common/assert.h"
#include "common/logging/log.h"
//#include "common/settings.h"
// Ignore -Wimplicit-fallthrough due to https://github.com/libsdl-org/SDL/issues/4307
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
#endif
#include <SDL.h>
#ifdef __clang__
#pragma clang diagnostic pop
#endif
namespace AudioCore {
class SDLSinkStream final : public SinkStream {
public:
SDLSinkStream(u32 sample_rate, u32 num_channels_, const std::string& output_device)
: num_channels{std::min(num_channels_, 6u)}, time_stretch{sample_rate, num_channels} {
SDL_AudioSpec spec;
spec.freq = sample_rate;
spec.channels = static_cast<u8>(num_channels);
spec.format = AUDIO_S16SYS;
spec.samples = 4096;
spec.callback = nullptr;
SDL_AudioSpec obtained;
if (output_device.empty()) {
dev = SDL_OpenAudioDevice(nullptr, 0, &spec, &obtained, 0);
} else {
dev = SDL_OpenAudioDevice(output_device.c_str(), 0, &spec, &obtained, 0);
}
if (dev == 0) {
LOG_CRITICAL(Audio_Sink, "Error opening sdl audio device: {}", SDL_GetError());
return;
}
SDL_PauseAudioDevice(dev, 0);
}
~SDLSinkStream() override {
if (dev == 0) {
return;
}
SDL_CloseAudioDevice(dev);
}
void EnqueueSamples(u32 source_num_channels, const std::vector<s16>& samples) override {
if (source_num_channels > num_channels) {
// Downsample 6 channels to 2
ASSERT_MSG(source_num_channels == 6, "Channel count must be 6");
std::vector<s16> buf;
buf.reserve(samples.size() * num_channels / source_num_channels);
for (std::size_t i = 0; i < samples.size(); i += source_num_channels) {
// Downmixing implementation taken from the ATSC standard
const s16 left{samples[i + 0]};
const s16 right{samples[i + 1]};
const s16 center{samples[i + 2]};
const s16 surround_left{samples[i + 4]};
const s16 surround_right{samples[i + 5]};
// Not used in the ATSC reference implementation
[[maybe_unused]] const s16 low_frequency_effects{samples[i + 3]};
constexpr s32 clev{707}; // center mixing level coefficient
constexpr s32 slev{707}; // surround mixing level coefficient
buf.push_back(static_cast<s16>(left + (clev * center / 1000) +
(slev * surround_left / 1000)));
buf.push_back(static_cast<s16>(right + (clev * center / 1000) +
(slev * surround_right / 1000)));
}
int ret = SDL_QueueAudio(dev, static_cast<const void*>(buf.data()),
static_cast<u32>(buf.size() * sizeof(s16)));
if (ret < 0)
LOG_WARNING(Audio_Sink, "Could not queue audio buffer: {}", SDL_GetError());
return;
}
int ret = SDL_QueueAudio(dev, static_cast<const void*>(samples.data()),
static_cast<u32>(samples.size() * sizeof(s16)));
if (ret < 0)
LOG_WARNING(Audio_Sink, "Could not queue audio buffer: {}", SDL_GetError());
}
std::size_t SamplesInQueue(u32 channel_count) const override {
if (dev == 0)
return 0;
return SDL_GetQueuedAudioSize(dev) / (channel_count * sizeof(s16));
}
void Flush() override {
should_flush = true;
}
u32 GetNumChannels() const {
return num_channels;
}
private:
SDL_AudioDeviceID dev = 0;
u32 num_channels{};
std::atomic<bool> should_flush{};
TimeStretcher time_stretch;
};
SDLSink::SDLSink(std::string_view target_device_name) {
if (!SDL_WasInit(SDL_INIT_AUDIO)) {
if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) {
LOG_CRITICAL(Audio_Sink, "SDL_InitSubSystem audio failed: {}", SDL_GetError());
return;
}
}
if (target_device_name != auto_device_name && !target_device_name.empty()) {
output_device = target_device_name;
} else {
output_device.clear();
}
}
SDLSink::~SDLSink() = default;
SinkStream& SDLSink::AcquireSinkStream(u32 sample_rate, u32 num_channels, const std::string&) {
sink_streams.push_back(
std::make_unique<SDLSinkStream>(sample_rate, num_channels, output_device));
return *sink_streams.back();
}
std::vector<std::string> ListSDLSinkDevices() {
std::vector<std::string> device_list;
if (!SDL_WasInit(SDL_INIT_AUDIO)) {
if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) {
LOG_CRITICAL(Audio_Sink, "SDL_InitSubSystem audio failed: {}", SDL_GetError());
return {};
}
}
const int device_count = SDL_GetNumAudioDevices(0);
for (int i = 0; i < device_count; ++i) {
device_list.emplace_back(SDL_GetAudioDeviceName(i, 0));
}
return device_list;
}
} // namespace AudioCore

29
src/audio_core/sdl2_sink.h Executable file
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@ -0,0 +1,29 @@
// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <string>
#include <vector>
#include "audio_core/sink.h"
namespace AudioCore {
class SDLSink final : public Sink {
public:
explicit SDLSink(std::string_view device_id);
~SDLSink() override;
SinkStream& AcquireSinkStream(u32 sample_rate, u32 num_channels,
const std::string& name) override;
private:
std::string output_device;
std::vector<SinkStreamPtr> sink_streams;
};
std::vector<std::string> ListSDLSinkDevices();
} // namespace AudioCore

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@ -11,6 +11,9 @@
#ifdef HAVE_CUBEB #ifdef HAVE_CUBEB
#include "audio_core/cubeb_sink.h" #include "audio_core/cubeb_sink.h"
#endif #endif
#ifdef HAVE_SDL2
#include "audio_core/sdl2_sink.h"
#endif
#include "common/logging/log.h" #include "common/logging/log.h"
namespace AudioCore { namespace AudioCore {
@ -35,6 +38,13 @@ constexpr SinkDetails sink_details[] = {
return std::make_unique<CubebSink>(device_id); return std::make_unique<CubebSink>(device_id);
}, },
&ListCubebSinkDevices}, &ListCubebSinkDevices},
#endif
#ifdef HAVE_SDL2
SinkDetails{"sdl2",
[](std::string_view device_id) -> std::unique_ptr<Sink> {
return std::make_unique<SDLSink>(device_id);
},
&ListSDLSinkDevices},
#endif #endif
SinkDetails{"null", SinkDetails{"null",
[](std::string_view device_id) -> std::unique_ptr<Sink> { [](std::string_view device_id) -> std::unique_ptr<Sink> {

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@ -34,7 +34,7 @@
&lt;br&gt; &lt;br&gt;
If you're not sure what these do, keep all of these enabled. If you're not sure what these do, keep all of these enabled.
&lt;br&gt; &lt;br&gt;
These settings only take effect when CPU Accuracy is "Debug Mode". These settings, when disabled, only take effect when CPU Accuracy is "Debug Mode".
&lt;/div&gt; &lt;/div&gt;
</string> </string>
</property> </property>

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@ -264,7 +264,10 @@ swap_screen =
[Audio] [Audio]
# Which audio output engine to use. # Which audio output engine to use.
# auto (default): Auto-select, null: No audio output, cubeb: Cubeb audio engine (if available) # auto (default): Auto-select
# cubeb: Cubeb audio engine (if available)
# sdl2: SDL2 audio engine (if available)
# null: No audio output
output_engine = output_engine =
# Whether or not to enable the audio-stretching post-processing effect. # Whether or not to enable the audio-stretching post-processing effect.