c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
423 lines
11 KiB
C++
423 lines
11 KiB
C++
/*************************************************************************/
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/* audio_driver_opensl.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "audio_driver_opensl.h"
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#include <string.h>
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#define MAX_NUMBER_INTERFACES 3
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#define MAX_NUMBER_OUTPUT_DEVICES 6
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/* Structure for passing information to callback function */
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void AudioDriverOpenSL::_buffer_callback(
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SLAndroidSimpleBufferQueueItf queueItf
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/* SLuint32 eventFlags,
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const void * pBuffer,
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SLuint32 bufferSize,
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SLuint32 dataUsed*/) {
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bool mix=true;
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if (pause) {
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mix=false;
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} else if (mutex) {
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mix = mutex->try_lock()==OK;
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}
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if (mix) {
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audio_server_process(buffer_size,mixdown_buffer);
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} else {
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int32_t* src_buff=mixdown_buffer;
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for(int i=0;i<buffer_size*2;i++) {
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src_buff[i]=0;
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}
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}
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if (mutex && mix)
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mutex->unlock();
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const int32_t* src_buff=mixdown_buffer;
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int16_t *ptr = (int16_t*)buffers[last_free];
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last_free=(last_free+1)%BUFFER_COUNT;
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for(int i=0;i<buffer_size*2;i++) {
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ptr[i]=src_buff[i]>>16;
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}
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(*queueItf)->Enqueue(queueItf, ptr, 4 * buffer_size);
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#if 0
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SLresult res;
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CallbackCntxt *pCntxt = (CallbackCntxt*)pContext;
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if(pCntxt->pData < (pCntxt->pDataBase + pCntxt->size))
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{
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res = (*queueItf)->Enqueue(queueItf, (void*) pCntxt->pData,
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2 * AUDIO_DATA_BUFFER_SIZE, SL_BOOLEAN_FALSE); /* Size given
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in bytes. */
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CheckErr(res);
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/* Increase data pointer by buffer size */
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pCntxt->pData += AUDIO_DATA_BUFFER_SIZE;
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}
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}
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#endif
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}
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void AudioDriverOpenSL::_buffer_callbacks(
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SLAndroidSimpleBufferQueueItf queueItf,
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/*SLuint32 eventFlags,
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const void * pBuffer,
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SLuint32 bufferSize,
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SLuint32 dataUsed,*/
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void *pContext) {
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AudioDriverOpenSL *ad = (AudioDriverOpenSL*)pContext;
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// ad->_buffer_callback(queueItf,eventFlags,pBuffer,bufferSize,dataUsed);
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ad->_buffer_callback(queueItf);
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}
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AudioDriverOpenSL* AudioDriverOpenSL::s_ad=NULL;
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const char* AudioDriverOpenSL::get_name() const {
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return "Android";
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}
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#if 0
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int AudioDriverOpenSL::thread_func(SceSize args, void *argp) {
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AudioDriverOpenSL* ad = s_ad;
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sceAudioOutput2Reserve(AUDIO_OUTPUT_SAMPLE);
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int half=0;
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while(!ad->exit_thread) {
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int16_t *ptr = &ad->outbuff[AUDIO_OUTPUT_SAMPLE*2*half];
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if (!ad->active) {
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for(int i=0;i<AUDIO_OUTPUT_SAMPLE*2;i++) {
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ptr[i]=0;
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}
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} else {
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//printf("samples: %i\n",AUDIO_OUTPUT_SAMPLE);
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ad->lock();
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ad->audio_server_process(AUDIO_OUTPUT_SAMPLE,ad->outbuff_32);
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ad->unlock();
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const int32_t* src_buff=ad->outbuff_32;
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for(int i=0;i<AUDIO_OUTPUT_SAMPLE*2;i++) {
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ptr[i]=src_buff[i]>>16;
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}
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}
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/* Output 16-bit PCM STEREO data that is in pcmBuf without changing the volume */
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sceAudioOutput2OutputBlocking(
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SCE_AUDIO_VOLUME_0dB*3, //0db at 0x8000, that's obvious
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ptr
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);
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if (half)
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half=0;
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else
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half=1;
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}
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sceAudioOutput2Release();
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sceKernelExitThread(SCE_KERNEL_EXIT_SUCCESS);
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ad->thread_exited=true;
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return SCE_KERNEL_EXIT_SUCCESS;
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}
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#endif
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Error AudioDriverOpenSL::init(){
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SLresult
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res;
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SLEngineOption EngineOption[] = {
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(SLuint32) SL_ENGINEOPTION_THREADSAFE,
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(SLuint32) SL_BOOLEAN_TRUE
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};
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res = slCreateEngine( &sl, 1, EngineOption, 0, NULL, NULL);
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if (res!=SL_RESULT_SUCCESS) {
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ERR_EXPLAIN("Could not Initialize OpenSL");
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ERR_FAIL_V(ERR_INVALID_PARAMETER);
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}
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res = (*sl)->Realize(sl, SL_BOOLEAN_FALSE);
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if (res!=SL_RESULT_SUCCESS) {
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ERR_EXPLAIN("Could not Realize OpenSL");
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ERR_FAIL_V(ERR_INVALID_PARAMETER);
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}
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print_line("OpenSL Init OK!");
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return OK;
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}
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void AudioDriverOpenSL::start(){
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mutex = Mutex::create();
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active=false;
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SLint32 numOutputs = 0;
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SLuint32 deviceID = 0;
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SLresult res;
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buffer_size = 1024;
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for(int i=0;i<BUFFER_COUNT;i++) {
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buffers[i]=memnew_arr( int16_t,buffer_size*2 );
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memset(buffers[i],0,buffer_size*4);
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}
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mixdown_buffer = memnew_arr( int32_t,buffer_size* 2);
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/* Callback context for the buffer queue callback function */
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/* Get the SL Engine Interface which is implicit */
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res = (*sl)->GetInterface(sl, SL_IID_ENGINE, (void*)&EngineItf);
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ERR_FAIL_COND( res !=SL_RESULT_SUCCESS );
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/* Initialize arrays required[] and iidArray[] */
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SLboolean required[MAX_NUMBER_INTERFACES];
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SLInterfaceID iidArray[MAX_NUMBER_INTERFACES];
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#if 0
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for (int i=0; i<MAX_NUMBER_INTERFACES; i++)
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{
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required[i] = SL_BOOLEAN_FALSE;
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iidArray[i] = SL_IID_NULL;
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}
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// Set arrays required[] and iidArray[] for VOLUME interface
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required[0] = SL_BOOLEAN_TRUE;
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iidArray[0] = SL_IID_VOLUME;
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// Create Output Mix object to be used by player
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res = (*EngineItf)->CreateOutputMix(EngineItf, &OutputMix, 1,
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iidArray, required);
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#else
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{
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const SLInterfaceID ids[1] = {SL_IID_ENVIRONMENTALREVERB};
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const SLboolean req[1] = {SL_BOOLEAN_FALSE};
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res = (*EngineItf)->CreateOutputMix(EngineItf, &OutputMix, 0,
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ids, req);
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}
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#endif
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ERR_FAIL_COND( res !=SL_RESULT_SUCCESS );
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// Realizing the Output Mix object in synchronous mode.
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res = (*OutputMix)->Realize(OutputMix, SL_BOOLEAN_FALSE);
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ERR_FAIL_COND( res !=SL_RESULT_SUCCESS );
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SLDataLocator_AndroidSimpleBufferQueue loc_bufq = {SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, BUFFER_COUNT};
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// bufferQueue.locatorType = SL_DATALOCATOR_BUFFERQUEUE;
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// bufferQueue.numBuffers = BUFFER_COUNT; /* Four buffers in our buffer queue */
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/* Setup the format of the content in the buffer queue */
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pcm.formatType = SL_DATAFORMAT_PCM;
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pcm.numChannels = 2;
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pcm.samplesPerSec = SL_SAMPLINGRATE_44_1;
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pcm.bitsPerSample = SL_PCMSAMPLEFORMAT_FIXED_16;
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pcm.containerSize = SL_PCMSAMPLEFORMAT_FIXED_16;
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pcm.channelMask = SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT;
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#ifdef BIG_ENDIAN_ENABLED
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pcm.endianness = SL_BYTEORDER_BIGENDIAN;
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#else
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pcm.endianness = SL_BYTEORDER_LITTLEENDIAN;
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#endif
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audioSource.pFormat = (void *)&pcm;
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audioSource.pLocator = (void *)&loc_bufq;
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/* Setup the data sink structure */
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locator_outputmix.locatorType = SL_DATALOCATOR_OUTPUTMIX;
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locator_outputmix.outputMix= OutputMix;
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audioSink.pLocator = (void *)&locator_outputmix;
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audioSink.pFormat = NULL;
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/* Initialize the context for Buffer queue callbacks */
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// cntxt.pDataBase = (void*)&pcmData;
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//cntxt.pData = cntxt.pDataBase;
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//cntxt.size = sizeof(pcmData);
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/* Set arrays required[] and iidArray[] for SEEK interface
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(PlayItf is implicit) */
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required[0] = SL_BOOLEAN_TRUE;
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iidArray[0] = SL_IID_BUFFERQUEUE;
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/* Create the music player */
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{
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const SLInterfaceID ids[2] = {SL_IID_BUFFERQUEUE, SL_IID_EFFECTSEND};
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const SLboolean req[2] = {SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE};
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res = (*EngineItf)->CreateAudioPlayer(EngineItf, &player,
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&audioSource, &audioSink, 1, ids, req);
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ERR_FAIL_COND( res !=SL_RESULT_SUCCESS );
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}
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/* Realizing the player in synchronous mode. */
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res = (*player)->Realize(player, SL_BOOLEAN_FALSE);
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ERR_FAIL_COND( res !=SL_RESULT_SUCCESS );
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/* Get seek and play interfaces */
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res = (*player)->GetInterface(player, SL_IID_PLAY, (void*)&playItf);
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ERR_FAIL_COND( res !=SL_RESULT_SUCCESS );
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res = (*player)->GetInterface(player, SL_IID_BUFFERQUEUE,
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(void*)&bufferQueueItf);
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ERR_FAIL_COND( res !=SL_RESULT_SUCCESS );
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/* Setup to receive buffer queue event callbacks */
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res = (*bufferQueueItf)->RegisterCallback(bufferQueueItf,
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_buffer_callbacks, this);
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ERR_FAIL_COND( res !=SL_RESULT_SUCCESS );
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/* Before we start set volume to -3dB (-300mB) */
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#if 0
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res = (*OutputMix)->GetInterface(OutputMix, SL_IID_VOLUME,
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(void*)&volumeItf);
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ERR_FAIL_COND( res !=SL_RESULT_SUCCESS );
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/* Setup the data source structure for the buffer queue */
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res = (*volumeItf)->SetVolumeLevel(volumeItf, -300);
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ERR_FAIL_COND( res !=SL_RESULT_SUCCESS );
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#endif
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last_free=0;
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#if 1
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//fill up buffers
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for(int i=0;i<BUFFER_COUNT;i++) {
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/* Enqueue a few buffers to get the ball rolling */
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res = (*bufferQueueItf)->Enqueue(bufferQueueItf, buffers[i],
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4 * buffer_size); /* Size given in */
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}
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#endif
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res = (*playItf)->SetPlayState(playItf, SL_PLAYSTATE_PLAYING);
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ERR_FAIL_COND( res !=SL_RESULT_SUCCESS );
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#if 0
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res = (*bufferQueueItf)->GetState(bufferQueueItf, &state);
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ERR_FAIL_COND( res !=SL_RESULT_SUCCESS );
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while(state.count)
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{
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(*bufferQueueItf)->GetState(bufferQueueItf, &state);
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}
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/* Make sure player is stopped */
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res = (*playItf)->SetPlayState(playItf, SL_PLAYSTATE_STOPPED);
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CheckErr(res);
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/* Destroy the player */
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(*player)->Destroy(player);
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/* Destroy Output Mix object */
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(*OutputMix)->Destroy(OutputMix);
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#endif
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active=true;
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}
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int AudioDriverOpenSL::get_mix_rate() const {
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return 44100;
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}
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AudioDriverSW::OutputFormat AudioDriverOpenSL::get_output_format() const{
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return OUTPUT_STEREO;
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}
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void AudioDriverOpenSL::lock(){
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if (active && mutex)
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mutex->lock();
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}
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void AudioDriverOpenSL::unlock() {
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if (active && mutex)
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mutex->unlock();
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}
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void AudioDriverOpenSL::finish(){
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(*sl)->Destroy(sl);
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}
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void AudioDriverOpenSL::set_pause(bool p_pause) {
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pause=p_pause;
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if (active) {
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if (pause) {
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(*playItf)->SetPlayState(playItf, SL_PLAYSTATE_PAUSED);
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} else {
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(*playItf)->SetPlayState(playItf, SL_PLAYSTATE_PLAYING);
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}
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}
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}
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AudioDriverOpenSL::AudioDriverOpenSL()
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{
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s_ad=this;
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mutex=Mutex::create();//NULL;
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pause=false;
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}
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