forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			376 lines
		
	
	
		
			9.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			376 lines
		
	
	
		
			9.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <cstring>
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#include <thread>
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#include "AudioCommon/aldlist.h"
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#include "AudioCommon/DPL2Decoder.h"
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#include "AudioCommon/OpenALStream.h"
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#include "Common/Thread.h"
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#include "Common/Logging/Log.h"
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#include "Core/ConfigManager.h"
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#if defined HAVE_OPENAL && HAVE_OPENAL
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#ifdef _WIN32
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#pragma comment(lib, "openal32.lib")
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#endif
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static soundtouch::SoundTouch soundTouch;
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//
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// AyuanX: Spec says OpenAL1.1 is thread safe already
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//
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bool OpenALStream::Start()
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{
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	m_run_thread.store(true);
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	bool bReturn = false;
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	ALDeviceList pDeviceList;
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	if (pDeviceList.GetNumDevices())
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	{
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		char *defDevName = pDeviceList.GetDeviceName(pDeviceList.GetDefaultDevice());
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		WARN_LOG(AUDIO, "Found OpenAL device %s", defDevName);
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		ALCdevice *pDevice = alcOpenDevice(defDevName);
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		if (pDevice)
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		{
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			ALCcontext *pContext = alcCreateContext(pDevice, nullptr);
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			if (pContext)
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			{
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				// Used to determine an appropriate period size (2x period = total buffer size)
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				//ALCint refresh;
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				//alcGetIntegerv(pDevice, ALC_REFRESH, 1, &refresh);
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				//period_size_in_millisec = 1000 / refresh;
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				alcMakeContextCurrent(pContext);
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				thread = std::thread(&OpenALStream::SoundLoop, this);
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				bReturn = true;
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			}
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			else
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			{
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				alcCloseDevice(pDevice);
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				PanicAlertT("OpenAL: can't create context for device %s", defDevName);
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			}
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		}
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		else
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		{
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			PanicAlertT("OpenAL: can't open device %s", defDevName);
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		}
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	}
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	else
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	{
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		PanicAlertT("OpenAL: can't find sound devices");
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	}
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	// Initialize DPL2 parameters
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	DPL2Reset();
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	soundTouch.clear();
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	return bReturn;
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}
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void OpenALStream::Stop()
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{
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	m_run_thread.store(false);
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	// kick the thread if it's waiting
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	soundSyncEvent.Set();
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	soundTouch.clear();
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	thread.join();
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	alSourceStop(uiSource);
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	alSourcei(uiSource, AL_BUFFER, 0);
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	// Clean up buffers and sources
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	alDeleteSources(1, &uiSource);
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	uiSource = 0;
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	alDeleteBuffers(numBuffers, uiBuffers);
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	ALCcontext *pContext = alcGetCurrentContext();
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	ALCdevice *pDevice = alcGetContextsDevice(pContext);
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	alcMakeContextCurrent(nullptr);
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	alcDestroyContext(pContext);
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	alcCloseDevice(pDevice);
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}
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void OpenALStream::SetVolume(int volume)
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{
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	fVolume = (float)volume / 100.0f;
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	if (uiSource)
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		alSourcef(uiSource, AL_GAIN, fVolume);
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}
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void OpenALStream::Update()
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{
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	soundSyncEvent.Set();
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}
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void OpenALStream::Clear(bool mute)
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{
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	m_muted = mute;
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	if (m_muted)
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	{
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		soundTouch.clear();
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		alSourceStop(uiSource);
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	}
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	else
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	{
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		alSourcePlay(uiSource);
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	}
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}
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void OpenALStream::SoundLoop()
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{
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	Common::SetCurrentThreadName("Audio thread - openal");
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	bool surround_capable = SConfig::GetInstance().bDPL2Decoder;
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#if defined(__APPLE__)
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	bool float32_capable = false;
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	const ALenum AL_FORMAT_STEREO_FLOAT32 = 0;
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	// OS X does not have the alext AL_FORMAT_51CHN32 yet.
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	surround_capable = false;
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	const ALenum AL_FORMAT_51CHN32 = 0;
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	const ALenum AL_FORMAT_51CHN16 = 0;
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#else
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	bool float32_capable = true;
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#endif
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	u32 ulFrequency = m_mixer->GetSampleRate();
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	numBuffers = SConfig::GetInstance().iLatency + 2; // OpenAL requires a minimum of two buffers
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	memset(uiBuffers, 0, numBuffers * sizeof(ALuint));
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	uiSource = 0;
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	// Checks if a X-Fi is being used. If it is, disable FLOAT32 support as this sound card has no support for it even though it reports it does.
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	if (strstr(alGetString(AL_RENDERER), "X-Fi"))
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		float32_capable = false;
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	// Generate some AL Buffers for streaming
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	alGenBuffers(numBuffers, (ALuint *)uiBuffers);
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	// Generate a Source to playback the Buffers
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	alGenSources(1, &uiSource);
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	// Short Silence
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	if (float32_capable)
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		memset(sampleBuffer, 0, OAL_MAX_SAMPLES * numBuffers * FRAME_SURROUND_FLOAT);
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	else
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		memset(sampleBuffer, 0, OAL_MAX_SAMPLES * numBuffers * FRAME_SURROUND_SHORT);
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	memset(realtimeBuffer, 0, OAL_MAX_SAMPLES * FRAME_STEREO_SHORT);
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	for (int i = 0; i < numBuffers; i++)
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	{
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		if (surround_capable)
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		{
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			if (float32_capable)
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				alBufferData(uiBuffers[i], AL_FORMAT_51CHN32, sampleBuffer, 4 * FRAME_SURROUND_FLOAT, ulFrequency);
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			else
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				alBufferData(uiBuffers[i], AL_FORMAT_51CHN16, sampleBuffer, 4 * FRAME_SURROUND_SHORT, ulFrequency);
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		}
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		else
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		{
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			alBufferData(uiBuffers[i], AL_FORMAT_STEREO16, realtimeBuffer, 4 * FRAME_STEREO_SHORT, ulFrequency);
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		}
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	}
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	alSourceQueueBuffers(uiSource, numBuffers, uiBuffers);
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	alSourcePlay(uiSource);
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	// Set the default sound volume as saved in the config file.
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	alSourcef(uiSource, AL_GAIN, fVolume);
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	// TODO: Error handling
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	//ALenum err = alGetError();
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	ALint iBuffersFilled = 0;
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	ALint iBuffersProcessed = 0;
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	ALint iState = 0;
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	ALuint uiBufferTemp[OAL_MAX_BUFFERS] = { 0 };
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	soundTouch.setChannels(2);
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	soundTouch.setSampleRate(ulFrequency);
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	soundTouch.setTempo(1.0);
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	soundTouch.setSetting(SETTING_USE_QUICKSEEK, 0);
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	soundTouch.setSetting(SETTING_USE_AA_FILTER, 0);
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	soundTouch.setSetting(SETTING_SEQUENCE_MS, 1);
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	soundTouch.setSetting(SETTING_SEEKWINDOW_MS, 28);
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	soundTouch.setSetting(SETTING_OVERLAP_MS, 12);
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	while (m_run_thread.load())
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	{
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		// num_samples_to_render in this update - depends on SystemTimers::AUDIO_DMA_PERIOD.
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		const u32 stereo_16_bit_size = 4;
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		const u32 dma_length = 32;
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		const u64 ais_samples_per_second = 48000 * stereo_16_bit_size;
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		u64 audio_dma_period = SystemTimers::GetTicksPerSecond() / (AudioInterface::GetAIDSampleRate() * stereo_16_bit_size / dma_length);
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		u64 num_samples_to_render = (audio_dma_period * ais_samples_per_second) / SystemTimers::GetTicksPerSecond();
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		unsigned int numSamples = (unsigned int)num_samples_to_render;
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		unsigned int minSamples = surround_capable ? 240 : 0; // DPL2 accepts 240 samples minimum (FWRDURATION)
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		numSamples = (numSamples > OAL_MAX_SAMPLES) ? OAL_MAX_SAMPLES : numSamples;
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		numSamples = m_mixer->Mix(realtimeBuffer, numSamples, false);
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		// Convert the samples from short to float
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		float dest[OAL_MAX_SAMPLES * STEREO_CHANNELS];
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		for (u32 i = 0; i < numSamples * STEREO_CHANNELS; ++i)
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			dest[i] = (float)realtimeBuffer[i] / (1 << 15);
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		soundTouch.putSamples(dest, numSamples);
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		if (iBuffersProcessed == iBuffersFilled)
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		{
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			alGetSourcei(uiSource, AL_BUFFERS_PROCESSED, &iBuffersProcessed);
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			iBuffersFilled = 0;
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		}
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		if (iBuffersProcessed)
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		{
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			double rate = (double)m_mixer->GetCurrentSpeed();
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			if (rate <= 0)
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			{
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				Core::RequestRefreshInfo();
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				rate = (double)m_mixer->GetCurrentSpeed();
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			}
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			// Place a lower limit of 10% speed.  When a game boots up, there will be
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			// many silence samples.  These do not need to be timestretched.
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			if (rate > 0.10)
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			{
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				soundTouch.setTempo(rate);
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				if (rate > 10)
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				{
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					soundTouch.clear();
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				}
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			}
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			unsigned int nSamples = soundTouch.receiveSamples(sampleBuffer, OAL_MAX_SAMPLES * numBuffers);
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			if (nSamples <= minSamples)
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				continue;
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			// Remove the Buffer from the Queue.  (uiBuffer contains the Buffer ID for the unqueued Buffer)
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			if (iBuffersFilled == 0)
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			{
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				alSourceUnqueueBuffers(uiSource, iBuffersProcessed, uiBufferTemp);
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				ALenum err = alGetError();
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				if (err != 0)
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				{
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					ERROR_LOG(AUDIO, "Error unqueuing buffers: %08x", err);
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				}
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			}
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			if (surround_capable)
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			{
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				float dpl2[OAL_MAX_SAMPLES * OAL_MAX_BUFFERS * SURROUND_CHANNELS];
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				DPL2Decode(sampleBuffer, nSamples, dpl2);
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				// zero-out the subwoofer channel - DPL2Decode generates a pretty
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				// good 5.0 but not a good 5.1 output.  Sadly there is not a 5.0
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				// AL_FORMAT_50CHN32 to make this super-explicit.
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				// DPL2Decode output: LEFTFRONT, RIGHTFRONT, CENTREFRONT, (sub), LEFTREAR, RIGHTREAR
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				for (u32 i = 0; i < nSamples; ++i)
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				{
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					dpl2[i*SURROUND_CHANNELS + 3 /*sub/lfe*/] = 0.0f;
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				}
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				if (float32_capable)
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				{
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					alBufferData(uiBufferTemp[iBuffersFilled], AL_FORMAT_51CHN32, dpl2, nSamples * FRAME_SURROUND_FLOAT, ulFrequency);
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				}
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				else
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				{
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					short surround_short[OAL_MAX_SAMPLES * SURROUND_CHANNELS * OAL_MAX_BUFFERS];
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					for (u32 i = 0; i < nSamples * SURROUND_CHANNELS; ++i)
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						surround_short[i] = (short)((float)dpl2[i] * (1 << 15));
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					alBufferData(uiBufferTemp[iBuffersFilled], AL_FORMAT_51CHN16, surround_short, nSamples * FRAME_SURROUND_SHORT, ulFrequency);
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				}
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				ALenum err = alGetError();
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				if (err == AL_INVALID_ENUM)
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				{
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					// 5.1 is not supported by the host, fallback to stereo
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					WARN_LOG(AUDIO, "Unable to set 5.1 surround mode.  Updating OpenAL Soft might fix this issue.");
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					surround_capable = false;
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				}
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				else if (err != 0)
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				{
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					ERROR_LOG(AUDIO, "Error occurred while buffering data: %08x", err);
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				}
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			}
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			else
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			{
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				if (float32_capable)
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				{
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					alBufferData(uiBufferTemp[iBuffersFilled], AL_FORMAT_STEREO_FLOAT32, sampleBuffer, nSamples * FRAME_STEREO_FLOAT, ulFrequency);
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					ALenum err = alGetError();
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					if (err == AL_INVALID_ENUM)
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					{
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						float32_capable = false;
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					}
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					else if (err != 0)
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					{
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						ERROR_LOG(AUDIO, "Error occurred while buffering float32 data: %08x", err);
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					}
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				}
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				else
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				{
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					// Convert the samples from float to short
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					short stereo[OAL_MAX_SAMPLES * STEREO_CHANNELS * OAL_MAX_BUFFERS];
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					for (u32 i = 0; i < nSamples * STEREO_CHANNELS; ++i)
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						stereo[i] = (short)((float)sampleBuffer[i] * (1 << 15));
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					alBufferData(uiBufferTemp[iBuffersFilled], AL_FORMAT_STEREO16, stereo, nSamples * FRAME_STEREO_SHORT, ulFrequency);
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				}
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			}
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			alSourceQueueBuffers(uiSource, 1, &uiBufferTemp[iBuffersFilled]);
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			ALenum err = alGetError();
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			if (err != 0)
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			{
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				ERROR_LOG(AUDIO, "Error queuing buffers: %08x", err);
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			}
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			iBuffersFilled++;
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			if (iBuffersFilled == numBuffers)
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			{
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				alSourcePlay(uiSource);
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				err = alGetError();
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				if (err != 0)
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				{
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					ERROR_LOG(AUDIO, "Error occurred during playback: %08x", err);
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				}
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			}
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			alGetSourcei(uiSource, AL_SOURCE_STATE, &iState);
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			if (iState != AL_PLAYING)
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			{
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				// Buffer underrun occurred, resume playback
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				alSourcePlay(uiSource);
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				err = alGetError();
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				if (err != 0)
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				{
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					ERROR_LOG(AUDIO, "Error occurred resuming playback: %08x", err);
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				}
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			}
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		}
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		else
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		{
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			soundSyncEvent.Wait();
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		}
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	}
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}
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#endif //HAVE_OPENAL
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