forked from dolphin-emu/dolphin
		
	plus a segfault fix for issue 2779 git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5751 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			103 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <string.h>
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#include "AOSoundStream.h"
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#include "Mixer.h"
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#if defined(HAVE_AO) && HAVE_AO
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void AOSound::SoundLoop()
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{
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	uint_32 numBytesToRender = 256;
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	ao_initialize();
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	default_driver = ao_default_driver_id();
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	format.bits = 16;
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	format.channels = 2;
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	format.rate = m_mixer->GetSampleRate();
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	format.byte_format = AO_FMT_LITTLE;
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	device = ao_open_live(default_driver, &format, NULL /* no options */);
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	if (!device)
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	{
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		PanicAlert("AudioCommon: Error opening AO device.\n");
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		ao_shutdown();
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		Stop();
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		return;
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	}
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	buf_size = format.bits/8 * format.channels * format.rate;
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	while (!threadData)
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	{
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		m_mixer->Mix(realtimeBuffer, numBytesToRender >> 2);
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		soundCriticalSection.Enter();
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		ao_play(device, (char*)realtimeBuffer, numBytesToRender);
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		soundCriticalSection.Leave();
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		soundSyncEvent.Wait();
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	}
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}
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void *soundThread(void *args)
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{
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	((AOSound *)args)->SoundLoop();
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	return NULL;
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}
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bool AOSound::Start()
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{
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	memset(realtimeBuffer, 0, sizeof(realtimeBuffer));
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	soundSyncEvent.Init();
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	thread = new Common::Thread(soundThread, (void *)this);
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	return true;
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}
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void AOSound::Update()
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{
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	soundSyncEvent.Set();
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}
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void AOSound::Stop()
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{
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	threadData = 1;
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	soundSyncEvent.Set();
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	soundCriticalSection.Enter();
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	delete thread;
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	thread = NULL;
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	if (device)
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		ao_close(device);
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	ao_shutdown();
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	device = NULL;
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	soundCriticalSection.Leave();
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	soundSyncEvent.Shutdown();
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}
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AOSound::~AOSound()
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{
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}
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#endif
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