aboutsummaryrefslogtreecommitdiffstats
path: root/Game/Code/Classes/UAudioPlayback_SDL.pas
diff options
context:
space:
mode:
authortobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-07-02 07:50:39 +0000
committertobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-07-02 07:50:39 +0000
commitfaf4c13bf41a17ce920a2194fc396f8bf7b44331 (patch)
tree0049a0dacad82a08b934167660bfabd6c8ea47a8 /Game/Code/Classes/UAudioPlayback_SDL.pas
parent67d0be6741c5466c786d8d389e34c83e1be7e3c0 (diff)
downloadusdx-faf4c13bf41a17ce920a2194fc396f8bf7b44331.tar.gz
usdx-faf4c13bf41a17ce920a2194fc396f8bf7b44331.tar.xz
usdx-faf4c13bf41a17ce920a2194fc396f8bf7b44331.zip
Audio/Video engine update:
- lyrics<->audio synchronisation (TSyncSource) - better resampling (optional support for libsamplerate) - cleaner termination of audio/video streams/devices - improved decoders and decoder infrastructure - many other improvements/cleanups Currently just for testing (not enabled by default): - Background music - Voice-Passthrough (hear what you sing) - Video VSync git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1157 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/Classes/UAudioPlayback_SDL.pas')
-rw-r--r--Game/Code/Classes/UAudioPlayback_SDL.pas60
1 files changed, 35 insertions, 25 deletions
diff --git a/Game/Code/Classes/UAudioPlayback_SDL.pas b/Game/Code/Classes/UAudioPlayback_SDL.pas
index 14990855..deef91e8 100644
--- a/Game/Code/Classes/UAudioPlayback_SDL.pas
+++ b/Game/Code/Classes/UAudioPlayback_SDL.pas
@@ -26,34 +26,33 @@ uses
type
TAudioPlayback_SDL = class(TAudioPlayback_SoftMixer)
private
+ Latency: double;
function EnumDevices(): boolean;
protected
function InitializeAudioPlaybackEngine(): boolean; override;
function StartAudioPlaybackEngine(): boolean; override;
procedure StopAudioPlaybackEngine(); override;
function FinalizeAudioPlaybackEngine(): boolean; override;
+ function GetLatency(): double; override;
public
function GetName: String; override;
procedure MixBuffers(dst, src: PChar; size: Cardinal; volume: Single); override;
end;
-var
- singleton_AudioPlaybackSDL : IAudioPlayback;
-
{ TAudioPlayback_SDL }
procedure SDLAudioCallback(userdata: Pointer; stream: PChar; len: integer); cdecl;
var
- engine: TAudioPlayback_SDL;
+ Engine: TAudioPlayback_SDL;
begin
- engine := TAudioPlayback_SDL(userdata);
- engine.AudioCallback(stream, len);
+ Engine := TAudioPlayback_SDL(userdata);
+ Engine.AudioCallback(stream, len);
end;
function TAudioPlayback_SDL.GetName: String;
begin
- result := 'SDL_Playback';
+ Result := 'SDL_Playback';
end;
function TAudioPlayback_SDL.EnumDevices(): boolean;
@@ -68,28 +67,29 @@ end;
function TAudioPlayback_SDL.InitializeAudioPlaybackEngine(): boolean;
var
- desiredAudioSpec, obtainedAudioSpec: TSDL_AudioSpec;
+ DesiredAudioSpec, ObtainedAudioSpec: TSDL_AudioSpec;
SampleBufferSize: integer;
begin
- result := false;
+ Result := false;
EnumDevices();
if (SDL_InitSubSystem(SDL_INIT_AUDIO) = -1) then
begin
Log.LogError('SDL_InitSubSystem failed!', 'TAudioPlayback_SDL.InitializeAudioPlaybackEngine');
- exit;
+ Exit;
end;
SampleBufferSize := IAudioOutputBufferSizeVals[Ini.AudioOutputBufferSizeIndex];
if (SampleBufferSize <= 0) then
begin
- // Automatic setting defaults to 1024 samples
- SampleBufferSize := 1024;
+ // Automatic setting default
+ // FIXME: too much glitches with 1024 samples
+ SampleBufferSize := 2048; //1024;
end;
- FillChar(desiredAudioSpec, sizeof(desiredAudioSpec), 0);
- with desiredAudioSpec do
+ FillChar(DesiredAudioSpec, SizeOf(DesiredAudioSpec), 0);
+ with DesiredAudioSpec do
begin
freq := 44100;
format := AUDIO_S16SYS;
@@ -99,27 +99,36 @@ begin
userdata := Self;
end;
- if(SDL_OpenAudio(@desiredAudioSpec, @obtainedAudioSpec) = -1) then
+ // Note: always use the "obtained" parameter, otherwise SDL might try to convert
+ // the samples itself if the desired format is not available. This might lead
+ // to problems if for example ALSA does not support 44100Hz and proposes 48000Hz.
+ // Without the obtained parameter, SDL would try to convert 44.1kHz to 48kHz with
+ // its crappy (non working) converter resulting in a wrong (too high) pitch.
+ if(SDL_OpenAudio(@DesiredAudioSpec, @ObtainedAudioSpec) = -1) then
begin
Log.LogStatus('SDL_OpenAudio: ' + SDL_GetError(), 'TAudioPlayback_SDL.InitializeAudioPlaybackEngine');
- exit;
+ Exit;
end;
FormatInfo := TAudioFormatInfo.Create(
- obtainedAudioSpec.channels,
- obtainedAudioSpec.freq,
+ ObtainedAudioSpec.channels,
+ ObtainedAudioSpec.freq,
asfS16
);
+ // Note: SDL does not provide info of the internal buffer state.
+ // So we use the average buffer-size.
+ Latency := (ObtainedAudioSpec.samples/2) / FormatInfo.SampleRate;
+
Log.LogStatus('Opened audio device', 'TAudioPlayback_SDL.InitializeAudioPlaybackEngine');
- result := true;
+ Result := true;
end;
function TAudioPlayback_SDL.StartAudioPlaybackEngine(): boolean;
begin
SDL_PauseAudio(0);
- result := true;
+ Result := true;
end;
procedure TAudioPlayback_SDL.StopAudioPlaybackEngine();
@@ -134,6 +143,11 @@ begin
Result := true;
end;
+function TAudioPlayback_SDL.GetLatency(): double;
+begin
+ Result := Latency;
+end;
+
procedure TAudioPlayback_SDL.MixBuffers(dst, src: PChar; size: Cardinal; volume: Single);
begin
SDL_MixAudio(PUInt8(dst), PUInt8(src), size, Round(volume * SDL_MIX_MAXVOLUME));
@@ -141,10 +155,6 @@ end;
initialization
- singleton_AudioPlaybackSDL := TAudioPlayback_SDL.create();
- AudioManager.add( singleton_AudioPlaybackSDL );
-
-finalization
- AudioManager.Remove( singleton_AudioPlaybackSDL );
+ MediaManager.add(TAudioPlayback_SDL.Create);
end.