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https://github.com/shadps4-emu/shadPS4.git
synced 2025-05-18 17:34:52 +00:00
Details: * Switched SDL audio mutex to RW lock. This fixes games that continiously call SetVolume in a different thread (like Ghostbusters) * Added contition to buffer audio packets independent of video packets. This fixes choppy audio across many games. * Increased the number of audio frame buffers from 2 to 4. Just in case. * Migrated to std::jthread and std::mutex from pthreads. * Fixed a race condition with joins on avplayer close that caused a crash.
40 lines
1.2 KiB
C++
40 lines
1.2 KiB
C++
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <shared_mutex>
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#include <SDL3/SDL_audio.h>
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#include "core/libraries/audio/audioout.h"
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namespace Audio {
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class SDLAudio {
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public:
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SDLAudio() = default;
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virtual ~SDLAudio() = default;
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int AudioOutOpen(int type, u32 samples_num, u32 freq,
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Libraries::AudioOut::OrbisAudioOutParamFormat format);
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s32 AudioOutOutput(s32 handle, const void* ptr);
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bool AudioOutSetVolume(s32 handle, s32 bitflag, s32* volume);
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bool AudioOutGetStatus(s32 handle, int* type, int* channels_num);
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private:
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struct PortOut {
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bool isOpen = false;
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int type = 0;
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u32 samples_num = 0;
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u8 sample_size = 0;
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u32 freq = 0;
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u32 format = -1;
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int channels_num = 0;
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int volume[8] = {};
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SDL_AudioStream* stream = nullptr;
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};
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std::shared_mutex m_mutex;
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std::array<PortOut, 22> portsOut; // main up to 8 ports , BGM 1 port , voice up to 4 ports ,
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// personal up to 4 ports , padspk up to 5 ports , aux 1 port
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};
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} // namespace Audio
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