shadPS4/src/audio_core/sdl_audio.h
Vladislav Mikhalin 0d6e8e227a Fixed some sound and threading issues.
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.
2024-08-15 22:00:51 +03:00

40 lines
1.2 KiB
C++

// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <shared_mutex>
#include <SDL3/SDL_audio.h>
#include "core/libraries/audio/audioout.h"
namespace Audio {
class SDLAudio {
public:
SDLAudio() = default;
virtual ~SDLAudio() = default;
int AudioOutOpen(int type, u32 samples_num, u32 freq,
Libraries::AudioOut::OrbisAudioOutParamFormat format);
s32 AudioOutOutput(s32 handle, const void* ptr);
bool AudioOutSetVolume(s32 handle, s32 bitflag, s32* volume);
bool AudioOutGetStatus(s32 handle, int* type, int* channels_num);
private:
struct PortOut {
bool isOpen = false;
int type = 0;
u32 samples_num = 0;
u8 sample_size = 0;
u32 freq = 0;
u32 format = -1;
int channels_num = 0;
int volume[8] = {};
SDL_AudioStream* stream = nullptr;
};
std::shared_mutex m_mutex;
std::array<PortOut, 22> portsOut; // main up to 8 ports , BGM 1 port , voice up to 4 ports ,
// personal up to 4 ports , padspk up to 5 ports , aux 1 port
};
} // namespace Audio