// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include #include #include "audio_core/audio_core.h" #include "audio_core/audio_event.h" #include "audio_core/audio_manager.h" #include "audio_core/sink/sdl2_sink.h" #include "audio_core/sink/sink_stream.h" #include "common/assert.h" #include "common/fixed_point.h" #include "common/logging/log.h" #include "common/reader_writer_queue.h" #include "common/ring_buffer.h" #include "common/settings.h" #include "core/core.h" // Ignore -Wimplicit-fallthrough due to https://github.com/libsdl-org/SDL/issues/4307 #ifdef __clang__ #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wimplicit-fallthrough" #endif #include #ifdef __clang__ #pragma clang diagnostic pop #endif namespace AudioCore::Sink { /** * SDL sink stream, responsible for sinking samples to hardware. */ class SDLSinkStream final : public SinkStream { public: /** * Create a new sink stream. * * @param device_channels_ - Number of channels supported by the hardware. * @param system_channels_ - Number of channels the audio systems expect. * @param output_device - Name of the output device to use for this stream. * @param input_device - Name of the input device to use for this stream. * @param type_ - Type of this stream. * @param system_ - Core system. * @param event - Event used only for audio renderer, signalled on buffer consume. */ SDLSinkStream(u32 device_channels_, const u32 system_channels_, const std::string& output_device, const std::string& input_device, const StreamType type_, Core::System& system_) : type{type_}, system{system_} { system_channels = system_channels_; device_channels = device_channels_; SDL_AudioSpec spec; spec.freq = TargetSampleRate; spec.channels = static_cast(device_channels); spec.format = AUDIO_S16SYS; if (type == StreamType::Render) { spec.samples = TargetSampleCount; } else { spec.samples = 1024; } spec.callback = &SDLSinkStream::DataCallback; spec.userdata = this; playing_buffer.consumed = true; std::string device_name{output_device}; bool capture{false}; if (type == StreamType::In) { device_name = input_device; capture = true; } SDL_AudioSpec obtained; if (device_name.empty()) { device = SDL_OpenAudioDevice(nullptr, capture, &spec, &obtained, false); } else { device = SDL_OpenAudioDevice(device_name.c_str(), capture, &spec, &obtained, false); } if (device == 0) { LOG_CRITICAL(Audio_Sink, "Error opening SDL audio device: {}", SDL_GetError()); return; } LOG_DEBUG(Service_Audio, "Opening sdl stream {} with: rate {} channels {} (system channels {}) " " samples {}", device, obtained.freq, obtained.channels, system_channels, obtained.samples); } /** * Destroy the sink stream. */ ~SDLSinkStream() override { if (device == 0) { return; } SDL_CloseAudioDevice(device); } /** * Finalize the sink stream. */ void Finalize() override { if (device == 0) { return; } SDL_CloseAudioDevice(device); } /** * Start the sink stream. * * @param resume - Set to true if this is resuming the stream a previously-active stream. * Default false. */ void Start(const bool resume = false) override { if (device == 0) { return; } if (resume && was_playing) { SDL_PauseAudioDevice(device, 0); paused = false; } else if (!resume) { SDL_PauseAudioDevice(device, 0); paused = false; } } /** * Stop the sink stream. */ void Stop() { if (device == 0) { return; } SDL_PauseAudioDevice(device, 1); paused = true; } /** * Append a new buffer and its samples to a waiting queue to play. * * @param buffer - Audio buffer information to be queued. * @param samples - The s16 samples to be queue for playback. */ void AppendBuffer(::AudioCore::Sink::SinkBuffer& buffer, std::vector& samples) override { if (type == StreamType::In) { queue.enqueue(buffer); queued_buffers++; } else { constexpr s32 min = std::numeric_limits::min(); constexpr s32 max = std::numeric_limits::max(); auto yuzu_volume{Settings::Volume()}; auto volume{system_volume * device_volume * yuzu_volume}; if (system_channels == 6 && device_channels == 2) { // We're given 6 channels, but our device only outputs 2, so downmix. constexpr std::array down_mix_coeff{1.0f, 0.707f, 0.251f, 0.707f}; for (u32 read_index = 0, write_index = 0; read_index < samples.size(); read_index += system_channels, write_index += device_channels) { const auto left_sample{ ((Common::FixedPoint<49, 15>( samples[read_index + static_cast(Channels::FrontLeft)]) * down_mix_coeff[0] + samples[read_index + static_cast(Channels::Center)] * down_mix_coeff[1] + samples[read_index + static_cast(Channels::LFE)] * down_mix_coeff[2] + samples[read_index + static_cast(Channels::BackLeft)] * down_mix_coeff[3]) * volume) .to_int()}; const auto right_sample{ ((Common::FixedPoint<49, 15>( samples[read_index + static_cast(Channels::FrontRight)]) * down_mix_coeff[0] + samples[read_index + static_cast(Channels::Center)] * down_mix_coeff[1] + samples[read_index + static_cast(Channels::LFE)] * down_mix_coeff[2] + samples[read_index + static_cast(Channels::BackRight)] * down_mix_coeff[3]) * volume) .to_int()}; samples[write_index + static_cast(Channels::FrontLeft)] = static_cast(std::clamp(left_sample, min, max)); samples[write_index + static_cast(Channels::FrontRight)] = static_cast(std::clamp(right_sample, min, max)); } samples.resize(samples.size() / system_channels * device_channels); } else if (system_channels == 2 && device_channels == 6) { // We need moar samples! Not all games will provide 6 channel audio. // TODO: Implement some upmixing here. Currently just passthrough, with other // channels left as silence. std::vector new_samples(samples.size() / system_channels * device_channels, 0); for (u32 read_index = 0, write_index = 0; read_index < samples.size(); read_index += system_channels, write_index += device_channels) { const auto left_sample{static_cast(std::clamp( static_cast( static_cast( samples[read_index + static_cast(Channels::FrontLeft)]) * volume), min, max))}; new_samples[write_index + static_cast(Channels::FrontLeft)] = left_sample; const auto right_sample{static_cast(std::clamp( static_cast( static_cast( samples[read_index + static_cast(Channels::FrontRight)]) * volume), min, max))}; new_samples[write_index + static_cast(Channels::FrontRight)] = right_sample; } samples = std::move(new_samples); } else if (volume != 1.0f) { for (u32 i = 0; i < samples.size(); i++) { samples[i] = static_cast(std::clamp( static_cast(static_cast(samples[i]) * volume), min, max)); } } samples_buffer.Push(samples); queue.enqueue(buffer); queued_buffers++; } } /** * Release a buffer. Audio In only, will fill a buffer with recorded samples. * * @param num_samples - Maximum number of samples to receive. * @return Vector of recorded samples. May have fewer than num_samples. */ std::vector ReleaseBuffer(const u64 num_samples) override { static constexpr s32 min = std::numeric_limits::min(); static constexpr s32 max = std::numeric_limits::max(); auto samples{samples_buffer.Pop(num_samples)}; // TODO: Up-mix to 6 channels if the game expects it. // For audio input this is unlikely to ever be the case though. // Incoming mic volume seems to always be very quiet, so multiply by an additional 8 here. // TODO: Play with this and find something that works better. auto volume{system_volume * device_volume * 8}; for (u32 i = 0; i < samples.size(); i++) { samples[i] = static_cast( std::clamp(static_cast(static_cast(samples[i]) * volume), min, max)); } if (samples.size() < num_samples) { samples.resize(num_samples, 0); } return samples; } /** * Check if a certain buffer has been consumed (fully played). * * @param tag - Unique tag of a buffer to check for. * @return True if the buffer has been played, otherwise false. */ bool IsBufferConsumed(const u64 tag) override { if (released_buffer.tag == 0) { if (!released_buffers.try_dequeue(released_buffer)) { return false; } } if (released_buffer.tag == tag) { released_buffer.tag = 0; return true; } return false; } /** * Empty out the buffer queue. */ void ClearQueue() override { samples_buffer.Pop(); while (queue.pop()) { } while (released_buffers.pop()) { } released_buffer = {}; playing_buffer = {}; playing_buffer.consumed = true; queued_buffers = 0; } private: /** * Signal events back to the audio system that a buffer was played/can be filled. * * @param buffer - Consumed audio buffer to be released. */ void SignalEvent(const ::AudioCore::Sink::SinkBuffer& buffer) { auto& manager{system.AudioCore().GetAudioManager()}; switch (type) { case StreamType::Out: released_buffers.enqueue(buffer); manager.SetEvent(Event::Type::AudioOutManager, true); break; case StreamType::In: released_buffers.enqueue(buffer); manager.SetEvent(Event::Type::AudioInManager, true); break; case StreamType::Render: break; } } /** * Main callback from SDL. Either expects samples from us (audio render/audio out), or will * provide samples to be copied (audio in). * * @param userdata - Custom data pointer passed along, points to a SDLSinkStream. * @param stream - Buffer of samples to be filled or read. * @param len - Length of the stream in bytes. */ static void DataCallback(void* userdata, Uint8* stream, int len) { auto* impl = static_cast(userdata); if (!impl) { return; } const std::size_t num_channels = impl->GetDeviceChannels(); const std::size_t frame_size = num_channels; const std::size_t frame_size_bytes = frame_size * sizeof(s16); const std::size_t num_frames{len / num_channels / sizeof(s16)}; size_t frames_written{0}; [[maybe_unused]] bool underrun{false}; if (impl->type == StreamType::In) { std::span input_buffer{reinterpret_cast(stream), num_frames * frame_size}; while (frames_written < num_frames) { auto& playing_buffer{impl->playing_buffer}; // If the playing buffer has been consumed or has no frames, we need a new one if (playing_buffer.consumed || playing_buffer.frames == 0) { if (!impl->queue.try_dequeue(impl->playing_buffer)) { // If no buffer was available we've underrun, just push the samples and // continue. underrun = true; impl->samples_buffer.Push(&input_buffer[frames_written * frame_size], (num_frames - frames_written) * frame_size); frames_written = num_frames; continue; } else { impl->queued_buffers--; impl->SignalEvent(impl->playing_buffer); } } // Get the minimum frames available between the currently playing buffer, and the // amount we have left to fill size_t frames_available{ std::min(playing_buffer.frames - playing_buffer.frames_played, num_frames - frames_written)}; impl->samples_buffer.Push(&input_buffer[frames_written * frame_size], frames_available * frame_size); frames_written += frames_available; playing_buffer.frames_played += frames_available; // If that's all the frames in the current buffer, add its samples and mark it as // consumed if (playing_buffer.frames_played >= playing_buffer.frames) { impl->AddPlayedSampleCount(playing_buffer.frames_played * num_channels); impl->playing_buffer.consumed = true; } } std::memcpy(&impl->last_frame[0], &input_buffer[(frames_written - 1) * frame_size], frame_size_bytes); } else { std::span output_buffer{reinterpret_cast(stream), num_frames * frame_size}; while (frames_written < num_frames) { auto& playing_buffer{impl->playing_buffer}; // If the playing buffer has been consumed or has no frames, we need a new one if (playing_buffer.consumed || playing_buffer.frames == 0) { if (!impl->queue.try_dequeue(impl->playing_buffer)) { // If no buffer was available we've underrun, fill the remaining buffer with // the last written frame and continue. underrun = true; for (size_t i = frames_written; i < num_frames; i++) { std::memcpy(&output_buffer[i * frame_size], &impl->last_frame[0], frame_size_bytes); } frames_written = num_frames; continue; } else { impl->queued_buffers--; impl->SignalEvent(impl->playing_buffer); } } // Get the minimum frames available between the currently playing buffer, and the // amount we have left to fill size_t frames_available{ std::min(playing_buffer.frames - playing_buffer.frames_played, num_frames - frames_written)}; impl->samples_buffer.Pop(&output_buffer[frames_written * frame_size], frames_available * frame_size); frames_written += frames_available; playing_buffer.frames_played += frames_available; // If that's all the frames in the current buffer, add its samples and mark it as // consumed if (playing_buffer.frames_played >= playing_buffer.frames) { impl->AddPlayedSampleCount(playing_buffer.frames_played * num_channels); impl->playing_buffer.consumed = true; } } std::memcpy(&impl->last_frame[0], &output_buffer[(frames_written - 1) * frame_size], frame_size_bytes); } } /// SDL device id of the opened input/output device SDL_AudioDeviceID device{}; /// Type of this stream StreamType type; /// Core system Core::System& system; /// Ring buffer of the samples waiting to be played or consumed Common::RingBuffer samples_buffer; /// Audio buffers queued and waiting to play Common::ReaderWriterQueue<::AudioCore::Sink::SinkBuffer> queue; /// The currently-playing audio buffer ::AudioCore::Sink::SinkBuffer playing_buffer{}; /// Audio buffers which have been played and are in queue to be released by the audio system Common::ReaderWriterQueue<::AudioCore::Sink::SinkBuffer> released_buffers{}; /// Currently released buffer waiting to be taken by the audio system ::AudioCore::Sink::SinkBuffer released_buffer{}; /// The last played (or received) frame of audio, used when the callback underruns std::array last_frame{}; }; SDLSink::SDLSink(std::string_view target_device_name) { if (!SDL_WasInit(SDL_INIT_AUDIO)) { if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) { LOG_CRITICAL(Audio_Sink, "SDL_InitSubSystem audio failed: {}", SDL_GetError()); return; } } if (target_device_name != auto_device_name && !target_device_name.empty()) { output_device = target_device_name; } else { output_device.clear(); } device_channels = 2; } SDLSink::~SDLSink() = default; SinkStream* SDLSink::AcquireSinkStream(Core::System& system, const u32 system_channels, const std::string&, const StreamType type) { SinkStreamPtr& stream = sink_streams.emplace_back(std::make_unique( device_channels, system_channels, output_device, input_device, type, system)); return stream.get(); } void SDLSink::CloseStream(const SinkStream* stream) { for (size_t i = 0; i < sink_streams.size(); i++) { if (sink_streams[i].get() == stream) { sink_streams[i].reset(); sink_streams.erase(sink_streams.begin() + i); break; } } } void SDLSink::CloseStreams() { sink_streams.clear(); } void SDLSink::PauseStreams() { for (auto& stream : sink_streams) { stream->Stop(); } } void SDLSink::UnpauseStreams() { for (auto& stream : sink_streams) { stream->Start(); } } f32 SDLSink::GetDeviceVolume() const { if (sink_streams.empty()) { return 1.0f; } return sink_streams[0]->GetDeviceVolume(); } void SDLSink::SetDeviceVolume(const f32 volume) { for (auto& stream : sink_streams) { stream->SetDeviceVolume(volume); } } void SDLSink::SetSystemVolume(const f32 volume) { for (auto& stream : sink_streams) { stream->SetSystemVolume(volume); } } std::vector ListSDLSinkDevices(const bool capture) { std::vector device_list; if (!SDL_WasInit(SDL_INIT_AUDIO)) { if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) { LOG_CRITICAL(Audio_Sink, "SDL_InitSubSystem audio failed: {}", SDL_GetError()); return {}; } } const int device_count = SDL_GetNumAudioDevices(capture); for (int i = 0; i < device_count; ++i) { device_list.emplace_back(SDL_GetAudioDeviceName(i, 0)); } return device_list; } } // namespace AudioCore::Sink