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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- #include "SDL_internal.h"
- #ifndef SDL_sysaudio_h_
- #define SDL_sysaudio_h_
- #define DEBUG_AUDIOSTREAM 0
- #define DEBUG_AUDIO_CONVERT 0
- #if DEBUG_AUDIO_CONVERT
- #define LOG_DEBUG_AUDIO_CONVERT(from, to) SDL_Log("SDL_AUDIO_CONVERT: Converting %s to %s.", from, to);
- #else
- #define LOG_DEBUG_AUDIO_CONVERT(from, to)
- #endif
- // !!! FIXME: These are wordy and unlocalized...
- #define DEFAULT_PLAYBACK_DEVNAME "System audio playback device"
- #define DEFAULT_RECORDING_DEVNAME "System audio recording device"
- // these are used when no better specifics are known. We default to CD audio quality.
- #define DEFAULT_AUDIO_PLAYBACK_FORMAT SDL_AUDIO_S16
- #define DEFAULT_AUDIO_PLAYBACK_CHANNELS 2
- #define DEFAULT_AUDIO_PLAYBACK_FREQUENCY 44100
- #define DEFAULT_AUDIO_RECORDING_FORMAT SDL_AUDIO_S16
- #define DEFAULT_AUDIO_RECORDING_CHANNELS 1
- #define DEFAULT_AUDIO_RECORDING_FREQUENCY 44100
- #define SDL_MAX_CHANNELMAP_CHANNELS 8 // !!! FIXME: if SDL ever supports more channels, clean this out and make those parts dynamic.
- typedef struct SDL_AudioDevice SDL_AudioDevice;
- typedef struct SDL_LogicalAudioDevice SDL_LogicalAudioDevice;
- // Used by src/SDL.c to initialize a particular audio driver.
- extern bool SDL_InitAudio(const char *driver_name);
- // Used by src/SDL.c to shut down previously-initialized audio.
- extern void SDL_QuitAudio(void);
- // Function to get a list of audio formats, ordered most similar to `format` to least, 0-terminated. Don't free results.
- const SDL_AudioFormat *SDL_ClosestAudioFormats(SDL_AudioFormat format);
- // Must be called at least once before using converters.
- extern void SDL_ChooseAudioConverters(void);
- extern void SDL_SetupAudioResampler(void);
- /* Backends should call this as devices are added to the system (such as
- a USB headset being plugged in), and should also be called for
- for every device found during DetectDevices(). */
- extern SDL_AudioDevice *SDL_AddAudioDevice(bool recording, const char *name, const SDL_AudioSpec *spec, void *handle);
- /* Backends should call this if an opened audio device is lost.
- This can happen due to i/o errors, or a device being unplugged, etc. */
- extern void SDL_AudioDeviceDisconnected(SDL_AudioDevice *device);
- // Backends should call this if the system default device changes.
- extern void SDL_DefaultAudioDeviceChanged(SDL_AudioDevice *new_default_device);
- // Backends should call this if a device's format is changing (opened or not); SDL will update state and carry on with the new format.
- extern bool SDL_AudioDeviceFormatChanged(SDL_AudioDevice *device, const SDL_AudioSpec *newspec, int new_sample_frames);
- // Same as above, but assume the device is already locked.
- extern bool SDL_AudioDeviceFormatChangedAlreadyLocked(SDL_AudioDevice *device, const SDL_AudioSpec *newspec, int new_sample_frames);
- // Find the SDL_AudioDevice associated with the handle supplied to SDL_AddAudioDevice. NULL if not found. DOES NOT LOCK THE DEVICE.
- extern SDL_AudioDevice *SDL_FindPhysicalAudioDeviceByHandle(void *handle);
- // Find an SDL_AudioDevice, selected by a callback. NULL if not found. DOES NOT LOCK THE DEVICE.
- extern SDL_AudioDevice *SDL_FindPhysicalAudioDeviceByCallback(bool (*callback)(SDL_AudioDevice *device, void *userdata), void *userdata);
- // Backends should call this if they change the device format, channels, freq, or sample_frames to keep other state correct.
- extern void SDL_UpdatedAudioDeviceFormat(SDL_AudioDevice *device);
- // Backends can call this to get a reasonable default sample frame count for a device's sample rate.
- int SDL_GetDefaultSampleFramesFromFreq(const int freq);
- // Backends can call this to get a standardized name for a thread to power a specific audio device.
- extern char *SDL_GetAudioThreadName(SDL_AudioDevice *device, char *buf, size_t buflen);
- // Backends can call these to change a device's refcount.
- extern void RefPhysicalAudioDevice(SDL_AudioDevice *device);
- extern void UnrefPhysicalAudioDevice(SDL_AudioDevice *device);
- // These functions are the heart of the audio threads. Backends can call them directly if they aren't using the SDL-provided thread.
- extern void SDL_PlaybackAudioThreadSetup(SDL_AudioDevice *device);
- extern bool SDL_PlaybackAudioThreadIterate(SDL_AudioDevice *device);
- extern void SDL_PlaybackAudioThreadShutdown(SDL_AudioDevice *device);
- extern void SDL_RecordingAudioThreadSetup(SDL_AudioDevice *device);
- extern bool SDL_RecordingAudioThreadIterate(SDL_AudioDevice *device);
- extern void SDL_RecordingAudioThreadShutdown(SDL_AudioDevice *device);
- extern void SDL_AudioThreadFinalize(SDL_AudioDevice *device);
- extern void ConvertAudioToFloat(float *dst, const void *src, int num_samples, SDL_AudioFormat src_fmt);
- extern void ConvertAudioFromFloat(void *dst, const float *src, int num_samples, SDL_AudioFormat dst_fmt);
- extern void ConvertAudioSwapEndian(void* dst, const void* src, int num_samples, int bitsize);
- extern bool SDL_ChannelMapIsDefault(const int *map, int channels);
- extern bool SDL_ChannelMapIsBogus(const int *map, int channels);
- // this gets used from the audio device threads. It has rules, don't use this if you don't know how to use it!
- extern void ConvertAudio(int num_frames,
- const void *src, SDL_AudioFormat src_format, int src_channels, const int *src_map,
- void *dst, SDL_AudioFormat dst_format, int dst_channels, const int *dst_map,
- void* scratch, float gain);
- // Compare two SDL_AudioSpecs, return true if they match exactly.
- // Using SDL_memcmp directly isn't safe, since potential padding might not be initialized.
- // either channel map can be NULL for the default (and both should be if you don't care about them).
- extern bool SDL_AudioSpecsEqual(const SDL_AudioSpec *a, const SDL_AudioSpec *b, const int *channel_map_a, const int *channel_map_b);
- // See if two channel maps match
- // either channel map can be NULL for the default (and both should be if you don't care about them).
- extern bool SDL_AudioChannelMapsEqual(int channels, const int *channel_map_a, const int *channel_map_b);
- // allocate+copy a channel map.
- extern int *SDL_ChannelMapDup(const int *origchmap, int channels);
- // Special case to let something in SDL_audiocvt.c access something in SDL_audio.c. Don't use this.
- extern void OnAudioStreamCreated(SDL_AudioStream *stream);
- extern void OnAudioStreamDestroy(SDL_AudioStream *stream);
- // This just lets audio playback apply logical device gain at the same time as audiostream gain, so it's one multiplication instead of thousands.
- extern int SDL_GetAudioStreamDataAdjustGain(SDL_AudioStream *stream, void *voidbuf, int len, float extra_gain);
- // This is the bulk of `SDL_SetAudioStream*putChannelMap`'s work, but it lets you skip the check about changing the device end of a stream if isinput==-1.
- extern bool SetAudioStreamChannelMap(SDL_AudioStream *stream, const SDL_AudioSpec *spec, int **stream_chmap, const int *chmap, int channels, int isinput);
- typedef struct SDL_AudioDriverImpl
- {
- void (*DetectDevices)(SDL_AudioDevice **default_playback, SDL_AudioDevice **default_recording);
- bool (*OpenDevice)(SDL_AudioDevice *device);
- void (*ThreadInit)(SDL_AudioDevice *device); // Called by audio thread at start
- void (*ThreadDeinit)(SDL_AudioDevice *device); // Called by audio thread at end
- bool (*WaitDevice)(SDL_AudioDevice *device);
- bool (*PlayDevice)(SDL_AudioDevice *device, const Uint8 *buffer, int buflen); // buffer and buflen are always from GetDeviceBuf, passed here for convenience.
- Uint8 *(*GetDeviceBuf)(SDL_AudioDevice *device, int *buffer_size);
- bool (*WaitRecordingDevice)(SDL_AudioDevice *device);
- int (*RecordDevice)(SDL_AudioDevice *device, void *buffer, int buflen);
- void (*FlushRecording)(SDL_AudioDevice *device);
- void (*CloseDevice)(SDL_AudioDevice *device);
- void (*FreeDeviceHandle)(SDL_AudioDevice *device); // SDL is done with this device; free the handle from SDL_AddAudioDevice()
- void (*DeinitializeStart)(void); // SDL calls this, then starts destroying objects, then calls Deinitialize. This is a good place to stop hotplug detection.
- void (*Deinitialize)(void);
- // Some flags to push duplicate code into the core and reduce #ifdefs.
- bool ProvidesOwnCallbackThread; // !!! FIXME: rename this, it's not a callback thread anymore.
- bool HasRecordingSupport;
- bool OnlyHasDefaultPlaybackDevice;
- bool OnlyHasDefaultRecordingDevice; // !!! FIXME: is there ever a time where you'd have a default playback and not a default recording (or vice versa)?
- } SDL_AudioDriverImpl;
- typedef struct SDL_PendingAudioDeviceEvent
- {
- Uint32 type;
- SDL_AudioDeviceID devid;
- struct SDL_PendingAudioDeviceEvent *next;
- } SDL_PendingAudioDeviceEvent;
- typedef struct SDL_AudioDriver
- {
- const char *name; // The name of this audio driver
- const char *desc; // The description of this audio driver
- SDL_AudioDriverImpl impl; // the backend's interface
- SDL_RWLock *device_hash_lock; // A rwlock that protects `device_hash`
- SDL_HashTable *device_hash; // the collection of currently-available audio devices (recording, playback, logical and physical!)
- SDL_AudioStream *existing_streams; // a list of all existing SDL_AudioStreams.
- SDL_AudioDeviceID default_playback_device_id;
- SDL_AudioDeviceID default_recording_device_id;
- SDL_PendingAudioDeviceEvent pending_events;
- SDL_PendingAudioDeviceEvent *pending_events_tail;
- // !!! FIXME: most (all?) of these don't have to be atomic.
- SDL_AtomicInt playback_device_count;
- SDL_AtomicInt recording_device_count;
- SDL_AtomicInt shutting_down; // non-zero during SDL_Quit, so we known not to accept any last-minute device hotplugs.
- } SDL_AudioDriver;
- struct SDL_AudioQueue; // forward decl.
- struct SDL_AudioStream
- {
- SDL_Mutex* lock;
- SDL_PropertiesID props;
- SDL_AudioStreamCallback get_callback;
- void *get_callback_userdata;
- SDL_AudioStreamCallback put_callback;
- void *put_callback_userdata;
- SDL_AudioSpec src_spec;
- SDL_AudioSpec dst_spec;
- int *src_chmap;
- int *dst_chmap;
- float freq_ratio;
- float gain;
- struct SDL_AudioQueue* queue;
- SDL_AudioSpec input_spec; // The spec of input data currently being processed
- int *input_chmap;
- int input_chmap_storage[SDL_MAX_CHANNELMAP_CHANNELS]; // !!! FIXME: this needs to grow if SDL ever supports more channels. But if it grows, we should probably be more clever about allocations.
- Sint64 resample_offset;
- Uint8 *work_buffer; // used for scratch space during data conversion/resampling.
- size_t work_buffer_allocation;
- bool simplified; // true if created via SDL_OpenAudioDeviceStream
- SDL_LogicalAudioDevice *bound_device;
- SDL_AudioStream *next_binding;
- SDL_AudioStream *prev_binding;
- SDL_AudioStream *prev; // linked list of all existing streams (so we can free them on shutdown).
- SDL_AudioStream *next; // linked list of all existing streams (so we can free them on shutdown).
- };
- /* Logical devices are an abstraction in SDL3; you can open the same physical
- device multiple times, and each will result in an object with its own set
- of bound audio streams, etc, even though internally these are all processed
- as a group when mixing the final output for the physical device. */
- struct SDL_LogicalAudioDevice
- {
- // the unique instance ID of this device.
- SDL_AudioDeviceID instance_id;
- // The physical device associated with this opened device.
- SDL_AudioDevice *physical_device;
- // If whole logical device is paused (process no streams bound to this device).
- SDL_AtomicInt paused;
- // Volume of the device output.
- float gain;
- // double-linked list of all audio streams currently bound to this opened device.
- SDL_AudioStream *bound_streams;
- // true if this was opened as a default device.
- bool opened_as_default;
- // true if device was opened with SDL_OpenAudioDeviceStream (so it forbids binding changes, etc).
- bool simplified;
- // If non-NULL, callback into the app that alerts it to start/end of device iteration.
- SDL_AudioIterationCallback iteration_start;
- SDL_AudioIterationCallback iteration_end;
- // App-supplied pointer for iteration callbacks.
- void *iteration_userdata;
- // If non-NULL, callback into the app that lets them access the final postmix buffer.
- SDL_AudioPostmixCallback postmix;
- // App-supplied pointer for postmix callback.
- void *postmix_userdata;
- // double-linked list of opened devices on the same physical device.
- SDL_LogicalAudioDevice *next;
- SDL_LogicalAudioDevice *prev;
- };
- struct SDL_AudioDevice
- {
- // A mutex for locking access to this struct
- SDL_Mutex *lock;
- // A condition variable to protect device close, where we can't hold the device lock forever.
- SDL_Condition *close_cond;
- // Reference count of the device; logical devices, device threads, etc, add to this.
- SDL_AtomicInt refcount;
- // These are, initially, set from current_audio, but we might swap them out with Zombie versions on disconnect/failure.
- bool (*WaitDevice)(SDL_AudioDevice *device);
- bool (*PlayDevice)(SDL_AudioDevice *device, const Uint8 *buffer, int buflen);
- Uint8 *(*GetDeviceBuf)(SDL_AudioDevice *device, int *buffer_size);
- bool (*WaitRecordingDevice)(SDL_AudioDevice *device);
- int (*RecordDevice)(SDL_AudioDevice *device, void *buffer, int buflen);
- void (*FlushRecording)(SDL_AudioDevice *device);
- // human-readable name of the device. ("SoundBlaster Pro 16")
- char *name;
- // the unique instance ID of this device.
- SDL_AudioDeviceID instance_id;
- // a way for the backend to identify this device _when not opened_
- void *handle;
- // The device's current audio specification
- SDL_AudioSpec spec;
- // The size, in bytes, of the device's playback/recording buffer.
- int buffer_size;
- // The device's channel map, or NULL for SDL default layout.
- int *chmap;
- // The device's default audio specification
- SDL_AudioSpec default_spec;
- // Number of sample frames the devices wants per-buffer.
- int sample_frames;
- // Value to use for SDL_memset to silence a buffer in this device's format
- int silence_value;
- // non-zero if we are signaling the audio thread to end.
- SDL_AtomicInt shutdown;
- // non-zero if this was a disconnected device and we're waiting for it to be decommissioned.
- SDL_AtomicInt zombie;
- // true if this is a recording device instead of an playback device
- bool recording;
- // true if audio thread can skip silence/mix/convert stages and just do a basic memcpy.
- bool simple_copy;
- // Scratch buffers used for mixing.
- Uint8 *work_buffer;
- Uint8 *mix_buffer;
- float *postmix_buffer;
- // Size of work_buffer (and mix_buffer) in bytes.
- int work_buffer_size;
- // A thread to feed the audio device
- SDL_Thread *thread;
- // true if this physical device is currently opened by the backend.
- bool currently_opened;
- // Data private to this driver
- struct SDL_PrivateAudioData *hidden;
- // All logical devices associated with this physical device.
- SDL_LogicalAudioDevice *logical_devices;
- };
- typedef struct AudioBootStrap
- {
- const char *name;
- const char *desc;
- bool (*init)(SDL_AudioDriverImpl *impl);
- bool demand_only; // if true: request explicitly, or it won't be available.
- bool is_preferred;
- } AudioBootStrap;
- // Not all of these are available in a given build. Use #ifdefs, etc.
- extern AudioBootStrap PRIVATEAUDIO_bootstrap;
- extern AudioBootStrap PIPEWIRE_PREFERRED_bootstrap;
- extern AudioBootStrap PIPEWIRE_bootstrap;
- extern AudioBootStrap PULSEAUDIO_bootstrap;
- extern AudioBootStrap ALSA_bootstrap;
- extern AudioBootStrap JACK_bootstrap;
- extern AudioBootStrap SNDIO_bootstrap;
- extern AudioBootStrap NETBSDAUDIO_bootstrap;
- extern AudioBootStrap DSP_bootstrap;
- extern AudioBootStrap WASAPI_bootstrap;
- extern AudioBootStrap DSOUND_bootstrap;
- extern AudioBootStrap WINMM_bootstrap;
- extern AudioBootStrap HAIKUAUDIO_bootstrap;
- extern AudioBootStrap COREAUDIO_bootstrap;
- extern AudioBootStrap DISKAUDIO_bootstrap;
- extern AudioBootStrap DUMMYAUDIO_bootstrap;
- extern AudioBootStrap AAUDIO_bootstrap;
- extern AudioBootStrap OPENSLES_bootstrap;
- extern AudioBootStrap PS2AUDIO_bootstrap;
- extern AudioBootStrap PSPAUDIO_bootstrap;
- extern AudioBootStrap VITAAUD_bootstrap;
- extern AudioBootStrap N3DSAUDIO_bootstrap;
- extern AudioBootStrap NGAGEAUDIO_bootstrap;
- extern AudioBootStrap EMSCRIPTENAUDIO_bootstrap;
- extern AudioBootStrap QSAAUDIO_bootstrap;
- #endif // SDL_sysaudio_h_
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