Mercurial > repos > blastem
view render_audio.h @ 2069:8e51c0c3f2e3 segacd
Initial attempt at implementing the Sega CD graphics hardware
author | Michael Pavone <pavone@retrodev.com> |
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date | Sun, 30 Jan 2022 19:55:33 -0800 |
parents | 4c322abd9fa5 |
children | cfd53c94fffb |
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#ifndef RENDER_AUDIO_H_ #define RENDER_AUDIO_H_ #include <stdint.h> typedef enum { RENDER_AUDIO_S16, RENDER_AUDIO_FLOAT, RENDER_AUDIO_UNKNOWN } render_audio_format; typedef struct { void *opaque; int16_t *front; int16_t *back; double dt; uint64_t buffer_fraction; uint64_t buffer_inc; float gain_mult; uint32_t buffer_pos; uint32_t read_start; uint32_t read_end; uint32_t lowpass_alpha; uint32_t mask; int16_t last_left; int16_t last_right; uint8_t num_channels; uint8_t front_populated; } audio_source; //public interface audio_source *render_audio_source(uint64_t master_clock, uint64_t sample_divider, uint8_t channels); void render_audio_source_gaindb(audio_source *src, float gain); void render_audio_adjust_clock(audio_source *src, uint64_t master_clock, uint64_t sample_divider); void render_put_mono_sample(audio_source *src, int16_t value); void render_put_stereo_sample(audio_source *src, int16_t left, int16_t right); void render_pause_source(audio_source *src); void render_resume_source(audio_source *src); void render_free_source(audio_source *src); //interface for render backends void render_audio_initialized(render_audio_format format, uint32_t rate, uint8_t channels, uint32_t buffer_size, int sample_size); int mix_and_convert(unsigned char *byte_stream, int len, int *min_remaining_out); uint8_t all_sources_ready(void); void render_audio_adjust_speed(float adjust_ratio); //to be implemented by render backend uint8_t render_is_audio_sync(void); void render_buffer_consumed(audio_source *src); void *render_new_audio_opaque(void); void render_free_audio_opaque(void *opaque); void render_lock_audio(void); void render_unlock_audio(void); uint32_t render_min_buffered(void); uint32_t render_audio_syncs_per_sec(void); void render_audio_created(audio_source *src); void render_do_audio_ready(audio_source *src); void render_source_paused(audio_source *src, uint8_t remaining_sources); void render_source_resumed(audio_source *src); #endif //RENDER_AUDIO_H_