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path: root/src/libjin/audio/sdl/audio.cpp
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#include <iostream>
#include "audio.h"
#include "source.h"
#include "../../math/math.h"
#include "../../utils/log.h"

namespace jin
{
namespace audio
{

    /* עcallbackƵ̵߳ */
    static void defaultCallback(void *userdata, Uint8 *stream, int size)
    {
        static SDLAudio* audio = static_cast<SDLAudio*>(userdata);
        audio->lock();
        audio->processCommands();
        audio->processSources(stream, size);
        audio->unlock();
    }

    onlyonce bool SDLAudio::initSystem(const SettingBase* s)
    {
        Loghelper::log(Loglevel::LV_INFO, "Init Audio System");

        if (SDL_Init(SDL_INIT_AUDIO) < 0)
            return false;
        SDL_AudioSpec spec;
        Setting* setting = (Setting*)s;
        if (setting == nullptr)
            return false;

        unsigned int samplerate = setting->samplerate;
        unsigned int samples = clamp(setting->samples, 1, setting->samplerate);

        spec.freq     = samplerate;        // ÿsample,õ 11025, 22050, 44100 and 48000 Hz. 
        spec.format   = AUDIO_S16SYS;      // signed 16-bit samples in native byte order
        spec.channels = SDLAUDIO_CHANNELS; // 
        spec.samples  = samples;           // ÿβʱһã=setting->samplerateÿֻ1
        spec.userdata = this;
        spec.callback = defaultCallback;

        audioDevice = SDL_OpenAudioDevice(NULL, 0, &spec, NULL, 0);
        if (audioDevice == 0)
            return false;
        /* start audio */
        SDL_PauseAudioDevice(audioDevice, 0);
        return true;
    }

    onlyonce void SDLAudio::quitSystem()
    {
        SDL_CloseAudio();
    }

    void SDLAudio::lock()
    {
        SDL_LockAudioDevice(audioDevice);
    }

    void SDLAudio::unlock()
    {
        SDL_UnlockAudioDevice(audioDevice);
    }

    void SDLAudio::processCommands()
    {
        SDLSourceManager::get()->processCommands();
    }

    void SDLAudio::processSources(void* buffer, size_t len)
    {
        SDLSourceManager::get()->processSources(buffer, len);
    }

    void SDLAudio::play() {}
    
    void SDLAudio::stop() {}
    
    bool SDLAudio::pause()
    {
        return false;
    }

    bool SDLAudio::pause(Source* source)
    {
        return false; 
    }
    
    bool SDLAudio::resume()
    {
        return false;
    }
    
    bool SDLAudio::resume(Source* source)
    {
        return false;
    }
    
    void SDLAudio::rewind() 
    {
    
    }
    
    void SDLAudio::setVolume(float volume) 
    {
    
    }
    
    float SDLAudio::getVolume() 
    {
        return 0.f;
    }

}
}