コード例 #1
0
ファイル: sound.py プロジェクト: zhangli344236745/PyBoy
    def __init__(self):
        # Initialization is handled in the windows, otherwise we'd need this
        sdl2.SDL_Init(sdl2.SDL_INIT_AUDIO)

        # Open audio device
        spec_want = sdl2.SDL_AudioSpec(32768, sdl2.AUDIO_S8, 2, 64)
        spec_have = sdl2.SDL_AudioSpec(0, 0, 0, 0)
        self.device = sdl2.SDL_OpenAudioDevice(None, 0, spec_want, spec_have,
                                               0)

        self.sample_rate = spec_have.freq
        self.sampleclocks = CPU_FREQ / self.sample_rate
        self.audiobuffer = array("b", [0] * 4096)  # Over 2 frames
        self.audiobuffer_p = c_void_p(self.audiobuffer.buffer_info()[0])

        self.clock = 0

        self.poweron = True

        self.sweepchannel = SweepChannel()
        self.tonechannel = ToneChannel()
        self.wavechannel = WaveChannel()
        self.noisechannel = NoiseChannel()

        self.leftnoise = False
        self.leftwave = False
        self.lefttone = False
        self.leftsweep = False
        self.rightnoise = False
        self.rightwave = False
        self.righttone = False
        self.rightsweep = False

        # Start playback (move out of __init__ if needed, maybe for headless)
        sdl2.SDL_PauseAudioDevice(self.device, 0)
コード例 #2
0
ファイル: mediate.py プロジェクト: strob/numpy-media-tricks
    def _init_audio(self):
        if sdl2.SDL_InitSubSystem(sdl2.SDL_INIT_AUDIO) != 0:
            raise RuntimeError("Failed to init audio")

        nsamples = self.chunksize * self.nchannels
        # For some reason, on OS X, this is 2x bigger than expected.
        # HACK!
        import sys

        if sys.platform == "darwin":
            nsamples = int(nsamples / 2)

        self._audio_spec = sdl2.SDL_AudioSpec(
            self.R,
            # sdl2.AUDIO_S16MSB,
            sdl2.AUDIO_S16LSB,  # endianness eek!
            self.nchannels,
            nsamples,
            sdl2.SDL_AudioCallback(self._handle_audio_cb),
        )

        self._devid = sdl2.SDL_OpenAudioDevice(None, 0, self._audio_spec, None,
                                               0)
        # start playing (well-named function!)
        sdl2.SDL_PauseAudioDevice(self._devid, 0)
コード例 #3
0
ファイル: audio_sdl2.py プロジェクト: Yungzuck/pcbasic
 def _init_sound(self):
     """ Perform any necessary initialisations. """
     # init sdl audio in this thread separately
     sdl2.SDL_Init(sdl2.SDL_INIT_AUDIO)
     self.dev = sdl2.SDL_OpenAudioDevice(None, 0, self.audiospec, None, 0)
     if self.dev == 0:
         logging.warning('Could not open audio device: %s',
                         sdl2.SDL_GetError())
     # unpause the audio device
     sdl2.SDL_PauseAudioDevice(self.dev, 0)
コード例 #4
0
    def setup(self, fmt):
        if fmt.codec == AudioCodec.AAC:
            sdl_audio_fmt = sdl2.AUDIO_F32LSB
            self._resampler = AACResampler('flt', fmt.sample_rate,
                                           fmt.channels)
        elif fmt.codec == AudioCodec.PCM:
            raise TypeError("PCM format not implemented")
        elif fmt.codec == AudioCodec.Opus:
            raise TypeError("Opus format not implemented")
        else:
            raise TypeError("Unknown audio codec: %d" % fmt.codec)

        self._channels = fmt.channels
        self._sample_rate = fmt.sample_rate
        self._decoder = FrameDecoder.audio(fmt.codec)

        dummy_callback = sdl2.SDL_AudioCallback()

        target_spec = sdl2.SDL_AudioSpec(self._sample_rate, sdl_audio_fmt,
                                         self._channels, self._sample_size,
                                         dummy_callback)

        self._audio_spec = sdl2.SDL_AudioSpec(self._sample_rate, sdl_audio_fmt,
                                              self._channels,
                                              self._sample_size,
                                              dummy_callback)

        self._dev = sdl2.SDL_OpenAudioDevice(
            None, 0, target_spec, self._audio_spec,
            sdl2.SDL_AUDIO_ALLOW_FORMAT_CHANGE)

        if not self._dev:
            raise AudioRenderError(
                "SDL: Could not open audio device: %s - exiting",
                sdl2.SDL_GetError())

        # TODO: Is this even possible?
        if target_spec.format != self._audio_spec.format:
            log.error("SDL: We didn't get requested audio format")

        # Start playback
        sdl2.SDL_PauseAudioDevice(self._dev, 0)
コード例 #5
0
ファイル: 3dwf.py プロジェクト: mfkiwl/pysdr
def main():
    if len(sys.argv) != 2:
        print("usage: 3dwf.py REMOTE_ADDRESS", file=sys.stderr)
        sys.exit(1)

    nbins = 256
    overlap = 192
    rem_address = (sys.argv[1], 3731)

    conn = socket.create_connection(rem_address)

    sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO | sdl2.SDL_INIT_AUDIO)

    window = sdl2.SDL_CreateWindow(b"3D Waterfall", sdl2.SDL_WINDOWPOS_CENTERED,
                                   sdl2.SDL_WINDOWPOS_CENTERED, 800, 600,
                                   sdl2.SDL_WINDOW_RESIZABLE | sdl2.SDL_WINDOW_OPENGL)
    context = sdl2.SDL_GL_CreateContext(window)

    wf = WFViewer(nbins)
    wf.init(800, 600)
    wf.shift = 0

    filt = interp_fir_filter(lowpass(np.pi / 4, 512) * np.hamming(512), 4)
    freqx = freq_translator((0.8/8.0) * np.pi)

    headlen = max(filt.nhistory, overlap)
    ringbuf = RingBuf(headlen, np.zeros(headlen + (nbins - overlap) * 512, dtype=np.complex64))

    # FIXME
    global audio_edge
    audio_edge = 0

    def callback(unused, buf, buflen):
        global audio_edge
        bufbuf = pybuf_from_memory(buf, buflen, 0x200) # PyBUF_WRITE
        array = np.frombuffer(bufbuf, np.float32)

        assert len(array) % filt.interp == 0 # TODO
        nreqframes = len(array) // filt.interp

        loc_ringbuf_edge = ringbuf.fill_edge
        if loc_ringbuf_edge < 0 or (loc_ringbuf_edge - audio_edge) % len(ringbuf) < nreqframes:
            print("audio underrun", file=sys.stderr)
            array.fill(0)
            return

        # TODO
        if audio_edge + nreqframes > len(ringbuf):
            audio_edge = 0

        slic = ringbuf.slice(audio_edge - filt.nhistory, audio_edge + nreqframes)
        array[:] = np.real(freqx(filt(slic))) * wf.volume
        audio_edge += nreqframes
        sdl2.SDL_PushEvent(UPDATE_EVENT)

    audio_spec = sdl2.SDL_AudioSpec(8000,
                                    sdl2.AUDIO_F32,
                                    1,
                                    512,
                                    sdl2.SDL_AudioCallback(callback))
    audio_dev = sdl2.SDL_OpenAudioDevice(None, 0, audio_spec, None, 0)
    if audio_dev == 0:
        raise Error('could not open audio device')

    err_queue = queue.Queue()

    def readfunc(nbytes):
        bytes = b''

        while len(bytes) < nbytes:
            ret = conn.recv(nbytes - len(bytes))

            if not ret:
                raise Exception('end of stream')

            bytes += ret

        return bytes

    def thread_target():
        try:
            input_thread(readfunc, ringbuf, nbins, overlap, wf)
        except Exception as e:
            err_queue.put(e)
            event = sdl2.SDL_Event()
            event.type = sdl2.SDL_QUIT
            sdl2.SDL_PushEvent(event)

    other_thread = threading.Thread(target=thread_target)
    other_thread.setDaemon(True)
    other_thread.start()

    sdl2.SDL_PauseAudioDevice(audio_dev, 0)

    running = True
    event = sdl2.SDL_Event()
    while running:
        sdl2.SDL_WaitEvent(ctypes.byref(event))

        while True:
            if event.type == sdl2.SDL_QUIT:
                running = False
                break

            wf.event(event)

            if sdl2.SDL_PollEvent(ctypes.byref(event)) == 0:
                break

        # FIXME
        wf.shift = ((ringbuf.fill_edge - audio_edge) % len(ringbuf)) / (nbins - overlap)
        wf.draw()
        sdl2.SDL_GL_SwapWindow(window)

    try:
        for exc in iter(err_queue.get_nowait, None):
            sdl2.SDL_ShowSimpleMessageBox(sdl2.SDL_MESSAGEBOX_ERROR, b"Exception", str(exc).encode("ascii"), None)
    except queue.Empty:
        pass

    sdl2.SDL_CloseAudioDevice(audio_dev)
    sdl2.SDL_GL_DeleteContext(context)
    sdl2.SDL_DestroyWindow(window)
    sdl2.SDL_Quit()
コード例 #6
0
ファイル: emulator.py プロジェクト: jigo2600/jigo2600
    def __init__(self,
                 perhiperal_type=Input.Type.JOYSTICK,
                 verbosity=0,
                 silent=False):
        self.atari = jigo2600.Atari2600()
        self.speed = 1
        self.max_fps = 60.
        self.aspect = 1.8
        self.paused = False
        self.done = False
        self.verbosity = verbosity
        self.cart_db = None
        self.cart_sha1 = None
        self.cart_meta = None
        self.peripheral_type = Input.Type.JOYSTICK
        self.switches_interface = SwitchesInterface()
        self.joysticks_interface = JoystickInterface()
        self.paddles_interface = PaddleInterface()
        self.input_stream = InputStream()
        self.has_sdl_audio = False
        self.has_sdl_gamecontroller = False
        self.has_sdl_joystick = False

        # Load the cartridge database.
        try:
            data = pkgutil.get_data('jigo2600',
                                    'cartridges.json').decode("utf8")
            self.cart_db = json.loads(data)
            del data
        except FileNotFoundError:
            if self.verbosity > 0:
                print(f'Warning: could not open the cartridge metadata file')

        # Setup the graphics.
        frame = self.atari.get_current_frame()
        if sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO) != 0:
            print(sdl2.SDL_GetError())
            sys.exit(-1)
        self.screen = sdl2.SDL_CreateWindow(
            b"Atari2600", sdl2.SDL_WINDOWPOS_UNDEFINED,
            sdl2.SDL_WINDOWPOS_UNDEFINED, int(frame.width * self.aspect * 2),
            int(frame.height * 2),
            sdl2.SDL_WINDOW_SHOWN | sdl2.SDL_WINDOW_RESIZABLE)
        if not self.screen:
            print(sdl2.SDL_GetError())
            sys.exit(-1)
        self.renderer = sdl2.SDL_CreateRenderer(self.screen, -1,
                                                sdl2.SDL_RENDERER_PRESENTVSYNC)
        self.texture = sdl2.SDL_CreateTexture(self.renderer,
                                              sdl2.SDL_PIXELFORMAT_BGRA32,
                                              sdl2.SDL_TEXTUREACCESS_STREAMING,
                                              frame.width, frame.height)

        # Setup the audio.
        self.has_sdl_audio = not silent and (sdl2.SDL_InitSubSystem(
            sdl2.SDL_INIT_AUDIO) == 0)
        if self.has_sdl_audio:
            self.audio_spec = sdl2.SDL_AudioSpec(
                44100, sdl2.AUDIO_U8, 1, 1024,
                sdl2.SDL_AudioCallback(self.play_audio))
            self.audio_dev = sdl2.SDL_OpenAudioDevice(None, 0, self.audio_spec,
                                                      self.audio_spec, 0)
            self.audio_buffer_rate = self.audio_spec.freq / self.audio_spec.samples
            assert self.audio_spec.channels == 1

        # Setup the joysticks.
        self.has_sdl_joystick = (sdl2.SDL_InitSubSystem(
            sdl2.SDL_INIT_JOYSTICK) == 0)
        if self.has_sdl_joystick:
            sdl2.SDL_SetHint(sdl2.SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS,
                             b"1")
            sdl2.SDL_JoystickEventState(sdl2.SDL_ENABLE)

        # Setup the game controllers.
        self.has_sdl_gamecontroller = (sdl2.SDL_InitSubSystem(
            sdl2.SDL_INIT_GAMECONTROLLER) == 0)
        if self.has_sdl_gamecontroller:
            sdl2.SDL_GameControllerEventState(sdl2.SDL_ENABLE)
            data = pkgutil.get_data("jigo2600", "gamecontrollerdb.txt")
            rw = sdl2.SDL_RWFromConstMem(data, len(data))
            n = sdl2.SDL_GameControllerAddMappingsFromRW(rw, False)
            if self.verbosity > 0:
                if n == -1:
                    print(
                        f"Warning: could not load the controller database file"
                    )
                else:
                    print(f"Loaded {n} game controller mappings")