This commit addresses serveral bugs within the audio service where OpenAL would fail to register the output device to the mapped engine.
- Increase null safety checks for all audio backends (cubeb, sdl2, openal)
- Added failsafe for Device selection
These ensure the audio_renderer can validate calls from the OpenAL engine, Credits to Hayate Yoshida for helping Identify the issue.
Credit: Hayate Yoshida <hayate_yoshida@citron-emu.org>
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Add complete OpenAL sink implementation with robust error handling
- Support for device enumeration using ALC extensions
- Implement dummy streams for graceful degradation when OpenAL fails
- Add proper audio threading and buffer management
- Include comprehensive logging and diagnostic information
- Add stream limits and retry mechanisms for stability
Additional changes:
- Add ENABLE_OPENAL CMake option and OpenAL dependency management
- Include openal-soft in vcpkg dependencies
- Add OpenAL to audio engine settings enum
The OpenAL backend provides an alternative audio solution alongside
existing Cubeb and SDL2 backends, with enhanced device compatibility
and improved error recovery mechanisms.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
Needs a considerable amount of management specific to some of
the comoboboxes due to the audio engine configuration.
general: Partial audio config implmentation
configure_audio: Implement ui generation
Needs a considerable amount of management specific to some of
the comoboboxes due to the audio engine configuration.
general: Partial audio config implmentation
settings: Make audio settings as enums
Previously, we were mixing the raw CPU frequency and CNTFRQ.
The raw CPU frequency (1020 MHz) should've never been used as CNTPCT (whose frequency is CNTFRQ) is the only counter available.
Some games have very tight scheduling requirements for their audio which can't really be matched on the host, adding a constant to the reported value helps to provide some leeway.
Waiting on the host side is inaccurate and leads to desyncs in the event of the sink missing a deadline that require stalls to fix. By waiting for the sink to have space before even starting rendering such desyncs can be avoided.
This avoids the need to stall if the host sink sporadically misses the deadline, in such a case the previous implementation would report them samples as being played on-time, causing the guest to send more samples and leading to a gradual buildup.
The function prototype appears to care whether we are loading capture
devices or not, and SDL_GetAudioDeviceName has a parameter to use it,
but for some reason it isn't.
This puts `capture` where it goes.