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1.1       espie      15:   <title>Porting audio applications to OpenBSD</title>
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1.1       espie      20:
                     21:   <h1>Porting audio applications to OpenBSD</h1>
                     22:
                     23: <p>
                     24:   This document currently deals with sampled sounds issues only. Contributions
                     25:   dealing with synthesizers and waveform tables are welcome.
                     26:
                     27: </p>
                     28:
                     29:        Audio applications tend to be hard to port, as this is a domain where
                     30:        interfaces are not standardized at all, though approaches don't vary
                     31:        much between operating systems.
                     32:
                     33:
                     34:   <h2><font color=#e00000>Using <code>ossaudio</code></font></h2>
                     35:
                     36:   The <code>ossaudio</code> emulation is possibly the simplest way, but
                     37:   it won't always work, and it is not such a great idea usually.
                     38:   <ul>
                     39:        <li>It redefines <code>ioctl</code>. If the code to port uses
                     40:        <code>ioctl</code> for more than audio, you will have to
                     41:        <code>#undef ioctl</code> and use the bare form with
                     42:        <code>_ossioctl</code>.
                     43:
                     44:        <li>Some features of linux sound are not emulated.
                     45:
                     46:        <li>Applications with correct linux sound support that is not
                     47:        Intel-specific tend to use these features.
                     48:
                     49:   </ul>
                     50:
                     51:   <h2><font color=#e00000>Using existing NetBSD or FreeBSD code</font></h2>
                     52:   Since we share part of the audio interface with NetBSD and FreeBSD,
                     53:   starting from a NetBSD port is reasonable. Be aware that some files
                     54:   changed places, and that some entries in <code>sys/audioio.h</code>
                     55:   are obsolete.  Also, many ports tend to be incorrectly coded and to
                     56:   work on only one type of machine. Some changes are bound to be
                     57:   necessary, though.  Read through the next part.
                     58:
                     59:   <h2><font color=#e00000>Writing OpenBSD code</font></h2>
                     60:          <h3><font color=#0000e0>Hardware independence</font></h3>
                     61:
                     62:    <p>
                     63:        <strong>YOU SHOULDN'T ASSUME ANYTHING ABOUT THE AUDIO HARDWARE USED.
                     64:        </strong><br>
                     65:        Wrong code is code that only checks the <code>a_info.play.precision</code>
                     66:        field against 8 or 16 bits, and assumes unsigned or signed samples based
                     67:        on soundblaster behavior. You should check the sample type explicitly,
                     68:        and code according to that. Simple example:
                     69:        <pre>
                     70:     AUDIO_INIT_INFO(&amp;a_info);
                     71:     a_info.play.encoding = AUDIO_ENCODING_SLINEAR;
                     72:     a_info.play.precision = 16;
                     73:     a_info.play.sample_rate = 22050;
                     74:     error = ioctl(audio, AUDIO_SETINFO, &amp;a_info);
                     75:     if (error)
                     76:        /* deal with it */
                     77:     error = ioctl(audio, AUDIO_GETINFO, &amp;a_info);
                     78:     switch(a_info.play.encoding)
                     79:        {
                     80:     case AUDIO_ENCODING_ULINEAR_LE:
                     81:     case AUDIO_ENCODING_ULINEAR_BE:
                     82:        if (a_info.play.precision == 8)
                     83:            /* ... */
                     84:        else
                     85:            /* ... */
                     86:        break;
                     87:     case ...
                     88:
                     89:     default:
                     90:        /* don't forget to deal with what you don't know !!! For instance, */
                     91:        fprintf(stderr,
                     92:                "Unsupported audio format (%d), ask ports@ about that\n",
                     93:                a_info.play.encoding);
                     94:
                     95:        }
                     96:     /* now don't forget to check what sampling frequency you actually got */
                     97:        </pre>
                     98:
                     99:   </p>
                    100:   This is about the smallest code fragment that will deal with most issues.
                    101:
                    102:        <h3><font color=#0000e0>16 bit formats and endianess</font></h3>
                    103:        In normal usage, you just ask for an encoding type (e.g.,
                    104:        <code>AUDIO_ENCODING_SLINEAR</code>, and you retrieve
                    105:        an encoding with endianess (e.g., <code>AUDIO_ENCODING_SLINEAR_LE</code>).
                    106:        Considering that a soundcard does not have to use the same endianess
                    107:        as your platform, you should be prepared to deal with that.
                    108:        The easiest way is probably to prepare a full audio buffer, and to use
                    109:        <code>swab(3)</code> if an endianess change is required.
                    110:        Dealing with external samples usually amounts to:
                    111:        <ol>
                    112:                <li>Parsing the sample format,
                    113:                <li>Getting the sample in,
                    114:                <li>Swapping endianess if it is not your native format,
                    115:                <li>Computing what you want to output into a buffer,
                    116:                <li>Swapping endianess if the sound card is not in your native format,
                    117:                <li>Playing the buffer.
                    118:        </ol>
                    119:        Obviously, you may be able to remove steps 3 and 5 if you are simply
                    120:        playing a sound sample which happens to be in your sound card native
                    121:        format.
                    122:
                    123:        <h3><font color=#0000e0>Audio quality</font></h3>
                    124:        <p>
                    125:        Hardware may have some weird limitations, such as being unable to get
                    126:        over 22050 Hz in stereo, but up to 44100 in mono.  In such cases, you
                    127:        should give the user a change to state his preferences, then try your
                    128:        best to give the best performance possible. For instance, it is stupid
                    129:        to limit the frequency to 22050 Hz because you are outputting stereo.
                    130:        What if the user does not have a stereo sound system connected to his
                    131:        audio card output ?
                    132:        </p>
                    133:
                    134:        <p>
                    135:        It is also stupid to hardcode soundblaster-like limitations into your
                    136:        program. You should be aware of these, but do try to get over the
                    137:        22050&nbsp;Hz/stereo barrier and check the results.
                    138:        </p>
                    139:
                    140:        <h4>Sampling frequency</h4>
                    141:        You should definitely check the sampling frequency your card gives you
                    142:        back. A 5% discrepancy already amounts to a half-tone, and some people
                    143:        have much more accurate hearing than that, though most of us won't
                    144:        notice a thing.  Your application should be able to perform
                    145:        resampling on the fly, possibly naively, or through devious
                    146:        applications of Shannon's resampling formula if you can.
                    147:
                    148:        <h4>Dynamic range</h4>
                    149:        <p>
                    150:        Samples don't always use the full range of values they could.  First,
                    151:         samples recorded with a low gain will not sound very loud on the
                    152:        machine, forcing the user to turn the volume up.
                    153:        Second, on machines with badly isolated audio, low sound output means
                    154:        you mostly hear your machine heart-beat, and not the sound you expected.
                    155:        Finally, dumb conversion from 16 bits to 8 bits may leave you with only
                    156:        4 bits of usable audio, which makes for an awfully bad quality.
                    157:        </p>
                    158:        <p>
                    159:        If possible, the best solution is probably to scan the whole stream
                    160:        you are going to play ahead of time, and to scale it so that it fits
                    161:        the full dynamic range.  If you can't afford that, but you can manage
                    162:        to get a bit of look-ahead on what you're going to play, you can
                    163:        adjust the volume boost on the fly, you just have to make sure
                    164:        that the boost factor stays at a low frequency compared to the
1.3       jufi      165:        sound you want to play, and that you get absolutely <em>no
                    166:        overflows</em> -- those will always sound much worse than the
1.1       espie     167:        improvement you're trying to achieve.<br>
                    168:        As sound volume perception is logarithmic, using arithmetic shifts is usually
                    169:        enough. If your data is signed, you should explicitly code the shift as
                    170:        a division, as C <code>&gt;&gt;</code> operator is not portable on
                    171:        signed data.
                    172:        </p>
                    173:        <p>
                    174:        If all else fails, you should at least try to provide the user with
                    175:        a volume scaling option.
                    176:        </p>
                    177:
                    178:        <h3><font color=#0000e0>Audio performance</font></h3>
                    179:        <p>
                    180:        Low-end applications usually don't have much to worry about.  Keep in
                    181:        mind that some of us do use OpenBSD on low-end 68030, and that if a
                    182:        sound application can run on that, it should.
                    183:        </p>
                    184:
                    185:        <p>
                    186:        Don't forget to run benches.  Theoretical optimizations are just that:
                    187:        theoretical. Some hard figures should be collected to check what's a
                    188:        sizeable improvement, and what's not.
                    189:        </p>
                    190:
                    191:        <p>
                    192:        For high performance audio applications, such as mpegI-layer3, some
                    193:        points should be taken into account:
                    194:        <ul>
                    195:            <li>The audio interface does provide you with the natural hardware
                    196:            blocksize. Using multiples of that for your output buffer is
                    197:            essential.  Keep in mind that <code>write</code>, as a system call,
                    198:            incurs a high cost compared to internal audio processing.
                    199:
                    200:            <li>Bandwidth is a very important factor when dealing with audio.
                    201:            A useful way to optimize an audio player is to see it as a
                    202:            decompressor. The longer you can keep with the compressed data, the
                    203:            better usually. Very short loops that do very little processing are
                    204:            usually a bad idea. It is generally much better to combine all
                    205:            processing into one loop.
                    206:
                    207:            <li>Some formats do incur more overhead than others. The
                    208:            <code>AUDIO_GETENC</code> <code>ioctl</code> should be used
                    209:            to retrieve all formats that the audio device provides.
                    210:            Be especially aware of the
                    211:            <code>AUDIO_ENCODINGFLAG_EMULATED</code> flag. If your
                    212:            application is already able to output all kinds of weird formats,
                    213:            and reasonably optimized for that, try to use a native format at
                    214:            all costs. On the other hand, the emulation code present in the
                    215:            audio device can be assumed to be reasonably optimal, so don't
                    216:            replace it with quickly hacked up code.
                    217:        </ul>
                    218:        </p>
                    219:
                    220:        <p>A model you may have to follow to get optimal results is to first
                    221:        compile a small test program that enquires about the specific audio
                    222:        hardware available, then proceed to configure your program so that it
                    223:        deals optimally with this hardware. You may reasonably expect people
                    224:        who want good audio performance to recompile your port when they change
                    225:        hardware, provided it makes a difference.
                    226:        </p>
                    227:
                    228:        <h3><font color=#0000e0>Real time or synchronized</font></h3>
                    229:        <p>
                    230:        Considering that OpenBSD is not real time, you may still wish to write
                    231:        audio applications that are mostly real time, for instance games. In
                    232:        such a case, you will have to lower the blocksize so that the sound
                    233:        effects don't get out of synch with the current game.  The problem
                    234:        with this if that the audio device may get starved, which yields
                    235:        horrible results.
                    236:        </p>
                    237:        <p>
                    238:        In case you simply want audio to be synchronized with some graphics
                    239:        output, but the behavior of your program is predictable, synchronization
                    240:        is easier to achieve. You just play your audio samples, and ask the
                    241:        audio device what you are currently playing with
                    242:        <code>AUDIO_GETOOFFS</code>, then use  that information to
                    243:        post-synchronize graphics.  Provided you ask sufficiently often (say,
                    244:        every tenth of a second), and as long as you have enough horse-power to
                    245:        run your application, you can get very good synchronization that way.
                    246:        You might have to tweak the figures by a constant offset, as there is
                    247:        some lag between what the audio reports, what's currently playing, and
                    248:        the time it takes for XWindow to display something.
                    249:        </p>
                    250:   <h2><font color=#e00000>Contributing code back</font></h2>
                    251:    <p>In the case of audio applications, working with the original program's
                    252:        author is very important. If his code does only work with soundblaster
                    253:        cards for instance, there is a good chance he will have to cope with
                    254:        other technology soon.
                    255:        </p>
                    256:
                    257:        <p>
                    258:        <strong>If you don't sent your comments to him by then, your work will
                    259:        have been useless</strong>.</p>
                    260:
                    261:        It may also be that the author has already noticed whatever problems
                    262:        you are currently dealing with, and is addressing them in his current
                    263:        development tree.  If the patches you are writing amount to more than
                    264:        a handful of lines, cooperation is almost certainly a very good idea.
                    265:
                    266:
                    267:   <hr>
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