audio: play pad speaker ports on the DualSense speaker (#868)

* audio: play pad speaker ports on the DualSense speaker

Route the right channel to the speaker with the audio-control values the Linux hid-playstation
driver uses without headphones, and fall back to the main output while no DualSense audio device
is active. Also stop the previous DualSense's rumble when another DualSense becomes active.

* audio: harden DualSense speaker routing and fallback

---------

Co-authored-by: nmzik <Nmzik@mail.ru>
This commit is contained in:
Devran Cosmo Uenal
2026-09-28 18:00:58 +02:00
committed by GitHub
parent a107d1e333
commit 22ff4693c5
5 changed files with 500 additions and 106 deletions
+22 -10
View File
@@ -32,6 +32,7 @@ constexpr int AUDIO_OUT_PORT_TYPE_AUDIO3D = 126;
constexpr int AUDIO_OUT_PORT_TYPE_AUX = 127;
constexpr uint32_t AUDIO_OUT_PARAM_FORMAT_MASK = 0x000000ffu;
constexpr uint64_t AUDIO_OUT_TARGET_LATENCY_US = 40000;
constexpr int AUDIO_IN_SILENT_STATE_DEVICE_NONE = 0x1;
constexpr uint32_t AUDIO_IN_GRAIN_MAX_ASYNC = 384;
@@ -368,11 +369,11 @@ bool Audio::QueueSdlAudio(PortOut* port, const void* data, bool blocking) {
uint32_t min_queued_size = 0;
if (blocking) {
constexpr uint64_t target_latency_us = 40000;
const auto buffer_us = port->freq != 0 ? (1000000ULL * port->samples_num) / port->freq : 0;
const auto buffers =
buffer_us != 0 ? static_cast<uint32_t>((target_latency_us + buffer_us - 1) / buffer_us)
: 2u;
buffer_us != 0
? static_cast<uint32_t>((AUDIO_OUT_TARGET_LATENCY_US + buffer_us - 1) / buffer_us)
: 2u;
min_queued_size = prepared_size * std::clamp(buffers, 2u, 16u);
const auto wait_start = LibKernel::KernelGetProcessTime();
auto queued = SDL_GetAudioStreamQueued(port->stream);
@@ -440,11 +441,14 @@ Audio::Id Audio::AudioOutOpen(int type, uint32_t samples_num, uint32_t freq, For
port.volume[i] = 32768;
}
if (type == AUDIO_OUT_PORT_TYPE_VIBRATION) {
port.haptics = Controller::DualSenseHaptics::Open(freq);
} else {
// Pad speaker ports keep the main output too; it plays them whenever no DualSense does.
if (type != AUDIO_OUT_PORT_TYPE_VIBRATION) {
OpenSdlDevice(&port);
}
if (type == AUDIO_OUT_PORT_TYPE_VIBRATION || type == AUDIO_OUT_PORT_TYPE_PADSPK) {
port.haptics =
Controller::DualSenseHaptics::Open(freq, type == AUDIO_OUT_PORT_TYPE_PADSPK);
}
return Id::Create(id);
}
@@ -554,14 +558,22 @@ uint32_t Audio::AudioOutOutputs(OutputParam* params, uint32_t num, bool blocking
for (uint32_t i = 0; i < num; i++) {
auto& port = m_out_ports[params[i].handle.GetId()];
if (port.type == AUDIO_OUT_PORT_TYPE_VIBRATION) {
// Haptics never pace output; keep the stream alive against close and volume changes.
uint64_t controller_queued_us = 0;
if (port.haptics != nullptr) {
// Keep the stream alive against close and volume changes.
Common::LockGuard lock(m_mutex);
Controller::DualSenseHaptics::Queue(
controller_queued_us = Controller::DualSenseHaptics::Queue(
port.haptics, Controller::GetActiveControllerId(), params[i].data, port.samples_num,
static_cast<uint32_t>(port.channels_num), FormatIsFloat(port.format), port.volume);
} else {
}
if (controller_queued_us == 0) {
// No DualSense took it (e.g. it was unplugged); a pad speaker port plays on the main
// output instead, and a vibration port has none.
QueueSdlAudio(&port, params[i].data, blocking);
} else if (blocking && port.type == AUDIO_OUT_PORT_TYPE_PADSPK &&
controller_queued_us > AUDIO_OUT_TARGET_LATENCY_US) {
// Vibration never paces output; the speaker is audible, so pace it like other ports.
Common::Thread::SleepMicro(controller_queued_us - AUDIO_OUT_TARGET_LATENCY_US);
}
}
+171 -53
View File
@@ -5,13 +5,17 @@
#include <SDL3/SDL.h>
#include <algorithm>
#include <array>
#include <cmath>
#include <map>
#include <vector>
namespace Libs::Controller::DualSenseHaptics {
struct Stream {
uint32_t freq = 0;
bool speaker = false;
int controller = -1;
SDL_AudioStream* sdl = nullptr;
SDL_AudioDeviceID device = 0;
uint64_t next_check = 0;
@@ -20,19 +24,26 @@ struct Stream {
namespace {
constexpr int FRAME_BYTES = 4 * sizeof(float);
Common::Mutex g_mutex;
int g_controller = -1;
int g_playback_streams = 0;
uint8_t g_large_motor = 0, g_small_motor = 0;
uint64_t g_rumble_until = 0, g_haptics_until = 0;
constexpr int FRAME_BYTES = 4 * sizeof(float);
Common::Mutex g_mutex;
int g_controller = -1;
int g_haptics_streams = 0;
uint8_t g_large_motor = 0, g_small_motor = 0;
uint64_t g_rumble_until = 0, g_haptics_until = 0;
int g_speaker_controller = -1;
std::map<int, int> g_speaker_streams;
void ApplyRumble() { // Caller holds g_mutex; no calls into Audio or Controller.
void ApplyRumble(bool force = false) { // Caller holds g_mutex; no calls into Audio or Controller.
SDL_LockJoysticks();
if (auto* pad = SDL_GetGamepadFromID(static_cast<SDL_JoystickID>(g_controller));
pad != nullptr) {
const auto now = SDL_GetTicks();
const bool muted = g_haptics_until > now || g_rumble_until <= now;
if (force && !muted) {
// SDL caches motor strengths. Force a report after raw speaker routing changed the
// controller's motor mode without changing that cache.
(void)SDL_RumbleGamepad(pad, 0, 0, 0);
}
(void)SDL_RumbleGamepad(
pad, muted ? 0 : g_large_motor * 0x101U, muted ? 0 : g_small_motor * 0x101U,
g_rumble_until > now ? static_cast<uint32_t>(g_rumble_until - now) : 0);
@@ -42,14 +53,52 @@ void ApplyRumble() { // Caller holds g_mutex; no calls into Audio or Controller.
void SelectController(int controller) {
if (g_controller != controller) {
g_haptics_until = 0;
g_haptics_until = g_rumble_until = 0;
ApplyRumble();
g_controller = controller;
g_large_motor = g_small_motor = 0;
g_rumble_until = 0;
}
}
bool RouteSpeaker(int controller, bool speaker) { // Caller holds g_mutex.
// Route the right channel to the speaker and mute the headphones with the values Linux uses
// without headphones (output report 0x02). Plugged-in headphones are not checked.
std::array<uint8_t, 38> report {};
report[0] = 0x80; // Audio control valid
if (speaker) {
report[0] |= 0x20; // Speaker volume valid
report[1] = 0x80; // Audio control 2 valid
report[5] = 0x64; // Speaker volume
report[7] = 0x30; // Output path: right channel to the speaker, headphones muted
report[37] = 0x02; // Speaker preamp +6 dB
}
bool routed = false;
SDL_LockJoysticks();
if (auto* pad = SDL_GetGamepadFromID(static_cast<SDL_JoystickID>(controller)); pad != nullptr) {
routed = SDL_SendGamepadEffect(pad, report.data(), static_cast<int>(report.size()));
}
SDL_UnlockJoysticks();
if (routed && controller == g_controller) {
ApplyRumble(true);
}
return routed;
}
bool SelectSpeaker(int controller) { // Caller holds g_mutex; -1 restores headphone routing.
if (g_speaker_controller == controller) {
return true;
}
if (g_speaker_controller != -1) {
RouteSpeaker(g_speaker_controller, false);
}
g_speaker_controller = -1;
if (controller != -1 && !RouteSpeaker(controller, true)) {
return false;
}
g_speaker_controller = controller;
return true;
}
void SDLCALL UpdateRumble(void*, SDL_AudioStream*, int, int) {
Common::LockGuard lock(g_mutex);
if (g_haptics_until != 0 && SDL_GetTicks() >= g_haptics_until) {
@@ -64,22 +113,55 @@ void CloseDevice(Stream* stream) {
SDL_DestroyAudioStream(stream->sdl);
stream->sdl = nullptr;
Common::LockGuard lock(g_mutex);
if (--g_playback_streams == 0 && g_haptics_until != 0) {
if (!stream->speaker && --g_haptics_streams == 0 && g_haptics_until != 0) {
g_haptics_until = 0;
ApplyRumble();
}
// Route back to the headphones once no speaker port plays on the controller.
if (stream->speaker && --g_speaker_streams.at(stream->controller) == 0) {
g_speaker_streams.erase(stream->controller);
if (g_speaker_controller == stream->controller) {
SelectSpeaker(-1);
}
}
}
}
bool CanUseDevice(int controller) {
// SDL exposes no portable association between a gamepad and its USB audio endpoint.
// Require one wired DualSense; guessing with multiple pads could play on the wrong one.
SDL_LockJoysticks();
auto* pad = SDL_GetGamepadFromID(static_cast<SDL_JoystickID>(controller));
bool usable =
pad != nullptr && SDL_GetGamepadConnectionState(pad) == SDL_JOYSTICK_CONNECTION_WIRED;
int count = 0;
auto* pads = SDL_GetGamepads(&count);
int dualsense_count = 0;
bool found = false;
for (int i = 0; i < count; i++) {
if (SDL_GetGamepadTypeForID(pads[i]) == SDL_GAMEPAD_TYPE_PS5) {
dualsense_count++;
found |= pads[i] == static_cast<SDL_JoystickID>(controller);
}
}
SDL_free(pads);
SDL_UnlockJoysticks();
return usable && found && dualsense_count == 1;
}
SDL_AudioDeviceID FindDevice() {
int count = 0;
auto* devices = SDL_GetAudioPlaybackDevices(&count);
SDL_AudioDeviceID device = 0;
for (int i = 0; i < count && device == 0; i++) {
for (int i = 0; i < count; i++) {
const char* name = SDL_GetAudioDeviceName(devices[i]);
SDL_AudioSpec spec {};
if (name != nullptr && SDL_strcasestr(name, "DualSense") != nullptr &&
SDL_GetAudioDeviceFormat(devices[i], &spec, nullptr) && spec.channels == 4) {
if (device != 0) {
device = 0; // Multiple matching endpoints cannot be associated reliably either.
break;
}
device = devices[i];
}
}
@@ -87,13 +169,59 @@ SDL_AudioDeviceID FindDevice() {
return device;
}
void RefreshDevice(Stream* stream, int controller) {
if (stream->controller != controller) {
CloseDevice(stream);
stream->controller = controller;
stream->next_check = 0;
}
const auto now = SDL_GetTicks();
if (now < stream->next_check) {
return;
}
stream->next_check = now + 2000;
const auto device = FindDevice();
if (stream->device == device && stream->sdl != nullptr) {
return;
}
CloseDevice(stream);
stream->device = device;
if (device == 0) {
return;
}
const SDL_AudioSpec desired {SDL_AUDIO_F32, 4, static_cast<int>(stream->freq)};
auto* sdl = SDL_OpenAudioDeviceStream(device, &desired, UpdateRumble, nullptr);
SDL_AudioSpec actual {};
bool ready = sdl != nullptr &&
SDL_GetAudioDeviceFormat(SDL_GetAudioStreamDevice(sdl), &actual, nullptr) &&
actual.channels == 4 && SDL_ResumeAudioStreamDevice(sdl);
if (ready) {
Common::LockGuard lock(g_mutex);
if (stream->speaker) {
ready = SelectSpeaker(controller);
if (ready) {
g_speaker_streams[controller]++;
}
} else {
g_haptics_streams++;
}
}
if (ready) {
stream->sdl = sdl;
LOGF("DualSenseHaptics: playing on '%s'\n", SDL_GetAudioDeviceName(device));
} else {
SDL_DestroyAudioStream(sdl);
LOGF("DualSenseHaptics: cannot open quad output: %s\n", SDL_GetError());
}
}
} // namespace
Stream* Open(uint32_t freq) {
Stream* Open(uint32_t freq, bool speaker) {
if (freq == 0 || !SDL_InitSubSystem(SDL_INIT_AUDIO)) {
return nullptr;
}
return new Stream {.freq = freq};
return new Stream {.freq = freq, .speaker = speaker};
}
void Close(Stream* stream) {
@@ -104,44 +232,30 @@ void Close(Stream* stream) {
}
}
void Queue(Stream* stream, int controller, const void* data, uint32_t frames, uint32_t channels,
bool is_float, const int* volume) {
uint64_t Queue(Stream* stream, int controller, const void* data, uint32_t frames, uint32_t channels,
bool is_float, const int* volume) {
if (stream == nullptr || data == nullptr || frames == 0 || channels == 0 || volume == nullptr) {
return;
return 0;
}
if (SDL_GetGamepadTypeForID(static_cast<SDL_JoystickID>(controller)) != SDL_GAMEPAD_TYPE_PS5) {
if (!CanUseDevice(controller)) {
CloseDevice(stream);
return;
}
const auto now = SDL_GetTicks();
if (now >= stream->next_check) {
stream->next_check = now + 2000;
const auto device = FindDevice();
if (stream->device != device || stream->sdl == nullptr) {
CloseDevice(stream);
stream->device = device;
if (device != 0) {
const SDL_AudioSpec desired {SDL_AUDIO_F32, 4, static_cast<int>(stream->freq)};
auto* sdl = SDL_OpenAudioDeviceStream(device, &desired, UpdateRumble, nullptr);
SDL_AudioSpec actual {};
if (sdl != nullptr &&
SDL_GetAudioDeviceFormat(SDL_GetAudioStreamDevice(sdl), &actual, nullptr) &&
actual.channels == 4 && SDL_ResumeAudioStreamDevice(sdl)) {
stream->sdl = sdl;
{
Common::LockGuard lock(g_mutex);
g_playback_streams++;
}
LOGF("DualSenseHaptics: playing on '%s'\n", SDL_GetAudioDeviceName(device));
} else {
SDL_DestroyAudioStream(sdl);
LOGF("DualSenseHaptics: cannot open quad output: %s\n", SDL_GetError());
}
}
}
stream->next_check = 0; // Look for the device as soon as a DualSense is active again.
return 0;
}
RefreshDevice(stream, controller);
if (stream->sdl == nullptr) {
return;
return 0;
}
if (stream->speaker) {
bool routed;
{
Common::LockGuard lock(g_mutex);
routed = SelectSpeaker(controller);
}
if (!routed) {
CloseDevice(stream);
return 0;
}
}
stream->buffer.assign(static_cast<size_t>(frames) * 4, 0.0f);
bool audible = false;
@@ -152,7 +266,8 @@ void Queue(Stream* stream, int controller, const void* data, uint32_t frames, ui
float value = is_float ? static_cast<const float*>(data)[index]
: static_cast<const int16_t*>(data)[index] / 32768.0f;
value *= volume[src_ch] / 32768.0f;
stream->buffer[static_cast<size_t>(frame) * 4 + ch + 2] = value;
// The speaker plays the right front channel; the actuators play the back ones.
stream->buffer[static_cast<size_t>(frame) * 4 + ch + (stream->speaker ? 0 : 2)] = value;
audible |= std::fabs(value) > 1.0f / 1024;
}
}
@@ -161,26 +276,29 @@ void Queue(Stream* stream, int controller, const void* data, uint32_t frames, ui
SDL_ClearAudioStream(stream->sdl);
queued = 0;
}
const int bytes = static_cast<int>(frames * FRAME_BYTES);
if (audible) {
const int bytes = static_cast<int>(frames * FRAME_BYTES);
const auto queued_us =
static_cast<uint64_t>(queued + bytes) * 1000000 / (stream->freq * FRAME_BYTES);
if (audible && !stream->speaker) {
Common::LockGuard lock(g_mutex);
if (SDL_GetGamepadTypeForID(static_cast<SDL_JoystickID>(controller)) !=
SDL_GAMEPAD_TYPE_PS5) {
return;
return 0;
}
SelectController(controller);
const auto playback_now = SDL_GetTicks();
const bool starting = g_haptics_until <= playback_now;
const auto duration = (queued + bytes) * 1000ULL / (stream->freq * FRAME_BYTES);
g_haptics_until =
std::max(g_haptics_until, playback_now + std::max<uint64_t>(duration, 250));
std::max(g_haptics_until, playback_now + std::max<uint64_t>(queued_us / 1000, 250));
if (starting) {
ApplyRumble();
}
}
if (!SDL_PutAudioStreamData(stream->sdl, stream->buffer.data(), bytes)) {
CloseDevice(stream);
return 0;
}
return queued_us;
}
bool SetVibration(int controller, uint8_t large_motor, uint8_t small_motor) {
@@ -198,8 +316,8 @@ bool SetVibration(int controller, uint8_t large_motor, uint8_t small_motor) {
void Shutdown() {
Common::LockGuard lock(g_mutex);
g_rumble_until = 0;
SelectController(-1);
SelectSpeaker(-1);
}
} // namespace Libs::Controller::DualSenseHaptics
+9 -3
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@@ -7,12 +7,18 @@ namespace Libs::Controller::DualSenseHaptics {
struct Stream;
Stream* Open(uint32_t freq);
// A speaker stream plays a pad speaker port and routes the speaker to it; the others play vibration
// ports on the actuators.
Stream* Open(uint32_t freq, bool speaker);
void Close(Stream* stream);
void Queue(Stream* stream, int controller, const void* data, uint32_t frames, uint32_t channels,
bool is_float, const int* volume);
// Returns how long the queued audio still plays, in microseconds, or 0 when no DualSense took it
// (the active pad has no usable USB audio device or its speaker cannot be routed).
// Multiple DualSenses or matching audio endpoints are ambiguous and are not selected.
uint64_t Queue(Stream* stream, int controller, const void* data, uint32_t frames, uint32_t channels,
bool is_float, const int* volume);
// Returns false for other gamepad types, which retain the normal rumble path.
bool SetVibration(int controller, uint8_t large_motor, uint8_t small_motor);
// Also restores the headphone routing.
void Shutdown();
} // namespace Libs::Controller::DualSenseHaptics