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252 lines
5.3 KiB
252 lines
5.3 KiB
/* |
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s_backend.c - sound hardware output |
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Copyright (C) 2009 Uncle Mike |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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*/ |
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#include "common.h" |
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#include "platform/platform.h" |
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#if XASH_SOUND == SOUND_SDL |
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#include "sound.h" |
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#include <SDL.h> |
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#define SAMPLE_16BIT_SHIFT 1 |
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#define SECONDARY_BUFFER_SIZE 0x10000 |
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/* |
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======================================================================= |
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Global variables. Must be visible to window-procedure function |
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so it can unlock and free the data block after it has been played. |
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======================================================================= |
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*/ |
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static int sdl_dev; |
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//static qboolean snd_firsttime = true; |
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//static qboolean primary_format_set; |
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void SDL_SoundCallback( void *userdata, Uint8 *stream, int len ) |
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{ |
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int size = dma.samples << 1; |
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int pos = dma.samplepos << 1; |
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int wrapped = pos + len - size; |
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if( wrapped < 0 ) |
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{ |
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memcpy( stream, dma.buffer + pos, len ); |
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dma.samplepos += len >> 1; |
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} |
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else |
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{ |
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int remaining = size - pos; |
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memcpy( stream, dma.buffer + pos, remaining ); |
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memcpy( stream + remaining, dma.buffer, wrapped ); |
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dma.samplepos = wrapped >> 1; |
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} |
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} |
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/* |
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================== |
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SNDDMA_Init |
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Try to find a sound device to mix for. |
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Returns false if nothing is found. |
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================== |
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*/ |
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qboolean SNDDMA_Init( void *hInst ) |
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{ |
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SDL_AudioSpec desired, obtained; |
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int samplecount; |
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if( SDL_Init( SDL_INIT_AUDIO ) ) |
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{ |
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Con_Reportf( S_ERROR "Audio: SDL: %s \n", SDL_GetError( ) ); |
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return false; |
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} |
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// even if we don't have PA |
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// we still can safely set env variables |
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SDL_setenv( "PULSE_PROP_application.name", GI->title, 1 ); |
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SDL_setenv( "PULSE_PROP_media.role", "game", 1 ); |
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memset( &desired, 0, sizeof( desired ) ); |
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desired.freq = SOUND_DMA_SPEED; |
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desired.format = AUDIO_S16LSB; |
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desired.samples = 1024; |
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desired.channels = 2; |
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desired.callback = SDL_SoundCallback; |
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sdl_dev = SDL_OpenAudioDevice( NULL, 0, &desired, &obtained, 0 ); |
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if( !sdl_dev ) |
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{ |
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Con_Printf( "Couldn't open SDL audio: %s\n", SDL_GetError( ) ); |
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return false; |
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} |
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if( obtained.format != AUDIO_S16LSB ) |
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{ |
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Con_Printf( "SDL audio format %d unsupported.\n", obtained.format ); |
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goto fail; |
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} |
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if( obtained.channels != 1 && obtained.channels != 2 ) |
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{ |
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Con_Printf( "SDL audio channels %d unsupported.\n", obtained.channels ); |
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goto fail; |
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} |
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dma.format.speed = obtained.freq; |
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dma.format.channels = obtained.channels; |
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dma.format.width = 2; |
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samplecount = s_samplecount->value; |
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if( !samplecount ) |
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samplecount = 0x8000; |
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dma.samples = samplecount * obtained.channels; |
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dma.buffer = Z_Malloc( dma.samples * 2 ); |
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dma.samplepos = 0; |
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Con_Printf( "Using SDL audio driver: %s @ %d Hz\n", SDL_GetCurrentAudioDriver( ), obtained.freq ); |
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SDL_PauseAudioDevice( sdl_dev, 0 ); |
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dma.initialized = true; |
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return true; |
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fail: |
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SNDDMA_Shutdown( ); |
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return false; |
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} |
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/* |
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============== |
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SNDDMA_GetDMAPos |
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return the current sample position (in mono samples read) |
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inside the recirculating dma buffer, so the mixing code will know |
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how many sample are required to fill it up. |
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=============== |
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*/ |
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int SNDDMA_GetDMAPos( void ) |
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{ |
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return dma.samplepos; |
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} |
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/* |
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============== |
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SNDDMA_GetSoundtime |
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update global soundtime |
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=============== |
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*/ |
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int SNDDMA_GetSoundtime( void ) |
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{ |
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static int buffers, oldsamplepos; |
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int samplepos, fullsamples; |
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fullsamples = dma.samples / 2; |
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// it is possible to miscount buffers |
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// if it has wrapped twice between |
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// calls to S_Update. Oh well. |
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samplepos = SNDDMA_GetDMAPos( ); |
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if( samplepos < oldsamplepos ) |
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{ |
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buffers++; // buffer wrapped |
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if( paintedtime > 0x40000000 ) |
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{ |
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// time to chop things off to avoid 32 bit limits |
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buffers = 0; |
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paintedtime = fullsamples; |
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S_StopAllSounds( true ); |
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} |
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} |
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oldsamplepos = samplepos; |
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return ( buffers * fullsamples + samplepos / 2 ); |
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} |
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/* |
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============== |
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SNDDMA_BeginPainting |
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Makes sure dma.buffer is valid |
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=============== |
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*/ |
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void SNDDMA_BeginPainting( void ) |
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{ |
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SDL_LockAudio( ); |
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} |
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/* |
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============== |
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SNDDMA_Submit |
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Send sound to device if buffer isn't really the dma buffer |
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Also unlocks the dsound buffer |
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=============== |
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*/ |
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void SNDDMA_Submit( void ) |
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{ |
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SDL_UnlockAudio( ); |
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} |
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/* |
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============== |
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SNDDMA_Shutdown |
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Reset the sound device for exiting |
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=============== |
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*/ |
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void SNDDMA_Shutdown( void ) |
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{ |
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Con_Printf( "Shutting down audio.\n" ); |
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dma.initialized = false; |
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if( sdl_dev ) |
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{ |
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SDL_PauseAudioDevice( sdl_dev, 1 ); |
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#ifndef __EMSCRIPTEN__ |
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SDL_CloseAudioDevice( sdl_dev ); |
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SDL_CloseAudio( ); |
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#endif |
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} |
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#ifndef __EMSCRIPTEN__ |
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if( SDL_WasInit( SDL_INIT_AUDIO ) ) |
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SDL_QuitSubSystem( SDL_INIT_AUDIO ); |
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#endif |
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if( dma.buffer ) |
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{ |
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Mem_Free( dma.buffer ); |
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dma.buffer = NULL; |
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} |
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} |
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/* |
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=========== |
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SNDDMA_Activate |
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Called when the main window gains or loses focus. |
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The window have been destroyed and recreated |
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between a deactivate and an activate. |
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=========== |
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*/ |
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void SNDDMA_Activate( qboolean active ) |
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{ |
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SDL_PauseAudioDevice( sdl_dev, !active ); |
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} |
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#endif // XASH_SOUND == SOUND_SDL
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