//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //===========================================================================// #include "audio_pch.h" #if !DEDICATED #include "tier0/dynfunction.h" #include "video//ivideoservices.h" #include "../../sys_dll.h" // prevent some conflicts in SDL headers... #undef M_PI #include #ifndef _STDINT_H_ #define _STDINT_H_ 1 #endif #include "SDL.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" extern bool snd_firsttime; extern bool MIX_ScaleChannelVolume( paintbuffer_t *ppaint, channel_t *pChannel, int volume[CCHANVOLUMES], int mixchans ); extern void S_SpatializeChannel( /*int nSlot,*/ int volume[6], int master_vol, const Vector *psourceDir, float gain, float mono ); // 64K is about 1/3 second at 16-bit, stereo, 44100 Hz // 44k: UNDONE - need to double buffers now that we're playing back at 44100? #define WAV_BUFFERS 64 #define WAV_MASK (WAV_BUFFERS - 1) #define WAV_BUFFER_SIZE 0x0400 #if 0 #define debugsdl printf #else static inline void debugsdl(const char *fmt, ...) {} #endif //----------------------------------------------------------------------------- // // NOTE: This only allows 16-bit, stereo wave out (!!! FIXME: but SDL supports 7.1, etc, too!) // //----------------------------------------------------------------------------- class CAudioDeviceSDLAudio : public CAudioDeviceBase { public: CAudioDeviceSDLAudio(); virtual ~CAudioDeviceSDLAudio(); bool IsActive( void ); bool Init( void ); void Shutdown( void ); void PaintEnd( void ); int GetOutputPosition( void ); void ChannelReset( int entnum, int channelIndex, float distanceMod ); void Pause( void ); void UnPause( void ); float MixDryVolume( void ); bool Should3DMix( void ); void StopAllSounds( void ); int PaintBegin( float mixAheadTime, int soundtime, int paintedtime ); void ClearBuffer( void ); void MixBegin( int sampleCount ); void MixUpsample( int sampleCount, int filtertype ); void Mix8Mono( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress ); void Mix8Stereo( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress ); void Mix16Mono( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress ); void Mix16Stereo( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress ); void TransferSamples( int end ); void SpatializeChannel( int nSlot, int volume[CCHANVOLUMES/2], int master_vol, const Vector& sourceDir, float gain, float mono); void ApplyDSPEffects( int idsp, portable_samplepair_t *pbuffront, portable_samplepair_t *pbufrear, portable_samplepair_t *pbufcenter, int samplecount ); const char *DeviceName( void ) { return "SDL"; } int DeviceChannels( void ) { return 2; } int DeviceSampleBits( void ) { return 16; } int DeviceSampleBytes( void ) { return 2; } int DeviceDmaSpeed( void ) { return SOUND_DMA_SPEED; } int DeviceSampleCount( void ) { return m_deviceSampleCount; } private: SDL_AudioDeviceID m_devId; static void SDLCALL AudioCallbackEntry(void *userdata, Uint8 * stream, int len); void AudioCallback(Uint8 *stream, int len); void OpenWaveOut( void ); void CloseWaveOut( void ); void AllocateOutputBuffers(); void FreeOutputBuffers(); bool ValidWaveOut( void ) const; int m_deviceSampleCount; int m_buffersSent; int m_pauseCount; int m_readPos; int m_partialWrite; // Memory for the wave data uint8_t *m_pBuffer; }; static CAudioDeviceSDLAudio *g_wave = NULL; //----------------------------------------------------------------------------- // Constructor (just lookup SDL entry points, real work happens in this->Init()) //----------------------------------------------------------------------------- CAudioDeviceSDLAudio::CAudioDeviceSDLAudio() { m_devId = 0; } //----------------------------------------------------------------------------- // Destructor. Make sure our global pointer gets set to NULL. //----------------------------------------------------------------------------- CAudioDeviceSDLAudio::~CAudioDeviceSDLAudio() { g_wave = NULL; } //----------------------------------------------------------------------------- // Class factory //----------------------------------------------------------------------------- IAudioDevice *Audio_CreateSDLAudioDevice( void ) { if ( !g_wave ) { g_wave = new CAudioDeviceSDLAudio; Assert( g_wave ); } if ( g_wave && !g_wave->Init() ) { delete g_wave; g_wave = NULL; } return g_wave; } //----------------------------------------------------------------------------- // Init, shutdown //----------------------------------------------------------------------------- bool CAudioDeviceSDLAudio::Init( void ) { // If we've already got a device open, then return. This allows folks to call // Audio_CreateSDLAudioDevice() multiple times. CloseWaveOut() will free the // device, and set m_devId to 0. if( m_devId ) return true; m_bSurround = false; m_bSurroundCenter = false; m_bHeadphone = false; m_buffersSent = 0; m_pauseCount = 0; m_pBuffer = NULL; m_readPos = 0; m_partialWrite = 0; m_devId = 0; OpenWaveOut(); if ( snd_firsttime ) { DevMsg( "Wave sound initialized\n" ); } return ValidWaveOut(); } void CAudioDeviceSDLAudio::Shutdown( void ) { CloseWaveOut(); } //----------------------------------------------------------------------------- // WAV out device //----------------------------------------------------------------------------- inline bool CAudioDeviceSDLAudio::ValidWaveOut( void ) const { return m_devId != 0; } //----------------------------------------------------------------------------- // Opens the windows wave out device //----------------------------------------------------------------------------- void CAudioDeviceSDLAudio::OpenWaveOut( void ) { debugsdl("SDLAUDIO: OpenWaveOut...\n"); #ifndef WIN32 char appname[ 256 ]; KeyValues *modinfo = new KeyValues( "ModInfo" ); if ( modinfo->LoadFromFile( g_pFileSystem, "gameinfo.txt" ) ) Q_strncpy( appname, modinfo->GetString( "game" ), sizeof( appname ) ); else Q_strncpy( appname, "Source1 Game", sizeof( appname ) ); modinfo->deleteThis(); modinfo = NULL; // Set these environment variables, in case we're using PulseAudio. setenv("PULSE_PROP_application.name", appname, 1); setenv("PULSE_PROP_media.role", "game", 1); #endif // !!! FIXME: specify channel map, etc // !!! FIXME: set properties (role, icon, etc). //#define SDLAUDIO_FAIL(fnstr) do { DevWarning(fnstr " failed"); CloseWaveOut(); return; } while (false) //#define SDLAUDIO_FAIL(fnstr) do { printf("SDLAUDIO: " fnstr " failed: %s\n", SDL_GetError ? SDL_GetError() : "???"); CloseWaveOut(); return; } while (false) #define SDLAUDIO_FAIL(fnstr) do { const char *err = SDL_GetError(); printf("SDLAUDIO: " fnstr " failed: %s\n", err ? err : "???"); CloseWaveOut(); return; } while (false) if (!SDL_WasInit(SDL_INIT_AUDIO)) { if (SDL_InitSubSystem(SDL_INIT_AUDIO)) SDLAUDIO_FAIL("SDL_InitSubSystem(SDL_INIT_AUDIO)"); } debugsdl("SDLAUDIO: Using SDL audio target '%s'\n", SDL_GetCurrentAudioDriver()); // Open an audio device... // !!! FIXME: let user specify a device? // !!! FIXME: we can handle quad, 5.1, 7.1, etc here. SDL_AudioSpec desired, obtained; memset(&desired, '\0', sizeof (desired)); desired.freq = SOUND_DMA_SPEED; desired.format = AUDIO_S16SYS; desired.channels = 2; desired.samples = 2048; desired.callback = &CAudioDeviceSDLAudio::AudioCallbackEntry; desired.userdata = this; m_devId = SDL_OpenAudioDevice(NULL, 0, &desired, &obtained, SDL_AUDIO_ALLOW_ANY_CHANGE); if (!m_devId) SDLAUDIO_FAIL("SDL_OpenAudioDevice()"); #undef SDLAUDIO_FAIL // We're now ready to feed audio data to SDL! AllocateOutputBuffers(); SDL_PauseAudioDevice(m_devId, 0); #if defined( BINK_VIDEO ) && defined( LINUX ) // Tells Bink to use SDL for its audio decoding if ( g_pVideo != NULL) { g_pVideo->SoundDeviceCommand( VideoSoundDeviceOperation::SET_SDL_PARAMS, NULL, (void *)&obtained ); } #endif } //----------------------------------------------------------------------------- // Closes the windows wave out device //----------------------------------------------------------------------------- void CAudioDeviceSDLAudio::CloseWaveOut( void ) { // none of these SDL_* functions are available to call if this is false. if (m_devId) { SDL_CloseAudioDevice(m_devId); m_devId = 0; } SDL_QuitSubSystem(SDL_INIT_AUDIO); FreeOutputBuffers(); } //----------------------------------------------------------------------------- // Allocate output buffers //----------------------------------------------------------------------------- void CAudioDeviceSDLAudio::AllocateOutputBuffers() { // Allocate and lock memory for the waveform data. const int nBufferSize = WAV_BUFFER_SIZE * WAV_BUFFERS; m_pBuffer = new uint8_t[nBufferSize]; memset(m_pBuffer, '\0', nBufferSize); m_readPos = 0; m_partialWrite = 0; m_deviceSampleCount = nBufferSize / DeviceSampleBytes(); } //----------------------------------------------------------------------------- // Free output buffers //----------------------------------------------------------------------------- void CAudioDeviceSDLAudio::FreeOutputBuffers() { delete[] m_pBuffer; m_pBuffer = NULL; } //----------------------------------------------------------------------------- // Mixing setup //----------------------------------------------------------------------------- int CAudioDeviceSDLAudio::PaintBegin( float mixAheadTime, int soundtime, int paintedtime ) { // soundtime - total samples that have been played out to hardware at dmaspeed // paintedtime - total samples that have been mixed at speed // endtime - target for samples in mixahead buffer at speed unsigned int endtime = soundtime + mixAheadTime * DeviceDmaSpeed(); int samps = DeviceSampleCount() >> (DeviceChannels()-1); if ((int)(endtime - soundtime) > samps) endtime = soundtime + samps; if ((endtime - paintedtime) & 0x3) { // The difference between endtime and painted time should align on // boundaries of 4 samples. This is important when upsampling from 11khz -> 44khz. endtime -= (endtime - paintedtime) & 0x3; } return endtime; } void CAudioDeviceSDLAudio::AudioCallbackEntry(void *userdata, Uint8 *stream, int len) { ((CAudioDeviceSDLAudio *) userdata)->AudioCallback(stream, len); } void CAudioDeviceSDLAudio::AudioCallback(Uint8 *stream, int len) { if (!m_devId) { debugsdl("SDLAUDIO: uhoh, no audio device!\n"); return; // can this even happen? } const int totalWriteable = len; #if defined( BINK_VIDEO ) && defined( LINUX ) Uint8 *stream_orig = stream; #endif debugsdl("SDLAUDIO: writable size is %d.\n", totalWriteable); Assert(len <= (WAV_BUFFERS * WAV_BUFFER_SIZE)); while (len > 0) { // spaceAvailable == bytes before we overrun the end of the ring buffer. const int spaceAvailable = ((WAV_BUFFERS * WAV_BUFFER_SIZE) - m_readPos); const int writeLen = (len < spaceAvailable) ? len : spaceAvailable; if (writeLen > 0) { const uint8_t *buf = m_pBuffer + m_readPos; debugsdl("SDLAUDIO: Writing %d bytes...\n", writeLen); #if 0 static FILE *io = NULL; if (io == NULL) io = fopen("dumpplayback.raw", "wb"); if (io != NULL) { fwrite(buf, writeLen, 1, io); fflush(io); } #endif memcpy(stream, buf, writeLen); stream += writeLen; len -= writeLen; Assert(len >= 0); } m_readPos = len ? 0 : (m_readPos + writeLen); // if still bytes to write to stream, we're rolling around the ring buffer. } #if defined( BINK_VIDEO ) && defined( LINUX ) // Mix in Bink movie audio if that stuff is playing. if ( g_pVideo != NULL) { g_pVideo->SoundDeviceCommand( VideoSoundDeviceOperation::SDLMIXER_CALLBACK, (void *)stream_orig, (void *)&totalWriteable ); } #endif // Translate between bytes written and buffers written. m_partialWrite += totalWriteable; m_buffersSent += m_partialWrite / WAV_BUFFER_SIZE; m_partialWrite %= WAV_BUFFER_SIZE; } //----------------------------------------------------------------------------- // Actually performs the mixing //----------------------------------------------------------------------------- void CAudioDeviceSDLAudio::PaintEnd( void ) { debugsdl("SDLAUDIO: PaintEnd...\n"); #if 0 // !!! FIXME: this is the 1.3 headers, but not implemented yet in SDL. if (SDL_AudioDeviceConnected(m_devId) != 1) { debugsdl("SDLAUDIO: Audio device was disconnected!\n"); Shutdown(); } #endif } int CAudioDeviceSDLAudio::GetOutputPosition( void ) { return (m_readPos >> SAMPLE_16BIT_SHIFT)/DeviceChannels(); } //----------------------------------------------------------------------------- // Pausing //----------------------------------------------------------------------------- void CAudioDeviceSDLAudio::Pause( void ) { m_pauseCount++; if (m_pauseCount == 1) { debugsdl("SDLAUDIO: PAUSE\n"); SDL_PauseAudioDevice(m_devId, 1); } } void CAudioDeviceSDLAudio::UnPause( void ) { if ( m_pauseCount > 0 ) { m_pauseCount--; if (m_pauseCount == 0) { debugsdl("SDLAUDIO: UNPAUSE\n"); SDL_PauseAudioDevice(m_devId, 0); } } } bool CAudioDeviceSDLAudio::IsActive( void ) { return ( m_pauseCount == 0 ); } float CAudioDeviceSDLAudio::MixDryVolume( void ) { return 0; } bool CAudioDeviceSDLAudio::Should3DMix( void ) { return false; } void CAudioDeviceSDLAudio::ClearBuffer( void ) { int clear; if ( !m_pBuffer ) return; clear = 0; Q_memset(m_pBuffer, clear, DeviceSampleCount() * DeviceSampleBytes() ); } void CAudioDeviceSDLAudio::MixBegin( int sampleCount ) { MIX_ClearAllPaintBuffers( sampleCount, false ); } void CAudioDeviceSDLAudio::MixUpsample( int sampleCount, int filtertype ) { paintbuffer_t *ppaint = MIX_GetCurrentPaintbufferPtr(); int ifilter = ppaint->ifilter; Assert (ifilter < CPAINTFILTERS); S_MixBufferUpsample2x( sampleCount, ppaint->pbuf, &(ppaint->fltmem[ifilter][0]), CPAINTFILTERMEM, filtertype ); ppaint->ifilter++; } void CAudioDeviceSDLAudio::Mix8Mono( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress ) { int volume[CCHANVOLUMES]; paintbuffer_t *ppaint = MIX_GetCurrentPaintbufferPtr(); if (!MIX_ScaleChannelVolume( ppaint, pChannel, volume, 1)) return; Mix8MonoWavtype( pChannel, ppaint->pbuf + outputOffset, volume, (byte *)pData, inputOffset, rateScaleFix, outCount ); } void CAudioDeviceSDLAudio::Mix8Stereo( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress ) { int volume[CCHANVOLUMES]; paintbuffer_t *ppaint = MIX_GetCurrentPaintbufferPtr(); if (!MIX_ScaleChannelVolume( ppaint, pChannel, volume, 2 )) return; Mix8StereoWavtype( pChannel, ppaint->pbuf + outputOffset, volume, (byte *)pData, inputOffset, rateScaleFix, outCount ); } void CAudioDeviceSDLAudio::Mix16Mono( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress ) { int volume[CCHANVOLUMES]; paintbuffer_t *ppaint = MIX_GetCurrentPaintbufferPtr(); if (!MIX_ScaleChannelVolume( ppaint, pChannel, volume, 1 )) return; Mix16MonoWavtype( pChannel, ppaint->pbuf + outputOffset, volume, pData, inputOffset, rateScaleFix, outCount ); } void CAudioDeviceSDLAudio::Mix16Stereo( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress ) { int volume[CCHANVOLUMES]; paintbuffer_t *ppaint = MIX_GetCurrentPaintbufferPtr(); if (!MIX_ScaleChannelVolume( ppaint, pChannel, volume, 2 )) return; Mix16StereoWavtype( pChannel, ppaint->pbuf + outputOffset, volume, pData, inputOffset, rateScaleFix, outCount ); } void CAudioDeviceSDLAudio::ChannelReset( int entnum, int channelIndex, float distanceMod ) { } void CAudioDeviceSDLAudio::TransferSamples( int end ) { int lpaintedtime = g_paintedtime; int endtime = end; // resumes playback... if ( m_pBuffer ) { S_TransferStereo16( m_pBuffer, PAINTBUFFER, lpaintedtime, endtime ); } } void CAudioDeviceSDLAudio::SpatializeChannel( int nSlot, int volume[CCHANVOLUMES/2], int master_vol, const Vector& sourceDir, float gain, float mono ) { VPROF("CAudioDeviceSDLAudio::SpatializeChannel"); S_SpatializeChannel( /*nSlot,*/ volume, master_vol, &sourceDir, gain, mono ); } void CAudioDeviceSDLAudio::StopAllSounds( void ) { } void CAudioDeviceSDLAudio::ApplyDSPEffects( int idsp, portable_samplepair_t *pbuffront, portable_samplepair_t *pbufrear, portable_samplepair_t *pbufcenter, int samplecount ) { //SX_RoomFX( endtime, filter, timefx ); DSP_Process( idsp, pbuffront, pbufrear, pbufcenter, samplecount ); } #endif // !DEDICATED