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184 lines
4.0 KiB
184 lines
4.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=====================================================================================// |
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#include "audio_pch.h" |
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#if defined( USE_SDL ) |
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#include "snd_dev_sdl.h" |
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#endif |
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#ifdef OSX |
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#include "snd_dev_openal.h" |
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#include "snd_dev_mac_audioqueue.h" |
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ConVar snd_audioqueue( "snd_audioqueue", "1" ); |
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#endif |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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bool snd_firsttime = true; |
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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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IAudioDevice *g_AudioDevice = NULL; |
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/* |
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================== |
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S_BlockSound |
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================== |
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*/ |
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void S_BlockSound( void ) |
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{ |
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if ( !g_AudioDevice ) |
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return; |
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g_AudioDevice->Pause(); |
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} |
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/* |
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================== |
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S_UnblockSound |
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================== |
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*/ |
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void S_UnblockSound( void ) |
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{ |
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if ( !g_AudioDevice ) |
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return; |
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g_AudioDevice->UnPause(); |
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} |
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/* |
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================== |
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AutoDetectInit |
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Try to find a sound device to mix for. |
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Returns a CAudioNULLDevice if nothing is found. |
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================== |
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*/ |
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IAudioDevice *IAudioDevice::AutoDetectInit( bool waveOnly ) |
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{ |
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IAudioDevice *pDevice = NULL; |
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if ( IsPC() ) |
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{ |
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#if defined( WIN32 ) && !defined( USE_SDL ) |
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if ( waveOnly ) |
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{ |
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pDevice = Audio_CreateWaveDevice(); |
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if ( !pDevice ) |
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goto NULLDEVICE; |
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} |
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if ( !pDevice ) |
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{ |
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if ( snd_firsttime ) |
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{ |
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pDevice = Audio_CreateDirectSoundDevice(); |
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} |
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} |
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// if DirectSound didn't succeed in initializing, try to initialize |
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// waveOut sound, unless DirectSound failed because the hardware is |
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// already allocated (in which case the user has already chosen not |
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// to have sound) |
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// UNDONE: JAY: This doesn't test for the hardware being in use anymore, REVISIT |
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if ( !pDevice ) |
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{ |
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pDevice = Audio_CreateWaveDevice(); |
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} |
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#elif defined(OSX) |
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if ( !CommandLine()->CheckParm( "-snd_openal" ) ) |
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{ |
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DevMsg( "Using AudioQueue Interface\n" ); |
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pDevice = Audio_CreateMacAudioQueueDevice(); |
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} |
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if ( !pDevice ) |
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{ |
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DevMsg( "Using OpenAL Interface\n" ); |
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pDevice = Audio_CreateOpenALDevice(); // fall back to openAL if the audio queue fails |
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} |
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#elif defined( USE_SDL ) |
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DevMsg( "Trying SDL Audio Interface\n" ); |
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pDevice = Audio_CreateSDLAudioDevice(); |
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#ifdef NEVER |
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// Jul 2012. mikesart. E-mail exchange with Ryan Gordon after figuring out that |
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// Audio_CreatePulseAudioDevice() wasn't working on Ubuntu 12.04 (lots of stuttering). |
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// |
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// > I installed libpulse-dev, rebuilt SDL, and now SDL is using pulse |
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// > audio and everything is working great. However I'm wondering if we |
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// > need to fall back to PulseAudio in our codebase if SDL is doing that |
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// > for us. I mean, is it worth me going through and debugging our Pulse |
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// > Audio path or should I just remove it? |
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// |
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// Remove it...it never worked well, and only remained in case there were |
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// concerns about relying on SDL. The SDL codepath is way easier to read, |
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// simpler to maintain, and handles all sorts of strange audio backends, |
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// including Pulse. |
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if ( !pDevice ) |
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{ |
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DevMsg( "Trying PulseAudio Interface\n" ); |
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pDevice = Audio_CreatePulseAudioDevice(); // fall back to PulseAudio if SDL fails |
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} |
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#endif // NEVER |
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#else |
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#error |
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#endif |
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} |
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#if defined( _X360 ) |
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else |
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{ |
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pDevice = Audio_CreateXAudioDevice( true ); |
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if ( pDevice ) |
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{ |
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// xaudio requires threaded mixing |
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S_EnableThreadedMixing( true ); |
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} |
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} |
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#endif |
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#if defined( WIN32 ) && !defined( USE_SDL ) |
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NULLDEVICE: |
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#endif |
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snd_firsttime = false; |
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if ( !pDevice ) |
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{ |
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if ( snd_firsttime ) |
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DevMsg( "No sound device initialized\n" ); |
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return Audio_GetNullDevice(); |
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} |
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return pDevice; |
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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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if ( g_AudioDevice != Audio_GetNullDevice() ) |
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{ |
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if ( g_AudioDevice ) |
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{ |
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g_AudioDevice->Shutdown(); |
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delete g_AudioDevice; |
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} |
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// the NULL device is always valid |
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g_AudioDevice = Audio_GetNullDevice(); |
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} |
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} |
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