Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "audio_pch.h"
#include <AudioToolbox/AudioQueue.h>
#include <AudioToolbox/AudioFile.h>
#include <AudioToolbox/AudioFormat.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 volume[6], int master_vol, const Vector *psourceDir, float gain, float mono );
#define NUM_BUFFERS_SOURCES 128
#define BUFF_MASK (NUM_BUFFERS_SOURCES - 1 )
#define BUFFER_SIZE 0x0400
//-----------------------------------------------------------------------------
//
// NOTE: This only allows 16-bit, stereo wave out
//
//-----------------------------------------------------------------------------
class CAudioDeviceAudioQueue : public CAudioDeviceBase
{
public:
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 UpdateListener( const Vector& position, const Vector& forward, const Vector& right, const Vector& up );
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 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 "AudioQueue"; }
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; }
void BufferCompleted() { m_buffersCompleted++; }
void SetRunning( bool bState ) { m_bRunning = bState; }
private:
void OpenWaveOut( void );
void CloseWaveOut( void );
bool ValidWaveOut( void ) const;
bool BIsPlaying();
AudioStreamBasicDescription m_DataFormat;
AudioQueueRef m_Queue;
AudioQueueBufferRef m_Buffers[NUM_BUFFERS_SOURCES];
int m_SndBufSize;
void *m_sndBuffers;
CInterlockedInt m_deviceSampleCount;
int m_buffersSent;
int m_buffersCompleted;
int m_pauseCount;
bool m_bSoundsShutdown;
bool m_bFailed;
bool m_bRunning;
};
CAudioDeviceAudioQueue *wave = NULL;
static void AudioCallback(void *pContext, AudioQueueRef pQueue, AudioQueueBufferRef pBuffer)
{
if ( wave )
wave->BufferCompleted();
}
IAudioDevice *Audio_CreateMacAudioQueueDevice( void )
{
wave = new CAudioDeviceAudioQueue;
if ( wave->Init() )
return wave;
delete wave;
wave = NULL;
return NULL;
}
void OnSndSurroundCvarChanged2( IConVar *pVar, const char *pOldString, float flOldValue );
void OnSndSurroundLegacyChanged2( IConVar *pVar, const char *pOldString, float flOldValue );
//-----------------------------------------------------------------------------
// Init, shutdown
//-----------------------------------------------------------------------------
bool CAudioDeviceAudioQueue::Init( void )
{
m_SndBufSize = 0;
m_sndBuffers = NULL;
m_pauseCount = 0;
m_bSurround = false;
m_bSurroundCenter = false;
m_bHeadphone = false;
m_buffersSent = 0;
m_buffersCompleted = 0;
m_pauseCount = 0;
m_bSoundsShutdown = false;
m_bFailed = false;
m_bRunning = false;
m_Queue = NULL;
static bool first = true;
if ( first )
{
snd_surround.SetValue( 2 );
snd_surround.InstallChangeCallback( &OnSndSurroundCvarChanged2 );
snd_legacy_surround.InstallChangeCallback( &OnSndSurroundLegacyChanged2 );
first = false;
}
OpenWaveOut();
if ( snd_firsttime )
{
DevMsg( "Wave sound initialized\n" );
}
return ValidWaveOut() && !m_bFailed;
}
void CAudioDeviceAudioQueue::Shutdown( void )
{
CloseWaveOut();
}
//-----------------------------------------------------------------------------
// WAV out device
//-----------------------------------------------------------------------------
inline bool CAudioDeviceAudioQueue::ValidWaveOut( void ) const
{
return m_sndBuffers != 0 && m_Queue;
}
//-----------------------------------------------------------------------------
// called by the mac audioqueue code when we run out of playback buffers
//-----------------------------------------------------------------------------
void AudioQueueIsRunningCallback( void* inClientData, AudioQueueRef inAQ, AudioQueuePropertyID inID)
{
CAudioDeviceAudioQueue* audioqueue = (CAudioDeviceAudioQueue*)inClientData;
UInt32 running = 0;
UInt32 size;
OSStatus err = AudioQueueGetProperty(inAQ, kAudioQueueProperty_IsRunning, &running, &size);
audioqueue->SetRunning( running != 0 );
//DevWarning( "AudioQueueStart %d\n", running );
}
//-----------------------------------------------------------------------------
// Opens the windows wave out device
//-----------------------------------------------------------------------------
void CAudioDeviceAudioQueue::OpenWaveOut( void )
{
if ( m_Queue )
return;
m_buffersSent = 0;
m_buffersCompleted = 0;
m_DataFormat.mSampleRate = 44100;
m_DataFormat.mFormatID = kAudioFormatLinearPCM;
m_DataFormat.mFormatFlags = kAudioFormatFlagIsSignedInteger|kAudioFormatFlagIsPacked;
m_DataFormat.mBytesPerPacket = 4; // 16-bit samples * 2 channels
m_DataFormat.mFramesPerPacket = 1;
m_DataFormat.mBytesPerFrame = 4; // 16-bit samples * 2 channels
m_DataFormat.mChannelsPerFrame = 2;
m_DataFormat.mBitsPerChannel = 16;
m_DataFormat.mReserved = 0;
// Create the audio queue that will be used to manage the array of audio
// buffers used to queue samples.
OSStatus err = AudioQueueNewOutput(&m_DataFormat, AudioCallback, this, NULL, NULL, 0, &m_Queue);
if ( err != noErr)
{
DevMsg( "Failed to create AudioQueue output %d\n", (int)err );
m_bFailed = true;
return;
}
for ( int i = 0; i < NUM_BUFFERS_SOURCES; ++i)
{
err = AudioQueueAllocateBuffer( m_Queue, BUFFER_SIZE,&(m_Buffers[i]));
if ( err != noErr)
{
DevMsg( "Failed to AudioQueueAllocateBuffer output %d (%i)\n",(int)err,i );
m_bFailed = true;
}
m_Buffers[i]->mAudioDataByteSize = BUFFER_SIZE;
Q_memset( m_Buffers[i]->mAudioData, 0, BUFFER_SIZE );
}
err = AudioQueuePrime( m_Queue, 0, NULL);
if ( err != noErr)
{
DevMsg( "Failed to create AudioQueue output %d\n", (int)err );
m_bFailed = true;
return;
}
AudioQueueSetParameter( m_Queue, kAudioQueueParam_Volume, 1.0);
err = AudioQueueAddPropertyListener( m_Queue, kAudioQueueProperty_IsRunning, AudioQueueIsRunningCallback, this );
if ( err != noErr)
{
DevMsg( "Failed to create AudioQueue output %d\n", (int)err );
m_bFailed = true;
return;
}
m_SndBufSize = NUM_BUFFERS_SOURCES*BUFFER_SIZE;
m_deviceSampleCount = m_SndBufSize / DeviceSampleBytes();
if ( !m_sndBuffers )
{
m_sndBuffers = malloc( m_SndBufSize );
memset( m_sndBuffers, 0x0, m_SndBufSize );
}
}
//-----------------------------------------------------------------------------
// Closes the windows wave out device
//-----------------------------------------------------------------------------
void CAudioDeviceAudioQueue::CloseWaveOut( void )
{
if ( ValidWaveOut() )
{
AudioQueueStop(m_Queue, true);
m_bRunning = false;
AudioQueueRemovePropertyListener( m_Queue, kAudioQueueProperty_IsRunning, AudioQueueIsRunningCallback, this );
for ( int i = 0; i < NUM_BUFFERS_SOURCES; i++ )
AudioQueueFreeBuffer( m_Queue, m_Buffers[i]);
AudioQueueDispose( m_Queue, true);
m_Queue = NULL;
}
if ( m_sndBuffers )
{
free( m_sndBuffers );
m_sndBuffers = NULL;
}
}
//-----------------------------------------------------------------------------
// Mixing setup
//-----------------------------------------------------------------------------
int CAudioDeviceAudioQueue::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;
}
//-----------------------------------------------------------------------------
// Actually performs the mixing
//-----------------------------------------------------------------------------
void CAudioDeviceAudioQueue::PaintEnd( void )
{
int cblocks = 4 << 1;
if ( m_bRunning && m_buffersSent == m_buffersCompleted )
{
// We are running the audio queue but have become starved of buffers.
// Stop the audio queue so we force a restart of it.
AudioQueueStop( m_Queue, true );
}
//
// submit a few new sound blocks
//
// 44K sound support
while (((m_buffersSent - m_buffersCompleted) >> SAMPLE_16BIT_SHIFT) < cblocks)
{
int iBuf = m_buffersSent&BUFF_MASK;
m_Buffers[iBuf]->mAudioDataByteSize = BUFFER_SIZE;
Q_memcpy( m_Buffers[iBuf]->mAudioData, (char *)m_sndBuffers + iBuf*BUFFER_SIZE, BUFFER_SIZE);
// Queue the buffer for playback.
OSStatus err = AudioQueueEnqueueBuffer( m_Queue, m_Buffers[iBuf], 0, NULL);
if ( err != noErr)
{
DevMsg( "Failed to AudioQueueEnqueueBuffer output %d\n", (int)err );
}
m_buffersSent++;
}
if ( !m_bRunning )
{
DevMsg( "Restarting sound playback\n" );
m_bRunning = true;
AudioQueueStart( m_Queue, NULL);
}
}
int CAudioDeviceAudioQueue::GetOutputPosition( void )
{
int s = m_buffersSent * BUFFER_SIZE;
s >>= SAMPLE_16BIT_SHIFT;
s &= (DeviceSampleCount()-1);
return s / DeviceChannels();
}
//-----------------------------------------------------------------------------
// Pausing
//-----------------------------------------------------------------------------
void CAudioDeviceAudioQueue::Pause( void )
{
m_pauseCount++;
if (m_pauseCount == 1)
{
m_bRunning = false;
AudioQueueStop(m_Queue, true);
}
}
void CAudioDeviceAudioQueue::UnPause( void )
{
if ( m_pauseCount > 0 )
{
m_pauseCount--;
}
if ( m_pauseCount == 0 )
{
m_bRunning = true;
AudioQueueStart( m_Queue, NULL);
}
}
bool CAudioDeviceAudioQueue::IsActive( void )
{
return ( m_pauseCount == 0 );
}
float CAudioDeviceAudioQueue::MixDryVolume( void )
{
return 0;
}
bool CAudioDeviceAudioQueue::Should3DMix( void )
{
return false;
}
void CAudioDeviceAudioQueue::ClearBuffer( void )
{
if ( !m_sndBuffers )
return;
Q_memset( m_sndBuffers, 0x0, DeviceSampleCount() * DeviceSampleBytes() );
}
void CAudioDeviceAudioQueue::UpdateListener( const Vector& position, const Vector& forward, const Vector& right, const Vector& up )
{
}
bool CAudioDeviceAudioQueue::BIsPlaying()
{
UInt32 isRunning;
UInt32 propSize = sizeof(isRunning);
OSStatus result = AudioQueueGetProperty( m_Queue, kAudioQueueProperty_IsRunning, &isRunning, &propSize);
return isRunning != 0;
}
void CAudioDeviceAudioQueue::MixBegin( int sampleCount )
{
MIX_ClearAllPaintBuffers( sampleCount, false );
}
void CAudioDeviceAudioQueue::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 CAudioDeviceAudioQueue::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 CAudioDeviceAudioQueue::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 CAudioDeviceAudioQueue::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 CAudioDeviceAudioQueue::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 CAudioDeviceAudioQueue::ChannelReset( int entnum, int channelIndex, float distanceMod )
{
}
void CAudioDeviceAudioQueue::TransferSamples( int end )
{
int lpaintedtime = g_paintedtime;
int endtime = end;
// resumes playback...
if ( m_sndBuffers )
{
S_TransferStereo16( m_sndBuffers, PAINTBUFFER, lpaintedtime, endtime );
}
}
void CAudioDeviceAudioQueue::SpatializeChannel( int volume[CCHANVOLUMES/2], int master_vol, const Vector& sourceDir, float gain, float mono )
{
VPROF("CAudioDeviceAudioQueue::SpatializeChannel");
S_SpatializeChannel( volume, master_vol, &sourceDir, gain, mono );
}
void CAudioDeviceAudioQueue::StopAllSounds( void )
{
m_bSoundsShutdown = true;
m_bRunning = false;
AudioQueueStop(m_Queue, true);
}
void CAudioDeviceAudioQueue::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 );
}
static uint32 GetOSXSpeakerConfig()
{
return 2;
}
static uint32 GetSpeakerConfigForSurroundMode( int surroundMode, const char **pConfigDesc )
{
uint32 newSpeakerConfig = 2;
*pConfigDesc = "stereo speaker";
return newSpeakerConfig;
}
void OnSndSurroundCvarChanged2( IConVar *pVar, const char *pOldString, float flOldValue )
{
// if the old value is -1, we're setting this from the detect routine for the first time
// no need to reset the device
if ( flOldValue == -1 )
return;
// get the user's previous speaker config
uint32 speaker_config = GetOSXSpeakerConfig();
// get the new config
uint32 newSpeakerConfig = 0;
const char *speakerConfigDesc = "";
ConVarRef var( pVar );
newSpeakerConfig = GetSpeakerConfigForSurroundMode( var.GetInt(), &speakerConfigDesc );
// make sure the config has changed
if (newSpeakerConfig == speaker_config)
return;
// set new configuration
//SetWindowsSpeakerConfig(newSpeakerConfig);
Msg("Speaker configuration has been changed to %s.\n", speakerConfigDesc);
// restart sound system so it takes effect
//g_pSoundServices->RestartSoundSystem();
}
void OnSndSurroundLegacyChanged2( IConVar *pVar, const char *pOldString, float flOldValue )
{
}