#include "quakedef.h" #include "winquake.h" #include #pragma comment(lib, MSVCLIBSPATH "sdl.lib") //SDL calls a callback each time it needs to repaint the 'hardware' buffers //This results in extra latency. //SDL runs does this multithreaded. //So we tell it a fairly pathetically sized buffer and try and get it to copy often //hopefully this lowers sound latency, and has no suddenly starting sounds and stuff. //It still has greater latency than direct access, of course. //FIXME: One thing I saw in quakeforge was that quakeforge basically leaves the audio locked except for a really short period of time. //An interesting idea, which ensures the driver can only paint in a small time-frame. this would possibly allow lower latency painting. static void SSDL_Shutdown(soundcardinfo_t *sc) { Con_Printf("Shutdown SDL sound\n"); SDL_CloseAudio(); if (sc->sn.buffer) free(sc->sn.buffer); sc->sn.buffer = NULL; } static unsigned int SSDL_GetDMAPos(soundcardinfo_t *sc) { sc->sn.samplepos = sc->snd_sent / (sc->sn.samplebits/8); return sc->sn.samplepos; } //this function is called from inside SDL. //transfer the 'dma' buffer into the buffer it requests. static void VARGS SSDL_Paint(void *userdata, qbyte *stream, int len) { soundcardinfo_t *sc = userdata; int buffersize = sc->sn.samples*(sc->sn.samplebits/8); if (len > buffersize) { len = buffersize; //whoa nellie! } if (len + sc->snd_sent%buffersize > buffersize) { //buffer will wrap, fill in the rest memcpy(stream, (char*)sc->sn.buffer + (sc->snd_sent%buffersize), buffersize - (sc->snd_sent%buffersize)); stream += buffersize - sc->snd_sent%buffersize; sc->snd_sent += buffersize - sc->snd_sent%buffersize; len -= buffersize - (sc->snd_sent%buffersize); if (len < 0) return; } //and finish from the start memcpy(stream, (char*)sc->sn.buffer + (sc->snd_sent%buffersize), len); sc->snd_sent += len; } static void *SSDL_LockBuffer(soundcardinfo_t *sc, unsigned int *sampidx) { SDL_LockAudio(); return sc->sn.buffer; } static void SSDL_UnlockBuffer(soundcardinfo_t *sc, void *buffer) { SDL_UnlockAudio(); } static void SSDL_SetUnderWater(soundcardinfo_t *sc, qboolean uw) { } static void SSDL_Submit(soundcardinfo_t *sc, int start, int end) { //SDL will call SSDL_Paint to paint when it's time, and the sound buffer is always there... } static int SDL_InitCard(soundcardinfo_t *sc, int cardnum) { SDL_AudioSpec desired, obtained; if (cardnum) { //our init code actually calls this function multiple times, in the case that the user has multiple sound cards return 2; //erm. SDL won't allow multiple sound cards anyway. } Con_Printf("Initing SDL audio.\n"); if(SDL_InitSubSystem(SDL_INIT_AUDIO | SDL_INIT_NOPARACHUTE)) { Con_Printf("Couldn't initialize SDL audio subsystem\n"); return false; } memset(&desired, 0, sizeof(desired)); desired.freq = sc->sn.speed; desired.channels = sc->sn.numchannels; //fixme! desired.samples = 0x0100; desired.format = AUDIO_S16SYS; desired.callback = (void*)SSDL_Paint; desired.userdata = sc; memcpy(&obtained, &desired, sizeof(obtained)); #ifdef FTE_TARGET_WEB if ( SDL_OpenAudio(&desired, NULL) < 0 ) { Con_Printf("SDL: SNDDMA_Init: couldn't open sound device (%s).\n", SDL_GetError()); return false; } obtained = desired; #else if ( SDL_OpenAudio(&desired, &obtained) < 0 ) { Con_Printf("SDL: SNDDMA_Init: couldn't open sound device (%s).\n", SDL_GetError()); return false; } #endif sc->sn.numchannels = obtained.channels; sc->sn.speed = obtained.freq; sc->sn.samplebits = obtained.format&0xff; sc->sn.samples = 32768;//*sc->sn.numchannels; //doesn't really matter, so long as it's higher than obtained.samples Con_DPrintf("channels: %i\n", sc->sn.numchannels); Con_DPrintf("Speed: %i\n", sc->sn.speed); Con_DPrintf("Samplebits: %i\n", sc->sn.samplebits); Con_DPrintf("SDLSamples: %i (low for latency)\n", obtained.samples); Con_DPrintf("FakeSamples: %i\n", sc->sn.samples); sc->sn.buffer = malloc(sc->sn.samples*sc->sn.samplebits/8); Con_DPrintf("Got sound %i-%i\n", obtained.freq, obtained.format); sc->Lock = SSDL_LockBuffer; sc->Unlock = SSDL_UnlockBuffer; sc->SetWaterDistortion = SSDL_SetUnderWater; sc->Submit = SSDL_Submit; sc->Shutdown = SSDL_Shutdown; sc->GetDMAPos = SSDL_GetDMAPos; SDL_PauseAudio(0); return true; } sounddriver pSDL_InitCard = &SDL_InitCard;