ad3f2c26ac
log_* cvars (readable translation, cycling, custom dir/file, developer, etc) cl_standardmsg (like cl_standardchat, colors names in standard net messages, defaults to 0 to annoy people) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1378 fc73d0e0-1445-4013-8a0c-d673dee63da5
117 lines
2.9 KiB
C
117 lines
2.9 KiB
C
#include "quakedef.h"
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#include "winquake.h"
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#include <SDL.h>
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#define SOUND_BUFFER_SIZE 0x0400
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static void SSDL_Shutdown(soundcardinfo_t *sc)
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{
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Con_Printf("Shutdown SDL sound\n");
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SDL_CloseAudio();
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Con_Printf("buffer\n");
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if (sc->sn.buffer)
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free(sc->sn.buffer);
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sc->sn.buffer = NULL;
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Con_Printf("down\n");
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}
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static unsigned int SSDL_GetDMAPos(soundcardinfo_t *sc)
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{
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sc->sn.samplepos = (sc->snd_sent / (sc->sn.samplebits/8)) % sc->sn.samples;
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return sc->sn.samplepos;
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}
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//this function is called from inside SDL.
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//transfer the 'dma' buffer into the buffer it requests.
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static void SSDL_Paint(void *userdata, qbyte *stream, int len)
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{
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soundcardinfo_t *sc = userdata;
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if (len > SOUND_BUFFER_SIZE)
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len = SOUND_BUFFER_SIZE; //whoa nellie!
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if (len > SOUND_BUFFER_SIZE - sc->snd_sent)
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{ //buffer will wrap, fill in the rest
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memcpy(stream, sc->sn.buffer + sc->snd_sent, SOUND_BUFFER_SIZE - sc->snd_sent);
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len -= SOUND_BUFFER_SIZE - sc->snd_sent;
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sc->snd_sent = 0;
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} //and finish from the start
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memcpy(stream, sc->sn.buffer + sc->snd_sent, len);
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sc->snd_sent += len;
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}
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static void *SSDL_LockBuffer(soundcardinfo_t *sc)
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{
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SDL_LockAudio();
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return sc->sn.buffer;
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}
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static void SSDL_UnlockBuffer(soundcardinfo_t *sc, void *buffer)
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{
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SDL_UnlockAudio();
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}
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static void SSDL_SetUnderWater(soundcardinfo_t *sc, qboolean uw)
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{
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}
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static void SSDL_Submit(soundcardinfo_t *sc)
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{
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//SDL will call SSDL_Paint to paint when it's time, and the sound buffer is always there...
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}
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void S_UpdateCapture(void) //any ideas how to get microphone input?
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{
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}
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static int SDL_InitCard(soundcardinfo_t *sc, int cardnum)
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{
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SDL_AudioSpec desired, obtained;
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if (cardnum)
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{ //our init code actually calls this function multiple times, in the case that the user has multiple sound cards
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return 2; //erm. SDL won't allow multiple sound cards anyway.
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}
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Con_Printf("SDL AUDIO INITING\n");
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if(SDL_InitSubSystem(SDL_INIT_AUDIO | SDL_INIT_NOPARACHUTE))
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{
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Con_Printf("Couldn't initialize SDL audio subsystem\n");
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return false;
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}
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memset(&desired, 0, sizeof(desired));
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desired.freq = sc->sn.speed;
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desired.channels = 2;
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desired.samples = SOUND_BUFFER_SIZE;
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desired.format = AUDIO_S16;
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desired.callback = SSDL_Paint;
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desired.userdata = sc;
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if ( SDL_OpenAudio(&desired, &obtained) < 0 )
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{
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Con_Printf("SDL: SNDDMA_Init: couldn't open sound device (%s).\n", SDL_GetError());
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return false;
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}
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sc->sn.numchannels = obtained.channels;
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sc->sn.speed = desired.freq;
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sc->sn.samplebits = 16;
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sc->sn.samples = SOUND_BUFFER_SIZE;
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sc->sn.buffer = malloc(SOUND_BUFFER_SIZE*sc->sn.samplebits/8);
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Con_Printf("Got sound %i-%i\n", obtained.freq, obtained.format);
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SDL_PauseAudio(0);
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sc->Lock = SSDL_LockBuffer;
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sc->Unlock = SSDL_UnlockBuffer;
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sc->SetWaterDistortion = SSDL_SetUnderWater;
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sc->Submit = SSDL_Submit;
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sc->Shutdown = SSDL_Shutdown;
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sc->GetDMAPos = SSDL_GetDMAPos;
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return true;
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}
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sounddriver pSDL_InitCard = &SDL_InitCard;
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