mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-30 08:00:51 +00:00
fc907e232f
This brings the alsa driver in line with the jack render (progress towards #16), but breaks most of the other drivers (for now: one step at a time). The idea is that once the pull model is working for at least one other target, the jack renderer can become just another target like it should have been in the first place (but I needed to get the pull model working first, then forgot about it). Correct state checking is not done yet, but testsound does produce what seems to be fairly good sound when it starts up correctly (part of the state checking (or lack thereof), I imagine).
259 lines
5.5 KiB
C
259 lines
5.5 KiB
C
/*
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#FILENAME#
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#DESCRIPTION#
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Copyright (C) 2004 #AUTHOR#
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Author: #AUTHOR#
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Date: #DATE#
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdlib.h>
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#include "QF/cmd.h"
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#include "QF/cvar.h"
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#include "QF/hash.h"
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#include "QF/quakefs.h"
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#include "QF/sys.h"
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#include "QF/va.h"
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#include "snd_internal.h"
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#define MAX_SFX 512
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static sfx_t snd_sfx[MAX_SFX];
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static int snd_num_sfx;
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static hashtab_t *snd_sfx_hash;
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static cvar_t *precache;
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static const char *
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snd_sfx_getkey (const void *sfx, void *unused)
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{
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return ((sfx_t *) sfx)->name;
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}
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static void
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snd_sfx_free (void *_sfx, void *unused)
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{
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sfx_t *sfx = (sfx_t *) _sfx;
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free ((char *) sfx->name);
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sfx->name = 0;
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sfx->owner = 0;
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}
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void
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SND_SFX_Cache (sfx_t *sfx, char *realname, wavinfo_t info,
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cache_loader_t loader)
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{
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sfxblock_t *block = calloc (1, sizeof (sfxblock_t));
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sfx->data.block = block;
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sfx->wavinfo = SND_CacheWavinfo;
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sfx->touch = SND_CacheTouch;
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sfx->retain = SND_CacheRetain;
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sfx->release = SND_CacheRelease;
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sfx->getbuffer = SND_CacheGetBuffer;
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block->sfx = sfx;
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block->file = realname;
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block->wavinfo = info;
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Cache_Add (&block->cache, block, loader);
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}
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void
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SND_SFX_Stream (sfx_t *sfx, char *realname, wavinfo_t info,
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sfx_t *(*open) (sfx_t *sfx))
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{
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sfxstream_t *stream = calloc (1, sizeof (sfxstream_t));
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sfx->open = open;
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sfx->wavinfo = SND_CacheWavinfo;
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sfx->touch = sfx->retain = SND_StreamRetain;
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sfx->release = SND_StreamRelease;
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sfx->getbuffer = SND_StreamGetBuffer;
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sfx->data.stream = stream;
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stream->file = realname;
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stream->wavinfo = info;
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}
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sfx_t *
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SND_SFX_StreamOpen (sfx_t *sfx, void *file,
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long (*read)(void *, float **),
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int (*seek)(sfxstream_t *, int),
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void (*close) (sfx_t *))
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{
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snd_t *snd = sfx->snd;
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sfxstream_t *stream = sfx->data.stream;
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wavinfo_t *info = &stream->wavinfo;
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int frames;
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int size;
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// if the speed is 0, there is no sound driver (probably failed to connect
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// to jackd)
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if (!snd->speed)
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return 0;
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sfx_t *new_sfx = calloc (1, sizeof (sfx_t));
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new_sfx->snd = sfx->snd;
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new_sfx->name = sfx->name;
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new_sfx->owner = sfx;
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new_sfx->wavinfo = SND_CacheWavinfo;
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new_sfx->touch = new_sfx->retain = SND_StreamRetain;
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new_sfx->release = SND_StreamRelease;
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new_sfx->getbuffer = SND_StreamGetBuffer;
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new_sfx->close = close;
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frames = snd->speed * 0.3;
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frames = (frames + 255) & ~255;
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size = frames * info->channels * sizeof (float);
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stream = calloc (1, sizeof (sfxstream_t) + size);
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new_sfx->data.stream = stream;
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memcpy ((byte *) stream->buffer.data + size, "\xde\xad\xbe\xef", 4);
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stream->file = file;
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stream->sfx = new_sfx;
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stream->ll_read = read;
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stream->ll_seek = seek;
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stream->wavinfo = *sfx->wavinfo (sfx);
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stream->buffer.length = frames;
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stream->buffer.advance = SND_StreamAdvance;
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stream->buffer.setpos = SND_StreamSetPos;
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stream->buffer.sfx = new_sfx;
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SND_SetPaint (&stream->buffer);
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SND_SetupResampler (&stream->buffer, 1); // get sfx setup properly
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stream->buffer.setpos (&stream->buffer, 0); // pre-fill the buffer
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return new_sfx;
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}
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void
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SND_SFX_StreamClose (sfx_t *sfx)
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{
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sfxstream_t *stream = sfx->data.stream;
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SND_PulldownResampler (stream);
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free (stream);
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free (sfx);
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}
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sfx_t *
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SND_LoadSound (snd_t *snd, const char *name)
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{
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sfx_t *sfx;
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if (!snd_sfx_hash)
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return 0;
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if ((sfx = (sfx_t *) Hash_Find (snd_sfx_hash, name)))
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return sfx;
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if (snd_num_sfx == MAX_SFX)
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Sys_Error ("s_load_sound: out of sfx_t");
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sfx = &snd_sfx[snd_num_sfx++];
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sfx->snd = snd;
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sfx->name = strdup (name);
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sfx->owner = sfx;
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if (SND_Load (sfx) == -1) {
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snd_num_sfx--;
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return 0;
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}
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Hash_Add (snd_sfx_hash, sfx);
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return sfx;
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}
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sfx_t *
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SND_PrecacheSound (snd_t *snd, const char *name)
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{
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sfx_t *sfx;
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if (!name)
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Sys_Error ("SND_PrecacheSound: NULL");
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sfx = SND_LoadSound (snd, va (0, "sound/%s", name));
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if (sfx && precache->int_val) {
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if (sfx->retain (sfx))
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sfx->release (sfx);
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}
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return sfx;
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}
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static void
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s_gamedir (int phase)
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{
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snd_num_sfx = 0;
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}
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static void
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s_soundlist_f (void)
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{
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int load, total, i;
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sfx_t *sfx;
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if (Cmd_Argc() >= 2 && Cmd_Argv (1)[0])
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load = 1;
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else
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load = 0;
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total = 0;
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for (sfx = snd_sfx, i = 0; i < snd_num_sfx; i++, sfx++) {
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if (load) {
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if (!sfx->retain (sfx))
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continue;
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} else {
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if (!sfx->touch (sfx))
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continue;
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}
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total += sfx->length;
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Sys_Printf ("%6d %6d %s\n", sfx->loopstart, sfx->length, sfx->name);
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if (load)
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sfx->release (sfx);
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}
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Sys_Printf ("Total resident: %i\n", total);
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}
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void
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SND_SFX_Init (snd_t *snd)
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{
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snd_sfx_hash = Hash_NewTable (511, snd_sfx_getkey, snd_sfx_free, 0, 0);
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precache = Cvar_Get ("precache", "1", CVAR_NONE, NULL,
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"Toggle the use of a precache");
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QFS_GamedirCallback (s_gamedir);
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Cmd_AddCommand ("soundlist", s_soundlist_f,
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"Reports a list of sounds in the cache");
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}
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