quakeforge/libs/audio/renderer/snd_sfx.c
Bill Currie fc907e232f [audio] Rework alsa to use a pull model
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).
2021-06-24 00:08:05 +09:00

259 lines
5.5 KiB
C

/*
#FILENAME#
#DESCRIPTION#
Copyright (C) 2004 #AUTHOR#
Author: #AUTHOR#
Date: #DATE#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdlib.h>
#include "QF/cmd.h"
#include "QF/cvar.h"
#include "QF/hash.h"
#include "QF/quakefs.h"
#include "QF/sys.h"
#include "QF/va.h"
#include "snd_internal.h"
#define MAX_SFX 512
static sfx_t snd_sfx[MAX_SFX];
static int snd_num_sfx;
static hashtab_t *snd_sfx_hash;
static cvar_t *precache;
static const char *
snd_sfx_getkey (const void *sfx, void *unused)
{
return ((sfx_t *) sfx)->name;
}
static void
snd_sfx_free (void *_sfx, void *unused)
{
sfx_t *sfx = (sfx_t *) _sfx;
free ((char *) sfx->name);
sfx->name = 0;
sfx->owner = 0;
}
void
SND_SFX_Cache (sfx_t *sfx, char *realname, wavinfo_t info,
cache_loader_t loader)
{
sfxblock_t *block = calloc (1, sizeof (sfxblock_t));
sfx->data.block = block;
sfx->wavinfo = SND_CacheWavinfo;
sfx->touch = SND_CacheTouch;
sfx->retain = SND_CacheRetain;
sfx->release = SND_CacheRelease;
sfx->getbuffer = SND_CacheGetBuffer;
block->sfx = sfx;
block->file = realname;
block->wavinfo = info;
Cache_Add (&block->cache, block, loader);
}
void
SND_SFX_Stream (sfx_t *sfx, char *realname, wavinfo_t info,
sfx_t *(*open) (sfx_t *sfx))
{
sfxstream_t *stream = calloc (1, sizeof (sfxstream_t));
sfx->open = open;
sfx->wavinfo = SND_CacheWavinfo;
sfx->touch = sfx->retain = SND_StreamRetain;
sfx->release = SND_StreamRelease;
sfx->getbuffer = SND_StreamGetBuffer;
sfx->data.stream = stream;
stream->file = realname;
stream->wavinfo = info;
}
sfx_t *
SND_SFX_StreamOpen (sfx_t *sfx, void *file,
long (*read)(void *, float **),
int (*seek)(sfxstream_t *, int),
void (*close) (sfx_t *))
{
snd_t *snd = sfx->snd;
sfxstream_t *stream = sfx->data.stream;
wavinfo_t *info = &stream->wavinfo;
int frames;
int size;
// if the speed is 0, there is no sound driver (probably failed to connect
// to jackd)
if (!snd->speed)
return 0;
sfx_t *new_sfx = calloc (1, sizeof (sfx_t));
new_sfx->snd = sfx->snd;
new_sfx->name = sfx->name;
new_sfx->owner = sfx;
new_sfx->wavinfo = SND_CacheWavinfo;
new_sfx->touch = new_sfx->retain = SND_StreamRetain;
new_sfx->release = SND_StreamRelease;
new_sfx->getbuffer = SND_StreamGetBuffer;
new_sfx->close = close;
frames = snd->speed * 0.3;
frames = (frames + 255) & ~255;
size = frames * info->channels * sizeof (float);
stream = calloc (1, sizeof (sfxstream_t) + size);
new_sfx->data.stream = stream;
memcpy ((byte *) stream->buffer.data + size, "\xde\xad\xbe\xef", 4);
stream->file = file;
stream->sfx = new_sfx;
stream->ll_read = read;
stream->ll_seek = seek;
stream->wavinfo = *sfx->wavinfo (sfx);
stream->buffer.length = frames;
stream->buffer.advance = SND_StreamAdvance;
stream->buffer.setpos = SND_StreamSetPos;
stream->buffer.sfx = new_sfx;
SND_SetPaint (&stream->buffer);
SND_SetupResampler (&stream->buffer, 1); // get sfx setup properly
stream->buffer.setpos (&stream->buffer, 0); // pre-fill the buffer
return new_sfx;
}
void
SND_SFX_StreamClose (sfx_t *sfx)
{
sfxstream_t *stream = sfx->data.stream;
SND_PulldownResampler (stream);
free (stream);
free (sfx);
}
sfx_t *
SND_LoadSound (snd_t *snd, const char *name)
{
sfx_t *sfx;
if (!snd_sfx_hash)
return 0;
if ((sfx = (sfx_t *) Hash_Find (snd_sfx_hash, name)))
return sfx;
if (snd_num_sfx == MAX_SFX)
Sys_Error ("s_load_sound: out of sfx_t");
sfx = &snd_sfx[snd_num_sfx++];
sfx->snd = snd;
sfx->name = strdup (name);
sfx->owner = sfx;
if (SND_Load (sfx) == -1) {
snd_num_sfx--;
return 0;
}
Hash_Add (snd_sfx_hash, sfx);
return sfx;
}
sfx_t *
SND_PrecacheSound (snd_t *snd, const char *name)
{
sfx_t *sfx;
if (!name)
Sys_Error ("SND_PrecacheSound: NULL");
sfx = SND_LoadSound (snd, va (0, "sound/%s", name));
if (sfx && precache->int_val) {
if (sfx->retain (sfx))
sfx->release (sfx);
}
return sfx;
}
static void
s_gamedir (int phase)
{
snd_num_sfx = 0;
}
static void
s_soundlist_f (void)
{
int load, total, i;
sfx_t *sfx;
if (Cmd_Argc() >= 2 && Cmd_Argv (1)[0])
load = 1;
else
load = 0;
total = 0;
for (sfx = snd_sfx, i = 0; i < snd_num_sfx; i++, sfx++) {
if (load) {
if (!sfx->retain (sfx))
continue;
} else {
if (!sfx->touch (sfx))
continue;
}
total += sfx->length;
Sys_Printf ("%6d %6d %s\n", sfx->loopstart, sfx->length, sfx->name);
if (load)
sfx->release (sfx);
}
Sys_Printf ("Total resident: %i\n", total);
}
void
SND_SFX_Init (snd_t *snd)
{
snd_sfx_hash = Hash_NewTable (511, snd_sfx_getkey, snd_sfx_free, 0, 0);
precache = Cvar_Get ("precache", "1", CVAR_NONE, NULL,
"Toggle the use of a precache");
QFS_GamedirCallback (s_gamedir);
Cmd_AddCommand ("soundlist", s_soundlist_f,
"Reports a list of sounds in the cache");
}