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721b9a7d01
Still work to be done, but this at least matches the PowerPC Linux status now. MacOS-specific directory (and XCode project) is gone...this now uses SDL, OpenAL, and the Unix Makefiles. --ryan.
362 lines
8.8 KiB
C
362 lines
8.8 KiB
C
#if USE_SDL_SOUND
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/*
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* SDL implementation for Quake 3: Arena's GPL source release.
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*
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* This is a replacement of the Linux/OpenSoundSystem code with
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* an SDL backend, since it allows us to trivially point just about any
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* existing 2D audio backend known to man on any platform at the code,
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* plus it benefits from all of SDL's tapdancing to support buggy drivers,
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* etc, and gets us free ALSA support, too.
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*
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* This is the best idea for a direct modernization of the Linux sound code
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* in Quake 3. However, it would be nice to replace this with true 3D
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* positional audio, compliments of OpenAL...
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*
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* Written by Ryan C. Gordon (icculus@icculus.org). Please refer to
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* http://icculus.org/quake3/ for the latest version of this code.
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*
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* Patches and comments are welcome at the above address.
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*
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* I cut-and-pasted this from linux_snd.c, and moved it to SDL line-by-line.
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* There is probably some cruft that could be removed here.
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*
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* You should define USE_SDL=1 and then add this to the makefile.
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* USE_SDL will disable the Open Sound System target.
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*/
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/*
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Original copyright on Q3A sources:
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include "SDL.h"
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#include "../qcommon/q_shared.h"
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#include "../client/snd_local.h"
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qboolean snd_inited = qfalse;
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cvar_t *s_sdlBits;
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cvar_t *s_sdlSpeed;
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cvar_t *s_sdlChannels;
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cvar_t *s_sdlDevSamps;
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cvar_t *s_sdlMixSamps;
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static qboolean use_custom_memset = qfalse;
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/*
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===============
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Snd_Memset
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https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=371
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<TTimo> some shitty mess with DMA buffers
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<TTimo> the mmap'ing permissions were write only
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<TTimo> and glibc optimized for mmx would do memcpy with a prefetch and a read
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<TTimo> causing segfaults
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<TTimo> some other systems would not let you mmap the DMA with read permissions
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<TTimo> so I think I ended up attempting opening with read/write, then try write only
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<TTimo> and use my own copy instead of the glibc crap
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===============
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*/
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#ifdef Snd_Memset
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#undef Snd_Memset
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#endif
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void Snd_Memset (void* dest, const int val, const size_t count)
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{
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int *pDest;
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int i, iterate;
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if (!use_custom_memset)
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{
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Com_Memset(dest,val,count);
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return;
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}
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iterate = count / sizeof(int);
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pDest = (int*)dest;
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for(i=0; i<iterate; i++)
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{
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pDest[i] = val;
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}
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}
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/* The audio callback. All the magic happens here. */
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static int dmapos = 0;
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static int dmasize = 0;
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/*
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===============
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sdl_audio_callback
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===============
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*/
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static void sdl_audio_callback(void *userdata, Uint8 *stream, int len)
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{
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int pos = (dmapos * (dma.samplebits/8));
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if (pos >= dmasize)
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dmapos = pos = 0;
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if (!snd_inited) /* shouldn't happen, but just in case... */
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{
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memset(stream, '\0', len);
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return;
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}
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else
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{
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int tobufend = dmasize - pos; /* bytes to buffer's end. */
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int len1 = len;
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int len2 = 0;
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if (len1 > tobufend)
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{
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len1 = tobufend;
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len2 = len - len1;
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}
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memcpy(stream, dma.buffer + pos, len1);
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if (len2 <= 0)
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dmapos += (len1 / (dma.samplebits/8));
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else /* wraparound? */
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{
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memcpy(stream+len1, dma.buffer, len2);
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dmapos = (len2 / (dma.samplebits/8));
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}
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}
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if (dmapos >= dmasize)
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dmapos = 0;
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}
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static struct
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{
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Uint16 enumFormat;
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char *stringFormat;
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} formatToStringTable[ ] =
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{
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{ AUDIO_U8, "AUDIO_U8" },
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{ AUDIO_S8, "AUDIO_S8" },
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{ AUDIO_U16LSB, "AUDIO_U16LSB" },
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{ AUDIO_S16LSB, "AUDIO_S16LSB" },
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{ AUDIO_U16MSB, "AUDIO_U16MSB" },
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{ AUDIO_S16MSB, "AUDIO_S16MSB" }
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};
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static int formatToStringTableSize =
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sizeof( formatToStringTable ) / sizeof( formatToStringTable[ 0 ] );
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/*
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===============
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print_audiospec
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===============
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*/
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static void print_audiospec(const char *str, const SDL_AudioSpec *spec)
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{
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int i;
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char *fmt = NULL;
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Com_Printf("%s:\n", str);
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for( i = 0; i < formatToStringTableSize; i++ ) {
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if( spec->format == formatToStringTable[ i ].enumFormat ) {
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fmt = formatToStringTable[ i ].stringFormat;
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}
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}
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if( fmt ) {
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Com_Printf( " Format: %s\n", fmt );
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} else {
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Com_Printf( " Format: " S_COLOR_RED "UNKNOWN\n", fmt );
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}
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Com_Printf( " Freq: %d\n", (int) spec->freq );
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Com_Printf( " Samples: %d\n", (int) spec->samples );
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Com_Printf( " Channels: %d\n", (int) spec->channels );
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}
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/*
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===============
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SNDDMA_Init
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===============
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*/
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qboolean SNDDMA_Init(void)
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{
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char drivername[128];
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SDL_AudioSpec desired;
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SDL_AudioSpec obtained;
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int tmp;
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if (snd_inited)
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return qtrue;
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Com_Printf("Initializing SDL audio driver...\n");
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if (!s_sdlBits) {
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s_sdlBits = Cvar_Get("s_sdlBits", "16", CVAR_ARCHIVE);
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s_sdlSpeed = Cvar_Get("s_sdlSpeed", "0", CVAR_ARCHIVE);
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s_sdlChannels = Cvar_Get("s_sdlChannels", "2", CVAR_ARCHIVE);
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s_sdlDevSamps = Cvar_Get("s_sdlDevSamps", "0", CVAR_ARCHIVE);
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s_sdlMixSamps = Cvar_Get("s_sdlMixSamps", "0", CVAR_ARCHIVE);
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}
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if (!SDL_WasInit(SDL_INIT_AUDIO))
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{
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if (SDL_Init(SDL_INIT_AUDIO) == -1)
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{
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Com_Printf("SDL_Init(SDL_INIT_AUDIO) failed: %s\n", SDL_GetError());
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return qfalse;
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}
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}
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if (SDL_AudioDriverName(drivername, sizeof (drivername)) == NULL)
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strcpy(drivername, "(UNKNOWN)");
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Com_Printf("SDL audio driver is \"%s\".\n", drivername);
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memset(&desired, '\0', sizeof (desired));
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memset(&obtained, '\0', sizeof (obtained));
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tmp = ((int) s_sdlBits->value);
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if ((tmp != 16) && (tmp != 8))
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tmp = 16;
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desired.freq = (int) s_sdlSpeed->value;
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if(!desired.freq) desired.freq = 22050;
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desired.format = ((tmp == 16) ? AUDIO_S16SYS : AUDIO_U8);
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// I dunno if this is the best idea, but I'll give it a try...
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// should probably check a cvar for this...
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if (s_sdlDevSamps->value)
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desired.samples = s_sdlDevSamps->value;
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else
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{
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// just pick a sane default.
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if (desired.freq <= 11025)
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desired.samples = 256;
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else if (desired.freq <= 22050)
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desired.samples = 512;
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else if (desired.freq <= 44100)
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desired.samples = 1024;
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else
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desired.samples = 2048; // (*shrug*)
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}
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desired.channels = (int) s_sdlChannels->value;
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desired.callback = sdl_audio_callback;
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if (SDL_OpenAudio(&desired, &obtained) == -1)
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{
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Com_Printf("SDL_OpenAudio() failed: %s\n", SDL_GetError());
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SDL_QuitSubSystem(SDL_INIT_AUDIO);
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return qfalse;
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} // if
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print_audiospec("SDL_AudioSpec", &obtained);
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// dma.samples needs to be big, or id's mixer will just refuse to
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// work at all; we need to keep it significantly bigger than the
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// amount of SDL callback samples, and just copy a little each time
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// the callback runs.
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// 32768 is what the OSS driver filled in here on my system. I don't
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// know if it's a good value overall, but at least we know it's
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// reasonable...this is why I let the user override.
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tmp = s_sdlMixSamps->value;
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if (!tmp)
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tmp = (obtained.samples * obtained.channels) * 10;
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if (tmp & (tmp - 1)) // not a power of two? Seems to confuse something.
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{
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int val = 1;
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while (val < tmp)
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val <<= 1;
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tmp = val;
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}
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dmapos = 0;
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dma.samplebits = obtained.format & 0xFF; // first byte of format is bits.
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dma.channels = obtained.channels;
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dma.samples = tmp;
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dma.submission_chunk = 1;
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dma.speed = obtained.freq;
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dmasize = (dma.samples * (dma.samplebits/8));
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dma.buffer = calloc(1, dmasize);
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Com_Printf("Starting SDL audio callback...\n");
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SDL_PauseAudio(0); // start callback.
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Com_Printf("SDL audio initialized.\n");
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snd_inited = qtrue;
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return qtrue;
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}
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/*
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===============
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SNDDMA_GetDMAPos
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===============
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*/
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int SNDDMA_GetDMAPos(void)
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{
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return dmapos;
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}
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/*
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===============
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SNDDMA_Shutdown
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===============
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*/
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void SNDDMA_Shutdown(void)
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{
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Com_Printf("Closing SDL audio device...\n");
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SDL_PauseAudio(1);
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SDL_CloseAudio();
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SDL_QuitSubSystem(SDL_INIT_AUDIO);
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free(dma.buffer);
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dma.buffer = NULL;
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dmapos = dmasize = 0;
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snd_inited = qfalse;
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Com_Printf("SDL audio device shut down.\n");
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}
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/*
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===============
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SNDDMA_Submit
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Send sound to device if buffer isn't really the dma buffer
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===============
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*/
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void SNDDMA_Submit(void)
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{
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SDL_UnlockAudio();
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}
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/*
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===============
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SNDDMA_BeginPainting
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===============
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*/
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void SNDDMA_BeginPainting (void)
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{
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SDL_LockAudio();
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}
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#endif // USE_SDL_SOUND
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