mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-23 20:42:30 +00:00
245 lines
6.6 KiB
C
245 lines
6.6 KiB
C
#if USE_SDL
|
|
|
|
/*
|
|
* SDL implementation for Quake 3: Arena's GPL source release.
|
|
*
|
|
* This is a replacement of the Linux/OpenSoundSystem code with
|
|
* an SDL backend, since it allows us to trivially point just about any
|
|
* existing 2D audio backend known to man on any platform at the code,
|
|
* plus it benefits from all of SDL's tapdancing to support buggy drivers,
|
|
* etc, and gets us free ALSA support, too.
|
|
*
|
|
* This is the best idea for a direct modernization of the Linux sound code
|
|
* in Quake 3. However, it would be nice to replace this with true 3D
|
|
* positional audio, compliments of OpenAL...
|
|
*
|
|
* Written by Ryan C. Gordon (icculus@icculus.org). Please refer to
|
|
* http://icculus.org/quake3/ for the latest version of this code.
|
|
*
|
|
* Patches and comments are welcome at the above address.
|
|
*
|
|
* I cut-and-pasted this from linux_snd.c, and moved it to SDL line-by-line.
|
|
* There is probably some cruft that could be removed here.
|
|
*
|
|
* You should define USE_SDL=1 and then add this to the makefile.
|
|
* USE_SDL will disable the Open Sound System target.
|
|
*
|
|
* !!! FIXME: linux_snd_sdl.c isn't really "linux" specific.
|
|
*/
|
|
|
|
/*
|
|
Original copyright on Q3A sources:
|
|
===========================================================================
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
|
|
This file is part of Quake III Arena source code.
|
|
|
|
Quake III Arena source code 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.
|
|
|
|
Quake III Arena source code 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 Foobar; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
|
|
#include <stdlib.h>
|
|
#include <stdio.h>
|
|
|
|
#include "SDL.h"
|
|
|
|
#include "../game/q_shared.h"
|
|
#include "../client/snd_local.h"
|
|
|
|
int snd_inited=0;
|
|
|
|
cvar_t *sndbits;
|
|
cvar_t *sndspeed;
|
|
cvar_t *sndchannels;
|
|
cvar_t *snddevice;
|
|
|
|
static qboolean use_custom_memset = qfalse;
|
|
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=371
|
|
void Snd_Memset (void* dest, const int val, const size_t count)
|
|
{
|
|
int *pDest;
|
|
int i, iterate;
|
|
|
|
if (!use_custom_memset)
|
|
{
|
|
Com_Memset(dest,val,count);
|
|
return;
|
|
}
|
|
iterate = count / sizeof(int);
|
|
pDest = (int*)dest;
|
|
for(i=0; i<iterate; i++)
|
|
{
|
|
pDest[i] = val;
|
|
}
|
|
}
|
|
|
|
/* The audio callback. All the magic happens here. */
|
|
static int dmapos = 0;
|
|
static int dmasize = 0;
|
|
static void sdl_audio_callback(void *userdata, Uint8 *stream, int len)
|
|
{
|
|
int pos = (dmapos * (dma.samplebits/8));
|
|
if (pos >= dmasize)
|
|
dmapos = pos = 0;
|
|
|
|
if (!snd_inited) /* shouldn't happen, but just in case... */
|
|
{
|
|
memset(stream, '\0', len);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
int tobufend = dmasize - pos; /* bytes to buffer's end. */
|
|
int len1 = len;
|
|
int len2 = 0;
|
|
|
|
if (len1 > tobufend)
|
|
{
|
|
len1 = tobufend;
|
|
len2 = len - len1;
|
|
}
|
|
memcpy(stream, dma.buffer + pos, len1);
|
|
if (len2 <= 0)
|
|
dmapos += (len1 / (dma.samplebits/8));
|
|
else /* wraparound? */
|
|
{
|
|
memcpy(stream+len1, dma.buffer, len2);
|
|
dmapos = (len2 / (dma.samplebits/8));
|
|
}
|
|
}
|
|
|
|
if (dmapos >= dmasize)
|
|
dmapos = 0;
|
|
}
|
|
|
|
qboolean SNDDMA_Init(void)
|
|
{
|
|
char drivername[128];
|
|
SDL_AudioSpec desired;
|
|
SDL_AudioSpec obtained;
|
|
int tmp;
|
|
|
|
if (snd_inited)
|
|
return 1;
|
|
|
|
if (!snddevice) {
|
|
sndbits = Cvar_Get("sndbits", "16", CVAR_ARCHIVE);
|
|
sndspeed = Cvar_Get("sndspeed", "22050", CVAR_ARCHIVE);
|
|
sndchannels = Cvar_Get("sndchannels", "2", CVAR_ARCHIVE);
|
|
snddevice = Cvar_Get("snddevice", "/dev/dsp", CVAR_ARCHIVE);
|
|
}
|
|
|
|
if (!SDL_WasInit(SDL_INIT_AUDIO))
|
|
{
|
|
Com_Printf( PRINT_ALL, "Calling SDL_Init(SDL_INIT_AUDIO)...\n");
|
|
if (SDL_Init(SDL_INIT_AUDIO) == -1)
|
|
{
|
|
Com_Printf( PRINT_ALL, "SDL_Init(SDL_INIT_AUDIO) failed: %s\n", SDL_GetError());
|
|
return qfalse;
|
|
}
|
|
Com_Printf( PRINT_ALL, "SDL_Init(SDL_INIT_AUDIO) passed.\n");
|
|
}
|
|
|
|
if (SDL_AudioDriverName(drivername, sizeof (drivername)) == NULL)
|
|
strcpy(drivername, "(UNKNOWN)");
|
|
Com_Printf("SDL audio driver is \"%s\"\n", drivername);
|
|
|
|
memset(&desired, '\0', sizeof (desired));
|
|
memset(&obtained, '\0', sizeof (obtained));
|
|
|
|
tmp = ((int) sndbits->value);
|
|
if ((tmp != 16) && (tmp != 8))
|
|
tmp = 16;
|
|
|
|
desired.freq = (int) sndspeed->value;
|
|
desired.format = ((tmp == 16) ? AUDIO_S16SYS : AUDIO_U8);
|
|
|
|
// I dunno if this is the best idea, but I'll give it a try...
|
|
// should probably check a cvar for this...
|
|
if (desired.freq <= 11025)
|
|
desired.samples = 512;
|
|
else if (desired.freq <= 22050)
|
|
desired.samples = 1024;
|
|
else if (desired.freq <= 44100)
|
|
desired.samples = 2048;
|
|
else
|
|
desired.samples = 4096; // (*shrug*)
|
|
|
|
desired.channels = (int) sndchannels->value;
|
|
desired.callback = sdl_audio_callback;
|
|
|
|
if (SDL_OpenAudio(&desired, &obtained) == -1)
|
|
{
|
|
Com_Printf("SDL_OpenAudio() failed: %s\n", SDL_GetError());
|
|
SDL_QuitSubSystem(SDL_INIT_AUDIO);
|
|
return qfalse;
|
|
} // if
|
|
|
|
dmapos = 0;
|
|
dma.samplebits = obtained.format & 0xFF; // first byte of format is bits.
|
|
dma.channels = obtained.channels;
|
|
dma.samples = 32768; //obtained.samples * obtained.channels;
|
|
dma.submission_chunk = 1;
|
|
dma.speed = obtained.freq;
|
|
dmasize = (dma.samples * (dma.samplebits/8));
|
|
dma.buffer = calloc(1, dmasize);
|
|
|
|
Com_Printf("Starting SDL audio callback...\n");
|
|
SDL_PauseAudio(0); // start callback.
|
|
|
|
Com_Printf("SDL audio initialized.\n");
|
|
snd_inited = 1;
|
|
return qtrue;
|
|
}
|
|
|
|
int SNDDMA_GetDMAPos(void)
|
|
{
|
|
return dmapos;
|
|
}
|
|
|
|
void SNDDMA_Shutdown(void)
|
|
{
|
|
Com_Printf("Closing SDL audio device...\n");
|
|
SDL_PauseAudio(1);
|
|
SDL_CloseAudio();
|
|
SDL_QuitSubSystem(SDL_INIT_AUDIO);
|
|
free(dma.buffer);
|
|
dma.buffer = NULL;
|
|
dmapos = dmasize = 0;
|
|
snd_inited = 0;
|
|
Com_Printf("SDL audio device shut down.\n");
|
|
}
|
|
|
|
/*
|
|
==============
|
|
SNDDMA_Submit
|
|
|
|
Send sound to device if buffer isn't really the dma buffer
|
|
===============
|
|
*/
|
|
void SNDDMA_Submit(void)
|
|
{
|
|
SDL_UnlockAudio();
|
|
}
|
|
|
|
void SNDDMA_BeginPainting (void)
|
|
{
|
|
SDL_LockAudio();
|
|
}
|
|
|
|
#endif // USE_SDL
|
|
|
|
// end of linux_snd_sdl.c ...
|
|
|