mirror of
https://github.com/DrBeef/QuakeQuest.git
synced 2024-12-18 16:41:37 +00:00
605d1edb6e
- Audio lag is now fixed - using the OpenSLES library (courtesy of Emile Belanger's Dark Places build for Android) - 120hz mode can be used on the Quest 2 by adding the following to the command line: ``` -r 120 ```
254 lines
6.5 KiB
C
254 lines
6.5 KiB
C
/*
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Copyright (C) 2004 Andreas Kirsch
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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 the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include <math.h>
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#include <SDL.h>
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#include "quakedef.h"
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#include "snd_main.h"
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static unsigned int sdlaudiotime = 0;
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// Note: SDL calls SDL_LockAudio() right before this function, so no need to lock the audio data here
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static void Buffer_Callback (void *userdata, Uint8 *stream, int len)
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{
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unsigned int factor, RequestedFrames, MaxFrames, FrameCount;
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unsigned int StartOffset, EndOffset;
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factor = snd_renderbuffer->format.channels * snd_renderbuffer->format.width;
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if ((unsigned int)len % factor != 0)
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Sys_Error("SDL sound: invalid buffer length passed to Buffer_Callback (%d bytes)\n", len);
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RequestedFrames = (unsigned int)len / factor;
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if (SndSys_LockRenderBuffer())
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{
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if (snd_usethreadedmixing)
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{
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S_MixToBuffer(stream, RequestedFrames);
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if (snd_blocked)
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memset(stream, snd_renderbuffer->format.width == 1 ? 0x80 : 0, len);
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SndSys_UnlockRenderBuffer();
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return;
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}
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// Transfert up to a chunk of samples from snd_renderbuffer to stream
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MaxFrames = snd_renderbuffer->endframe - snd_renderbuffer->startframe;
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if (MaxFrames > RequestedFrames)
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FrameCount = RequestedFrames;
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else
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FrameCount = MaxFrames;
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StartOffset = snd_renderbuffer->startframe % snd_renderbuffer->maxframes;
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EndOffset = (snd_renderbuffer->startframe + FrameCount) % snd_renderbuffer->maxframes;
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if (StartOffset > EndOffset) // if the buffer wraps
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{
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unsigned int PartialLength1, PartialLength2;
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PartialLength1 = (snd_renderbuffer->maxframes - StartOffset) * factor;
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memcpy(stream, &snd_renderbuffer->ring[StartOffset * factor], PartialLength1);
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PartialLength2 = FrameCount * factor - PartialLength1;
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memcpy(&stream[PartialLength1], &snd_renderbuffer->ring[0], PartialLength2);
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}
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else
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memcpy(stream, &snd_renderbuffer->ring[StartOffset * factor], FrameCount * factor);
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snd_renderbuffer->startframe += FrameCount;
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if (FrameCount < RequestedFrames && developer_insane.integer && vid_activewindow)
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Con_DPrintf("SDL sound: %u sample frames missing\n", RequestedFrames - FrameCount);
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sdlaudiotime += RequestedFrames;
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SndSys_UnlockRenderBuffer();
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}
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}
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/*
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====================
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SndSys_Init
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Create "snd_renderbuffer" with the proper sound format if the call is successful
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May return a suggested format if the requested format isn't available
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====================
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*/
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qboolean SndSys_Init (const snd_format_t* requested, snd_format_t* suggested)
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{
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unsigned int buffersize;
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SDL_AudioSpec wantspec;
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SDL_AudioSpec obtainspec;
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snd_threaded = false;
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Con_DPrint ("SndSys_Init: using the SDL module\n");
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// Init the SDL Audio subsystem
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if( SDL_InitSubSystem( SDL_INIT_AUDIO ) ) {
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Con_Print( "Initializing the SDL Audio subsystem failed!\n" );
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return false;
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}
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buffersize = (unsigned int)ceil((double)requested->speed / 25.0); // 2048 bytes on 24kHz to 48kHz
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// Init the SDL Audio subsystem
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wantspec.callback = Buffer_Callback;
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wantspec.userdata = NULL;
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wantspec.freq = requested->speed;
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wantspec.format = ((requested->width == 1) ? AUDIO_U8 : AUDIO_S16SYS);
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wantspec.channels = requested->channels;
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wantspec.samples = CeilPowerOf2(buffersize); // needs to be a power of 2 on some platforms.
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Con_Printf("Wanted audio Specification:\n"
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"\tChannels : %i\n"
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"\tFormat : 0x%X\n"
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"\tFrequency : %i\n"
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"\tSamples : %i\n",
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wantspec.channels, wantspec.format, wantspec.freq, wantspec.samples);
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if( SDL_OpenAudio( &wantspec, &obtainspec ) )
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{
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Con_Printf( "Failed to open the audio device! (%s)\n", SDL_GetError() );
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return false;
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}
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Con_Printf("Obtained audio specification:\n"
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"\tChannels : %i\n"
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"\tFormat : 0x%X\n"
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"\tFrequency : %i\n"
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"\tSamples : %i\n",
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obtainspec.channels, obtainspec.format, obtainspec.freq, obtainspec.samples);
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// If we haven't obtained what we wanted
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if (wantspec.freq != obtainspec.freq ||
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wantspec.format != obtainspec.format ||
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wantspec.channels != obtainspec.channels)
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{
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SDL_CloseAudio();
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// Pass the obtained format as a suggested format
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if (suggested != NULL)
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{
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suggested->speed = obtainspec.freq;
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// FIXME: check the format more carefully. There are plenty of unsupported cases
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suggested->width = ((obtainspec.format == AUDIO_U8) ? 1 : 2);
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suggested->channels = obtainspec.channels;
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}
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return false;
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}
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snd_threaded = true;
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snd_renderbuffer = Snd_CreateRingBuffer(requested, 0, NULL);
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if (snd_channellayout.integer == SND_CHANNELLAYOUT_AUTO)
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Cvar_SetValueQuick (&snd_channellayout, SND_CHANNELLAYOUT_STANDARD);
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sdlaudiotime = 0;
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SDL_PauseAudio( false );
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return true;
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}
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/*
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====================
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SndSys_Shutdown
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Stop the sound card, delete "snd_renderbuffer" and free its other resources
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====================
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*/
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void SndSys_Shutdown(void)
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{
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SDL_CloseAudio();
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if (snd_renderbuffer != NULL)
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{
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Mem_Free(snd_renderbuffer->ring);
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Mem_Free(snd_renderbuffer);
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snd_renderbuffer = NULL;
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}
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}
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/*
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====================
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SndSys_Submit
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Submit the contents of "snd_renderbuffer" to the sound card
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====================
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*/
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void SndSys_Submit (void)
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{
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// Nothing to do here (this sound module is callback-based)
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}
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/*
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====================
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SndSys_GetSoundTime
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Returns the number of sample frames consumed since the sound started
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====================
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*/
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unsigned int SndSys_GetSoundTime (void)
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{
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return sdlaudiotime;
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}
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/*
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====================
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SndSys_LockRenderBuffer
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Get the exclusive lock on "snd_renderbuffer"
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====================
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*/
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qboolean SndSys_LockRenderBuffer (void)
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{
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SDL_LockAudio();
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return true;
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}
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/*
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====================
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SndSys_UnlockRenderBuffer
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Release the exclusive lock on "snd_renderbuffer"
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====================
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*/
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void SndSys_UnlockRenderBuffer (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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SndSys_SendKeyEvents
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Send keyboard events originating from the sound system (e.g. MIDI)
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====================
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*/
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void SndSys_SendKeyEvents(void)
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{
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// not supported
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}
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