quakequest/Projects/Android/jni/darkplaces/snd_sdl.c
Simon 605d1edb6e Several Sweeeet fixes...
- 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 ```
2021-12-19 20:32:37 +00:00

254 lines
6.5 KiB
C

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