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245 lines
6.6 KiB
C
245 lines
6.6 KiB
C
#if USE_SDL
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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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* !!! FIXME: linux_snd_sdl.c isn't really "linux" specific.
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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 Foobar; 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 "../game/q_shared.h"
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#include "../client/snd_local.h"
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int snd_inited=0;
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cvar_t *sndbits;
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cvar_t *sndspeed;
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cvar_t *sndchannels;
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cvar_t *snddevice;
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static qboolean use_custom_memset = qfalse;
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// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=371
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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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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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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 1;
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if (!snddevice) {
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sndbits = Cvar_Get("sndbits", "16", CVAR_ARCHIVE);
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sndspeed = Cvar_Get("sndspeed", "22050", CVAR_ARCHIVE);
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sndchannels = Cvar_Get("sndchannels", "2", CVAR_ARCHIVE);
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snddevice = Cvar_Get("snddevice", "/dev/dsp", CVAR_ARCHIVE);
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}
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if (!SDL_WasInit(SDL_INIT_AUDIO))
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{
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Com_Printf( PRINT_ALL, "Calling SDL_Init(SDL_INIT_AUDIO)...\n");
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if (SDL_Init(SDL_INIT_AUDIO) == -1)
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{
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Com_Printf( PRINT_ALL, "SDL_Init(SDL_INIT_AUDIO) failed: %s\n", SDL_GetError());
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return qfalse;
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}
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Com_Printf( PRINT_ALL, "SDL_Init(SDL_INIT_AUDIO) passed.\n");
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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) sndbits->value);
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if ((tmp != 16) && (tmp != 8))
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tmp = 16;
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desired.freq = (int) sndspeed->value;
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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 (desired.freq <= 11025)
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desired.samples = 512;
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else if (desired.freq <= 22050)
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desired.samples = 1024;
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else if (desired.freq <= 44100)
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desired.samples = 2048;
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else
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desired.samples = 4096; // (*shrug*)
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desired.channels = (int) sndchannels->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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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 = 32768; //obtained.samples * obtained.channels;
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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 = 1;
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return qtrue;
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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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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 = 0;
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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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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
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// end of linux_snd_sdl.c ...
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