yquake2remaster/src/sdl/sound.c

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/*
* Copyright (C) 1997-2001 Id Software, Inc.
* Copyright (C) 2010 Yamagi Burmeister
* Copyright (C) 2005 Ryan C. Gordon
*
* 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.
*
* =======================================================================
*
* The lower layer of the sound system. It utilizes SDL for writing the
* sound data to the device. This file was rewritten by Yamagi to solve
* a lot problems arrising from the old Icculus Quake 2 SDL backend like
* stuttering and cracking. This implementation is based on ioQuake3s
* snd_sdl.c.
*
* =======================================================================
*/
#include <SDL.h>
#include "../client/header/client.h"
#include "../client/sound/header/local.h"
/* Global stuff */
int snd_inited = 0;
static int dmapos = 0;
static int dmasize = 0;
static dma_t *dmabackend;
/* The callback */
static void
sdl_audio_callback(void *data, Uint8 *stream, int length)
{
int length1;
int length2;
int pos = (dmapos * (dmabackend->samplebits / 8));
if (pos >= dmasize)
{
dmapos = pos = 0;
}
/* This can't happen! */
if (!snd_inited)
{
memset(stream, '\0', length);
return;
}
int tobufferend = dmasize - pos;
if (length > tobufferend)
{
length1 = tobufferend;
length2 = length - length1;
}
else
{
length1= length;
length2 = 0;
}
memcpy(stream, dmabackend->buffer + pos, length1);
/* Set new position */
if (length2 <= 0)
{
dmapos += (length1 / (dmabackend->samplebits / 8));
}
else
{
memcpy(stream + length1, dmabackend->buffer, length2);
dmapos = (length2 / (dmabackend->samplebits / 8));
}
if (dmapos >= dmasize)
{
dmapos = 0;
}
}
qboolean
SNDDMA_Init(void)
{
char drivername[128];
SDL_AudioSpec desired;
SDL_AudioSpec optained;
/* This should never happen,
but this is Quake 2 ... */
if (snd_inited)
{
return 1;
}
int sndbits = (Cvar_Get("sndbits", "16", CVAR_ARCHIVE))->value;
int sndfreq = (Cvar_Get("s_khz", "0", CVAR_ARCHIVE))->value;
int sndchans = (Cvar_Get("sndchannels", "2", CVAR_ARCHIVE))->value;
if (!SDL_WasInit(SDL_INIT_AUDIO))
{
if (SDL_Init(SDL_INIT_AUDIO) == -1)
{
Com_Printf ("Couldn't init SDL audio: %s\n", SDL_GetError ());
return 0;
}
}
if (SDL_AudioDriverName(drivername, sizeof(drivername)) == NULL)
{
strcpy(drivername, "(UNKNOW)");
}
Com_Printf("SDL audio driver is \"%s\"\n", drivername);
memset(&desired, '\0', sizeof(desired));
memset(&optained, '\0', sizeof(optained));
/* Users are stupid */
if ((sndbits != 16) && (sndbits != 8))
{
sndbits = 16;
}
if (sndfreq == 22)
{
desired.freq = 22050;
}
else if (sndfreq == 11)
{
desired.freq = 11025;
}
desired.format = ((sndbits == 16) ? AUDIO_S16SYS : AUDIO_U8);
if (desired.freq <= 11025)
{
desired.samples = 256;
}
else if (desired.freq <= 22050)
{
desired.samples = 512;
}
else
{
desired.samples = 2048;
}
desired.channels = sndchans;
desired.callback = sdl_audio_callback;
/* Okay, let's try our luck */
if (SDL_OpenAudio(&desired, &optained) == -1)
{
Com_Printf("SDL_OpenAudio() failed: %s\n", SDL_GetError());
SDL_QuitSubSystem(SDL_INIT_AUDIO);
return 0;
}
/* This points to the frontend */
dmabackend = &dma;
dmapos = 0;
dmabackend->samplebits = optained.format & 0xFF;
dmabackend->channels = optained.channels;
dmabackend->samples = 32768;
dmabackend->submission_chunk = 1;
dmabackend->speed = optained.freq;
dmasize = (dmabackend->samples * (dmabackend->samplebits / 8));
dmabackend->buffer = calloc(1, dmasize);
Com_Printf("Starting SDL audio callback...\n");
SDL_PauseAudio(0);
Com_Printf("SDL audio initialized.\n");
snd_inited = 1;
return 1;
}
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(dmabackend->buffer);
dmabackend->buffer = NULL;
dmapos = dmasize = 0;
snd_inited = 0;
Com_Printf("SDL audio device shut down.\n");
}
/*
* This sends the sound to the device.
* In the SDL backend it's useless and
* only implemented for compatiblity.
*/
void
SNDDMA_Submit(void)
{
SDL_UnlockAudio();
}
void
SNDDMA_BeginPainting(void)
{
SDL_LockAudio();
}
2009-03-04 15:50:05 +00:00