yquake2remaster/src/backends/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.
*
* =======================================================================
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*/
#ifdef _WIN32
#include <SDL/SDL.h>
#elif defined(__APPLE__)
#include <SDL/SDL.h>
#else
#include <SDL.h>
#endif
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#include "../../client/header/client.h"
#include "../../client/sound/header/local.h"
#define SDL_FULLVOLUME 80
#define SDL_LOOPATTENUATE 0.003
/* Global stuff */
int snd_inited = 0;
static int dmapos = 0;
static int dmasize = 0;
static dma_t *dmabackend;
cvar_t *s_sdldriver;
/* ------------------------------------------------------------------ */
/*
* Calculates when a sound
* must be started.
*/
int
SDL_DriftBeginofs(float timeofs)
{
int start = (int)(cl.frame.servertime * 0.001f * dma.speed + s_beginofs);
if (start < paintedtime)
{
start = paintedtime;
s_beginofs = (int)(start - (cl.frame.servertime * 0.001f * dma.speed));
}
else if (start > paintedtime + 0.3f * dma.speed)
{
start = (int)(paintedtime + 0.1f * dma.speed);
s_beginofs = (int)(start - (cl.frame.servertime * 0.001f * dma.speed));
}
else
{
s_beginofs -= 10;
}
return timeofs ? start + timeofs * dma.speed : paintedtime;
}
/*
* Spatialize a sound effect based on it's origin.
*/
void
SDL_SpatializeOrigin(vec3_t origin, float master_vol, float dist_mult,
int *left_vol, int *right_vol)
{
vec_t dot;
vec_t dist;
vec_t lscale, rscale, scale;
vec3_t source_vec;
if (cls.state != ca_active)
{
*left_vol = *right_vol = 255;
return;
}
/* Calculate stereo seperation and distance attenuation */
VectorSubtract(origin, listener_origin, source_vec);
dist = VectorNormalize(source_vec);
dist -= SDL_FULLVOLUME;
if (dist < 0)
{
dist = 0; /* Close enough to be at full volume */
}
dist *= dist_mult;
dot = DotProduct(listener_right, source_vec);
if ((dma.channels == 1) || !dist_mult)
{
rscale = 1.0f;
lscale = 1.0f;
}
else
{
rscale = 0.5f * (1.0f + dot);
lscale = 0.5f * (1.0f - dot);
}
/* Add in distance effect */
scale = (1.0f - dist) * rscale;
*right_vol = (int)(master_vol * scale);
if (*right_vol < 0)
{
*right_vol = 0;
}
scale = (1.0 - dist) * lscale;
*left_vol = (int)(master_vol * scale);
if (*left_vol < 0)
{
*left_vol = 0;
}
}
/*
* Spatializes a channel.
*/
void
SDL_Spatialize(channel_t *ch)
{
vec3_t origin;
/* Anything coming from the view entity
will always be full volume */
if (ch->entnum == cl.playernum + 1)
{
ch->leftvol = ch->master_vol;
ch->rightvol = ch->master_vol;
return;
}
if (ch->fixed_origin)
{
VectorCopy(ch->origin, origin);
}
else
{
CL_GetEntitySoundOrigin(ch->entnum, origin);
}
SDL_SpatializeOrigin(origin, (float)ch->master_vol, ch->dist_mult,
&ch->leftvol, &ch->rightvol);
}
/*
* Entities with a "sound" field will generated looped sounds
* that are automatically started, stopped, and merged together
* as the entities are sent to the client
*/
void
SDL_AddLoopSounds(void)
{
int i, j;
int sounds[MAX_EDICTS];
int left, right, left_total, right_total;
channel_t *ch;
sfx_t *sfx;
sfxcache_t *sc;
int num;
entity_state_t *ent;
vec3_t origin;
if (cl_paused->value)
{
return;
}
if (cls.state != ca_active)
{
return;
}
if (!cl.sound_prepped || !s_ambient->value)
{
return;
}
memset(&sounds, 0, sizeof(int) * MAX_EDICTS);
S_BuildSoundList(sounds);
for (i = 0; i < cl.frame.num_entities; i++)
{
if (!sounds[i])
{
continue;
}
sfx = cl.sound_precache[sounds[i]];
if (!sfx)
{
continue; /* bad sound effect */
}
sc = sfx->cache;
if (!sc)
{
continue;
}
num = (cl.frame.parse_entities + i) & (MAX_PARSE_ENTITIES - 1);
ent = &cl_parse_entities[num];
CL_GetEntitySoundOrigin(ent->number, origin);
/* find the total contribution of all sounds of this type */
SDL_SpatializeOrigin(ent->origin, 255.0f, SDL_LOOPATTENUATE,
&left_total, &right_total);
for (j = i + 1; j < cl.frame.num_entities; j++)
{
if (sounds[j] != sounds[i])
{
continue;
}
sounds[j] = 0; /* don't check this again later */
num = (cl.frame.parse_entities + j) & (MAX_PARSE_ENTITIES - 1);
ent = &cl_parse_entities[num];
SDL_SpatializeOrigin(ent->origin, 255.0f, SDL_LOOPATTENUATE, &left, &right);
left_total += left;
right_total += right;
}
if ((left_total == 0) && (right_total == 0))
{
continue; /* not audible */
}
/* allocate a channel */
ch = S_PickChannel(0, 0);
if (!ch)
{
return;
}
if (left_total > 255)
{
left_total = 255;
}
if (right_total > 255)
{
right_total = 255;
}
ch->leftvol = left_total;
ch->rightvol = right_total;
ch->autosound = true; /* remove next frame */
ch->sfx = sfx;
/* Sometimes, the sc->length argument can become 0,
and in that case we get a SIGFPE in the next
modulo operation. The workaround checks for this
situation and in that case, sets the pos and end
parameters to 0. */
if (sc->length == 0)
{
ch->pos = 0;
ch->end = 0;
}
else
{
ch->pos = paintedtime % sc->length;
ch->end = paintedtime + sc->length - ch->pos;
}
}
}
/*
* Clears the playback buffer so
* that all playback stops.
*/
void
SDL_ClearBuffer(void)
{
int clear;
int i;
unsigned char *ptr = dma.buffer;
if (!sound_started)
{
return;
}
s_rawend = 0;
if (dma.samplebits == 8)
{
clear = 0x80;
}
else
{
clear = 0;
}
SDL_LockAudio();
if (dma.buffer)
{
i = dma.samples * dma.samplebits / 8;
while (i--)
{
*ptr = clear;
ptr++;
}
}
SDL_UnlockAudio();
}
/*
* Calculates the absolute timecode
* of current playback.
*/
void
SDL_UpdateSoundtime(void)
{
static int buffers;
static int oldsamplepos;
int fullsamples;
fullsamples = dma.samples / dma.channels;
/* it is possible to miscount buffers if it has wrapped twice between
calls to S_Update. Oh well. This a hack around that. */
if (dmapos < oldsamplepos)
{
buffers++; /* buffer wrapped */
if (paintedtime > 0x40000000)
{
/* time to chop things off to avoid 32 bit limits */
buffers = 0;
paintedtime = fullsamples;
S_StopAllSounds();
}
}
oldsamplepos = dmapos;
soundtime = buffers * fullsamples + dmapos / dma.channels;
}
/* ------------------------------------------------------------------ */
/*
* Gives information over user
* defineable variables
*/
void
SDL_SoundInfo(void)
{
Com_Printf("%5d stereo\n", dma.channels - 1);
Com_Printf("%5d samples\n", dma.samples);
Com_Printf("%5d samplepos\n", dma.samplepos);
Com_Printf("%5d samplebits\n", dma.samplebits);
Com_Printf("%5d submission_chunk\n", dma.submission_chunk);
Com_Printf("%5d speed\n", dma.speed);
Com_Printf("%p dma buffer\n", dma.buffer);
}
/*
* Callback funktion for SDL. Writes
* sound data to SDL when requested.
*/
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static void
SDL_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;
}
}
/*
* Initializes the SDL sound
* backend and sets up SDL.
*/
qboolean
SDL_BackendInit(void)
{
char drivername[128];
char reqdriver[128];
SDL_AudioSpec desired;
SDL_AudioSpec obtained;
int tmp, val;
/* 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", "44", CVAR_ARCHIVE))->value;
int sndchans = (Cvar_Get("sndchannels", "2", CVAR_ARCHIVE))->value;
#ifdef _WIN32
s_sdldriver = (Cvar_Get("s_sdldriver", "dsound", CVAR_ARCHIVE));
#elif __linux__
s_sdldriver = (Cvar_Get("s_sdldriver", "alsa", CVAR_ARCHIVE));
#elif __APPLE__
s_sdldriver = (Cvar_Get("s_sdldriver", "CoreAudio", CVAR_ARCHIVE));
#else
s_sdldriver = (Cvar_Get("s_sdldriver", "dsp", CVAR_ARCHIVE));
#endif
snprintf(reqdriver, sizeof(drivername), "%s=%s", "SDL_AUDIODRIVER", s_sdldriver->string);
putenv(reqdriver);
Com_Printf("Starting SDL audio callback.\n");
if (!SDL_WasInit(SDL_INIT_AUDIO))
{
if (SDL_Init(SDL_INIT_AUDIO) == -1)
{
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Com_Printf ("Couldn't init SDL audio: %s.\n", SDL_GetError ());
return 0;
}
}
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if (SDL_AudioDriverName(drivername, sizeof(drivername)) == NULL)
{
strcpy(drivername, "(UNKNOW)");
}
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Com_Printf("SDL audio driver is \"%s\".\n", drivername);
memset(&desired, '\0', sizeof(desired));
memset(&obtained, '\0', sizeof(obtained));
/* Users are stupid */
if ((sndbits != 16) && (sndbits != 8))
{
sndbits = 16;
}
if (sndfreq == 48)
{
desired.freq = 48000;
}
else if (sndfreq == 44)
{
desired.freq = 44100;
}
else 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 if (desired.freq <= 44100)
{
desired.samples = 1024;
}
else
{
desired.samples = 2048;
}
desired.channels = sndchans;
desired.callback = SDL_Callback;
/* Okay, let's try our luck */
if (SDL_OpenAudio(&desired, &obtained) == -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 = obtained.format & 0xFF;
dmabackend->channels = obtained.channels;
tmp = (obtained.samples * obtained.channels) * 10;
if (tmp & (tmp - 1))
{ /* make it a power of two */
val = 1;
while (val < tmp)
val <<= 1;
tmp = val;
}
dmabackend->samples = tmp;
dmabackend->submission_chunk = 1;
dmabackend->speed = obtained.freq;
dmasize = (dmabackend->samples * (dmabackend->samplebits / 8));
dmabackend->buffer = calloc(1, dmasize);
s_numchannels = MAX_CHANNELS;
S_InitScaletable();
SDL_PauseAudio(0);
Com_Printf("SDL audio initialized.\n");
snd_inited = 1;
return 1;
}
/*
* Shuts the SDL backend down.
*/
void
SDL_BackendShutdown(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");
}
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/*
* This sends the sound to the device.
* In the SDL backend it's useless and
* only implemented for compatiblity.
*/
void
SDL_Submit(void)
{
SDL_UnlockAudio();
}
void
SDL_BeginPainting(void)
{
SDL_LockAudio();
}
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