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be899ba3af
This needs improvements to bring it up to par with winlayer, but it is functional. In particular, a good amount of code from winlayer could be used for both layers, including the profiling timers, the version printing code, and the hInstance and hModule sharing. Known problems: the mouse cursor is not trapped, and the game starts before the startup window shows options. git-svn-id: https://svn.eduke32.com/eduke32@3219 1a8010ca-5511-0410-912e-c29ae57300e0
154 lines
3.7 KiB
C
154 lines
3.7 KiB
C
/*
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Copyright (C) 2009 Jonathon Fowler <jf@jonof.id.au>
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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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/**
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* Abstraction layer for hiding the various supported sound devices
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* behind a common and opaque interface called on by MultiVoc.
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*/
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#include "drivers.h"
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#include "driver_nosound.h"
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#ifdef HAVE_SDL
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# include "driver_sdl.h"
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#endif
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#ifdef HAVE_DS
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# include "driver_directsound.h"
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#endif
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int32_t ASS_SoundDriver = -1;
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#define UNSUPPORTED { 0,0,0,0,0,0,0,0, },
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static struct {
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int32_t (* GetError)(void);
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const char * (* ErrorString)(int32_t);
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int32_t (* Init)(int32_t *, int32_t *, int32_t *, void *);
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void (* Shutdown)(void);
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int32_t (* BeginPlayback)(char *, int32_t, int32_t, void ( * )(void) );
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void (* StopPlayback)(void);
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void (* Lock)(void);
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void (* Unlock)(void);
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} SoundDrivers[ASS_NumSoundCards] = {
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// Everyone gets the "no sound" driver
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{
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NoSoundDrv_GetError,
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NoSoundDrv_ErrorString,
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NoSoundDrv_PCM_Init,
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NoSoundDrv_PCM_Shutdown,
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NoSoundDrv_PCM_BeginPlayback,
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NoSoundDrv_PCM_StopPlayback,
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NoSoundDrv_PCM_Lock,
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NoSoundDrv_PCM_Unlock,
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},
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// Simple DirectMedia Layer
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#ifdef HAVE_SDL
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{
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SDLDrv_GetError,
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SDLDrv_ErrorString,
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SDLDrv_PCM_Init,
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SDLDrv_PCM_Shutdown,
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SDLDrv_PCM_BeginPlayback,
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SDLDrv_PCM_StopPlayback,
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SDLDrv_PCM_Lock,
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SDLDrv_PCM_Unlock,
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},
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#else
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UNSUPPORTED
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#endif
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// Windows DirectSound
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#ifdef HAVE_DS
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{
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DirectSoundDrv_GetError,
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DirectSoundDrv_ErrorString,
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DirectSoundDrv_PCM_Init,
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DirectSoundDrv_PCM_Shutdown,
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DirectSoundDrv_PCM_BeginPlayback,
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DirectSoundDrv_PCM_StopPlayback,
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DirectSoundDrv_PCM_Lock,
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DirectSoundDrv_PCM_Unlock,
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},
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#else
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UNSUPPORTED
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#endif
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};
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int32_t SoundDriver_IsSupported(int32_t driver)
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{
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return (SoundDrivers[driver].GetError != 0);
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}
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int32_t SoundDriver_GetError(void)
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{
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if (!SoundDriver_IsSupported(ASS_SoundDriver)) {
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return -1;
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}
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return SoundDrivers[ASS_SoundDriver].GetError();
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}
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const char * SoundDriver_ErrorString( int32_t ErrorNumber )
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{
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if (ASS_SoundDriver < 0 || ASS_SoundDriver >= ASS_NumSoundCards) {
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return "No sound driver selected.";
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}
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if (!SoundDriver_IsSupported(ASS_SoundDriver)) {
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return "Unsupported sound driver selected.";
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}
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return SoundDrivers[ASS_SoundDriver].ErrorString(ErrorNumber);
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}
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int32_t SoundDriver_Init(int32_t *mixrate, int32_t *numchannels, int32_t *samplebits, void * initdata)
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{
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return SoundDrivers[ASS_SoundDriver].Init(mixrate, numchannels, samplebits, initdata);
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}
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void SoundDriver_Shutdown(void)
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{
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SoundDrivers[ASS_SoundDriver].Shutdown();
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}
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int32_t SoundDriver_BeginPlayback(char *BufferStart, int32_t BufferSize,
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int32_t NumDivisions, void ( *CallBackFunc )( void ) )
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{
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return SoundDrivers[ASS_SoundDriver].BeginPlayback(BufferStart,
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BufferSize, NumDivisions, CallBackFunc);
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}
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void SoundDriver_StopPlayback(void)
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{
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SoundDrivers[ASS_SoundDriver].StopPlayback();
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}
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void SoundDriver_Lock(void)
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{
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SoundDrivers[ASS_SoundDriver].Lock();
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}
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void SoundDriver_Unlock(void)
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{
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SoundDrivers[ASS_SoundDriver].Unlock();
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}
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