#if USE_SDL /* * SDL implementation for Quake 3: Arena's GPL source release. * * This is a replacement of the Linux/OpenSoundSystem code with * an SDL backend, since it allows us to trivially point just about any * existing 2D audio backend known to man on any platform at the code, * plus it benefits from all of SDL's tapdancing to support buggy drivers, * etc, and gets us free ALSA support, too. * * This is the best idea for a direct modernization of the Linux sound code * in Quake 3. However, it would be nice to replace this with true 3D * positional audio, compliments of OpenAL... * * Written by Ryan C. Gordon (icculus@icculus.org). Please refer to * http://icculus.org/quake3/ for the latest version of this code. * * Patches and comments are welcome at the above address. * * I cut-and-pasted this from linux_snd.c, and moved it to SDL line-by-line. * There is probably some cruft that could be removed here. * * You should define USE_SDL=1 and then add this to the makefile. * USE_SDL will disable the Open Sound System target. */ /* Original copyright on Q3A sources: =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code 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. Quake III Arena source code 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 Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include #include #include "SDL.h" #include "../game/q_shared.h" #include "../client/snd_local.h" int snd_inited=0; cvar_t *sndbits; cvar_t *sndspeed; cvar_t *sndchannels; cvar_t *snddevice; static qboolean use_custom_memset = qfalse; // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=371 void Snd_Memset (void* dest, const int val, const size_t count) { int *pDest; int i, iterate; if (!use_custom_memset) { Com_Memset(dest,val,count); return; } iterate = count / sizeof(int); pDest = (int*)dest; for(i=0; i= dmasize) dmapos = pos = 0; if (!snd_inited) /* shouldn't happen, but just in case... */ { memset(stream, '\0', len); return; } else { int tobufend = dmasize - pos; /* bytes to buffer's end. */ int len1 = len; int len2 = 0; if (len1 > tobufend) { len1 = tobufend; len2 = len - len1; } memcpy(stream, dma.buffer + pos, len1); if (len2 <= 0) dmapos += (len1 / (dma.samplebits/8)); else /* wraparound? */ { memcpy(stream+len1, dma.buffer, len2); dmapos = (len2 / (dma.samplebits/8)); } } if (dmapos >= dmasize) dmapos = 0; } qboolean SNDDMA_Init(void) { char drivername[128]; SDL_AudioSpec desired; SDL_AudioSpec obtained; int tmp; if (snd_inited) return 1; Com_Printf("SDL Audio driver initializing...\n"); if (!snddevice) { sndbits = Cvar_Get("sndbits", "16", CVAR_ARCHIVE); sndspeed = Cvar_Get("sndspeed", "0", CVAR_ARCHIVE); sndchannels = Cvar_Get("sndchannels", "2", CVAR_ARCHIVE); snddevice = Cvar_Get("snddevice", "/dev/dsp", CVAR_ARCHIVE); } if (!SDL_WasInit(SDL_INIT_AUDIO)) { Com_Printf( PRINT_ALL, "Calling SDL_Init(SDL_INIT_AUDIO)...\n"); if (SDL_Init(SDL_INIT_AUDIO) == -1) { Com_Printf( PRINT_ALL, "SDL_Init(SDL_INIT_AUDIO) failed: %s\n", SDL_GetError()); return qfalse; } Com_Printf( PRINT_ALL, "SDL_Init(SDL_INIT_AUDIO) passed.\n"); } if (SDL_AudioDriverName(drivername, sizeof (drivername)) == NULL) strcpy(drivername, "(UNKNOWN)"); Com_Printf("SDL audio driver is \"%s\"\n", drivername); memset(&desired, '\0', sizeof (desired)); memset(&obtained, '\0', sizeof (obtained)); tmp = ((int) sndbits->value); if ((tmp != 16) && (tmp != 8)) tmp = 16; desired.freq = (int) sndspeed->value; if(!desired.freq) desired.freq = 22050; desired.format = ((tmp == 16) ? AUDIO_S16SYS : AUDIO_U8); // I dunno if this is the best idea, but I'll give it a try... // should probably check a cvar for this... if (desired.freq <= 11025) desired.samples = 512; else if (desired.freq <= 22050) desired.samples = 1024; else if (desired.freq <= 44100) desired.samples = 2048; else desired.samples = 4096; // (*shrug*) desired.channels = (int) sndchannels->value; desired.callback = sdl_audio_callback; if (SDL_OpenAudio(&desired, &obtained) == -1) { Com_Printf("SDL_OpenAudio() failed: %s\n", SDL_GetError()); SDL_QuitSubSystem(SDL_INIT_AUDIO); return qfalse; } // if dmapos = 0; dma.samplebits = obtained.format & 0xFF; // first byte of format is bits. dma.channels = obtained.channels; dma.samples = 32768; //obtained.samples * obtained.channels; dma.submission_chunk = 1; dma.speed = obtained.freq; dmasize = (dma.samples * (dma.samplebits/8)); dma.buffer = calloc(1, dmasize); Com_Printf("Starting SDL audio callback...\n"); SDL_PauseAudio(0); // start callback. Com_Printf("SDL audio initialized.\n"); snd_inited = 1; return qtrue; } 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(dma.buffer); dma.buffer = NULL; dmapos = dmasize = 0; snd_inited = 0; Com_Printf("SDL audio device shut down.\n"); } /* ============== SNDDMA_Submit Send sound to device if buffer isn't really the dma buffer =============== */ void SNDDMA_Submit(void) { SDL_UnlockAudio(); } void SNDDMA_BeginPainting (void) { SDL_LockAudio(); } #endif // USE_SDL // end of linux_snd_sdl.c ...