1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
|
#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.
*
* !!! FIXME: linux_snd_sdl.c isn't really "linux" specific.
*/
/*
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 <stdlib.h>
#include <stdio.h>
#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<iterate; i++)
{
pDest[i] = val;
}
}
/* The audio callback. All the magic happens here. */
static int dmapos = 0;
static int dmasize = 0;
static void sdl_audio_callback(void *userdata, Uint8 *stream, int len)
{
int pos = (dmapos * (dma.samplebits/8));
if (pos >= 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;
if (!snddevice) {
sndbits = Cvar_Get("sndbits", "16", CVAR_ARCHIVE);
sndspeed = Cvar_Get("sndspeed", "22050", 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;
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 ...
|