fteqw/engine/client/snd_sdl.c

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#include "quakedef.h"
#include "winquake.h"
#include <SDL.h>
#define SOUND_BUFFER_SIZE 0x0400
static void SSDL_Shutdown(soundcardinfo_t *sc)
{
Con_Printf("Shutdown SDL sound\n");
SDL_CloseAudio();
Con_Printf("buffer\n");
if (sc->sn.buffer)
free(sc->sn.buffer);
sc->sn.buffer = NULL;
Con_Printf("down\n");
}
static unsigned int SSDL_GetDMAPos(soundcardinfo_t *sc)
{
sc->sn.samplepos = (sc->snd_sent / (sc->sn.samplebits/8)) % sc->sn.samples;
return sc->sn.samplepos;
}
//this function is called from inside SDL.
//transfer the 'dma' buffer into the buffer it requests.
static void SSDL_Paint(void *userdata, qbyte *stream, int len)
{
soundcardinfo_t *sc = userdata;
if (len > SOUND_BUFFER_SIZE)
len = SOUND_BUFFER_SIZE; //whoa nellie!
if (len > SOUND_BUFFER_SIZE - sc->snd_sent)
{ //buffer will wrap, fill in the rest
memcpy(stream, sc->sn.buffer + sc->snd_sent, SOUND_BUFFER_SIZE - sc->snd_sent);
len -= SOUND_BUFFER_SIZE - sc->snd_sent;
sc->snd_sent = 0;
} //and finish from the start
memcpy(stream, sc->sn.buffer + sc->snd_sent, len);
sc->snd_sent += len;
}
static void *SSDL_LockBuffer(soundcardinfo_t *sc)
{
SDL_LockAudio();
return sc->sn.buffer;
}
static void SSDL_UnlockBuffer(soundcardinfo_t *sc, void *buffer)
{
SDL_UnlockAudio();
}
static void SSDL_SetUnderWater(soundcardinfo_t *sc, qboolean uw)
{
}
static void SSDL_Submit(soundcardinfo_t *sc)
{
//SDL will call SSDL_Paint to paint when it's time, and the sound buffer is always there...
}
void S_UpdateCapture(void) //any ideas how to get microphone input?
{
}
static int SDL_InitCard(soundcardinfo_t *sc, int cardnum)
{
SDL_AudioSpec desired, obtained;
if (cardnum)
{ //our init code actually calls this function multiple times, in the case that the user has multiple sound cards
return 2; //erm. SDL won't allow multiple sound cards anyway.
}
Con_Printf("SDL AUDIO INITING\n");
if(SDL_InitSubSystem(SDL_INIT_AUDIO | SDL_INIT_NOPARACHUTE))
{
Con_Print("Couldn't initialize SDL audio subsystem\n");
return false;
}
memset(&desired, 0, sizeof(desired));
desired.freq = sc->sn.speed;
desired.channels = 2;
desired.samples = SOUND_BUFFER_SIZE;
desired.format = AUDIO_S16;
desired.callback = SSDL_Paint;
desired.userdata = sc;
if ( SDL_OpenAudio(&desired, &obtained) < 0 )
{
Con_Printf("SDL: SNDDMA_Init: couldn't open sound device (%s).\n", SDL_GetError());
return false;
}
sc->sn.numchannels = obtained.channels;
sc->sn.speed = desired.freq;
sc->sn.samplebits = 16;
sc->sn.samples = SOUND_BUFFER_SIZE;
sc->sn.buffer = malloc(SOUND_BUFFER_SIZE*sc->sn.samplebits/8);
Con_Printf("Got sound %i-%i\n", obtained.freq, obtained.format);
SDL_PauseAudio(0);
sc->Lock = SSDL_LockBuffer;
sc->Unlock = SSDL_UnlockBuffer;
sc->SetWaterDistortion = SSDL_SetUnderWater;
sc->Submit = SSDL_Submit;
sc->Shutdown = SSDL_Shutdown;
sc->GetDMAPos = SSDL_GetDMAPos;
return true;
}
sounddriver pSDL_InitCard = &SDL_InitCard;