Move */arch/sdl/digi_mixer.c -> similar/arch/sdl/digi_mixer.c

This commit is contained in:
Kp 2013-03-03 01:03:33 +00:00
parent 2679c2be10
commit acbe1209e8
3 changed files with 17 additions and 235 deletions

View file

@ -366,6 +366,7 @@ class DXXProgram(DXXCommon):
]
])
objects_similar_arch_sdlmixer = DXXCommon.create_lazy_object_property([os.path.join('similar', f) for f in [
'arch/sdl/digi_mixer.c',
'arch/sdl/jukebox.c'
]
], _apply_target_name)
@ -543,7 +544,6 @@ class DXXProgram(DXXCommon):
objects = static_archive_construction.objects_common[:]
objects.extend(program_specific_objects)
if (self.user_settings.sdlmixer == 1):
objects.extend(self.objects_arch_sdlmixer)
objects.extend(static_archive_construction.objects_arch_sdlmixer)
objects.extend(self.objects_similar_arch_sdlmixer)
if (self.user_settings.opengl == 1) or (self.user_settings.opengles == 1):
@ -656,12 +656,6 @@ class D1XProgram(DXXProgram):
objects_use_udp = DXXCommon.create_lazy_object_property([os.path.join(srcdir, 'main/net_udp.c')])
# SDL_mixer sound implementation
objects_arch_sdlmixer = DXXCommon.create_lazy_object_property([os.path.join(srcdir, f) for f in [
'arch/sdl/digi_mixer.c',
]
])
# assembler related
objects_asm = DXXCommon.create_lazy_object_property([os.path.join(srcdir, f) for f in [
'texmap/tmap_ll.asm',
@ -767,12 +761,6 @@ class D2XProgram(DXXProgram):
objects_use_udp = DXXCommon.create_lazy_object_property([os.path.join(srcdir, 'main/net_udp.c')])
# SDL_mixer sound implementation
objects_arch_sdlmixer = DXXCommon.create_lazy_object_property([os.path.join(srcdir, f) for f in [
'arch/sdl/digi_mixer.c',
]
])
# assembler related
objects_asm = DXXCommon.create_lazy_object_property([os.path.join(srcdir, f) for f in [
'texmap/tmap_ll.asm',

View file

@ -1,219 +0,0 @@
/*
* This is an alternate backend for the sound effect system.
* It uses SDL_mixer to provide a more reliable playback,
* and allow processing of multiple audio formats.
*
* This file is based on the original D1X arch/sdl/digi.c
*
* -- MD2211 (2006-10-12)
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <SDL/SDL.h>
#include <SDL/SDL_audio.h>
#if !(defined(__APPLE__) && defined(__MACH__))
#include <SDL/SDL_mixer.h>
#else
#include <SDL_mixer/SDL_mixer.h>
#endif
#include "pstypes.h"
#include "dxxerror.h"
#include "sounds.h"
#include "digi.h"
#include "digi_mixer.h"
#include "digi_mixer_music.h"
#include "console.h"
#include "config.h"
#include "args.h"
#include "fix.h"
#include "gr.h" // needed for piggy.h
#include "piggy.h"
#define MIX_DIGI_DEBUG 0
#define MIX_OUTPUT_FORMAT AUDIO_S16
#define MIX_OUTPUT_CHANNELS 2
#define MAX_SOUND_SLOTS 64
#if !((defined(__APPLE__) && defined(__MACH__)) || defined(macintosh))
#define SOUND_BUFFER_SIZE 2048
#else
#define SOUND_BUFFER_SIZE 1024
#endif
#define MIN_VOLUME 10
static int digi_initialised = 0;
static int digi_max_channels = MAX_SOUND_SLOTS;
static inline int fix2byte(fix f) { return (f / 256) % 256; }
Mix_Chunk SoundChunks[MAX_SOUNDS];
ubyte channels[MAX_SOUND_SLOTS];
/* Initialise audio */
int digi_mixer_init()
{
digi_sample_rate = SAMPLE_RATE_44K;
if (MIX_DIGI_DEBUG) con_printf(CON_DEBUG,"digi_init %d (SDL_Mixer)\n", MAX_SOUNDS);
if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) Error("SDL audio initialisation failed: %s.", SDL_GetError());
if (Mix_OpenAudio(digi_sample_rate, MIX_OUTPUT_FORMAT, MIX_OUTPUT_CHANNELS, SOUND_BUFFER_SIZE))
{
//edited on 10/05/98 by Matt Mueller - should keep running, just with no sound.
con_printf(CON_URGENT,"\nError: Couldn't open audio: %s\n", SDL_GetError());
GameArg.SndNoSound = 1;
return 1;
}
digi_max_channels = Mix_AllocateChannels(digi_max_channels);
memset(channels, 0, MAX_SOUND_SLOTS);
Mix_Pause(0);
digi_initialised = 1;
digi_mixer_set_digi_volume( (GameCfg.DigiVolume*32768)/8 );
return 0;
}
/* Shut down audio */
void digi_mixer_close() {
if (MIX_DIGI_DEBUG) con_printf(CON_DEBUG,"digi_close (SDL_Mixer)\n");
if (!digi_initialised) return;
digi_initialised = 0;
Mix_CloseAudio();
}
/* channel management */
int digi_mixer_find_channel()
{
int i;
for (i = 0; i < digi_max_channels; i++)
if (channels[i] == 0)
return i;
return -1;
}
void digi_mixer_free_channel(int channel_num)
{
channels[channel_num] = 0;
}
/*
* Play-time conversion. Performs output conversion only once per sound effect used.
* Once the sound sample has been converted, it is cached in SoundChunks[]
*/
void mixdigi_convert_sound(int i)
{
SDL_AudioCVT cvt;
Uint8 *data = GameSounds[i].data;
Uint32 dlen = GameSounds[i].length;
int freq = GameSounds[i].freq;
//int bits = GameSounds[i].bits;
if (SoundChunks[i].abuf) return; //proceed only if not converted yet
if (data)
{
if (MIX_DIGI_DEBUG) con_printf(CON_DEBUG,"converting %d (%d)\n", i, dlen);
SDL_BuildAudioCVT(&cvt, AUDIO_U8, 1, freq, MIX_OUTPUT_FORMAT, MIX_OUTPUT_CHANNELS, digi_sample_rate);
cvt.buf = malloc(dlen * cvt.len_mult);
cvt.len = dlen;
memcpy(cvt.buf, data, dlen);
if (SDL_ConvertAudio(&cvt)) con_printf(CON_DEBUG,"conversion of %d failed\n", i);
SoundChunks[i].abuf = cvt.buf;
SoundChunks[i].alen = dlen * cvt.len_mult;
SoundChunks[i].allocated = 1;
SoundChunks[i].volume = 128; // Max volume = 128
}
}
// Volume 0-F1_0
int digi_mixer_start_sound(short soundnum, fix volume, int pan, int looping, int loop_start, int loop_end, int soundobj)
{
int mix_vol = fix2byte(fixmul(digi_volume, volume));
int mix_pan = fix2byte(pan);
int mix_loop = looping * -1;
int channel;
if (!digi_initialised) return -1;
Assert(GameSounds[soundnum].data != (void *)-1);
mixdigi_convert_sound(soundnum);
if (MIX_DIGI_DEBUG) con_printf(CON_DEBUG,"digi_start_sound %d, volume %d, pan %d (start=%d, end=%d)\n", soundnum, mix_vol, mix_pan, loop_start, loop_end);
channel = digi_mixer_find_channel();
Mix_PlayChannel(channel, &(SoundChunks[soundnum]), mix_loop);
Mix_SetPanning(channel, 255-mix_pan, mix_pan);
if (volume > F1_0)
Mix_SetDistance(channel, 0);
else
Mix_SetDistance(channel, 255-mix_vol);
channels[channel] = 1;
Mix_ChannelFinished(digi_mixer_free_channel);
return channel;
}
void digi_mixer_set_channel_volume(int channel, int volume)
{
int mix_vol = fix2byte(volume);
if (!digi_initialised) return;
Mix_SetDistance(channel, 255-mix_vol);
}
void digi_mixer_set_channel_pan(int channel, int pan)
{
int mix_pan = fix2byte(pan);
Mix_SetPanning(channel, 255-mix_pan, mix_pan);
}
void digi_mixer_stop_sound(int channel)
{
if (!digi_initialised) return;
if (MIX_DIGI_DEBUG) con_printf(CON_DEBUG,"digi_stop_sound %d\n", channel);
Mix_HaltChannel(channel);
channels[channel] = 0;
}
void digi_mixer_end_sound(int channel)
{
digi_mixer_stop_sound(channel);
channels[channel] = 0;
}
void digi_mixer_set_digi_volume( int dvolume )
{
digi_volume = dvolume;
if (!digi_initialised) return;
Mix_Volume(-1, fix2byte(dvolume));
}
int digi_mixer_is_sound_playing(int soundno) { return 0; }
int digi_mixer_is_channel_playing(int channel) { return 0; }
void digi_mixer_reset() {}
void digi_mixer_stop_all_channels()
{
Mix_HaltChannel(-1);
memset(channels, 0, MAX_SOUND_SLOTS);
}
extern void digi_end_soundobj(int channel);
//added on 980905 by adb to make sound channel setting work
void digi_mixer_set_max_channels(int n) { }
int digi_mixer_get_max_channels() { return digi_max_channels; }
// end edit by adb
#ifndef NDEBUG
void digi_mixer_debug() {}
#endif

View file

@ -55,10 +55,15 @@ ubyte channels[MAX_SOUND_SLOTS];
/* Initialise audio */
int digi_mixer_init()
{
#if defined(DXX_BUILD_DESCENT_II)
unsigned
#endif
digi_sample_rate = SAMPLE_RATE_44K;
if (MIX_DIGI_DEBUG) con_printf(CON_DEBUG,"digi_init %d (SDL_Mixer)\n", MAX_SOUNDS);
if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) Error("SDL audio initialisation failed: %s.", SDL_GetError());
if (Mix_OpenAudio(SAMPLE_RATE_44K, MIX_OUTPUT_FORMAT, MIX_OUTPUT_CHANNELS, SOUND_BUFFER_SIZE))
if (Mix_OpenAudio(digi_sample_rate, MIX_OUTPUT_FORMAT, MIX_OUTPUT_CHANNELS, SOUND_BUFFER_SIZE))
{
//edited on 10/05/98 by Matt Mueller - should keep running, just with no sound.
con_printf(CON_URGENT,"\nError: Couldn't open audio: %s\n", SDL_GetError());
@ -109,18 +114,26 @@ void mixdigi_convert_sound(int i)
SDL_AudioCVT cvt;
Uint8 *data = GameSounds[i].data;
Uint32 dlen = GameSounds[i].length;
int freq;
int out_freq;
Uint16 out_format;
int out_channels;
#if defined(DXX_BUILD_DESCENT_I)
out_freq = digi_sample_rate;
out_format = MIX_OUTPUT_FORMAT;
out_channels = MIX_OUTPUT_CHANNELS;
freq = GameSounds[i].freq;
#elif defined(DXX_BUILD_DESCENT_II)
Mix_QuerySpec(&out_freq, &out_format, &out_channels); // get current output settings
freq = GameArg.SndDigiSampleRate;
#endif
if (SoundChunks[i].abuf) return; //proceed only if not converted yet
if (data)
{
if (MIX_DIGI_DEBUG) con_printf(CON_DEBUG,"converting %d (%d)\n", i, dlen);
SDL_BuildAudioCVT(&cvt, AUDIO_U8, 1, GameArg.SndDigiSampleRate, out_format, out_channels, out_freq);
SDL_BuildAudioCVT(&cvt, AUDIO_U8, 1, freq, out_format, out_channels, out_freq);
cvt.buf = malloc(dlen * cvt.len_mult);
cvt.len = dlen;