dxx-rebirth/arch/sdl/digi_mixer.c

231 lines
6 KiB
C

/*
* 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)
*/
#ifdef HAVE_CONFIG_H
#include <conf.h>
#endif
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <SDL/SDL.h>
#include <SDL/SDL_audio.h>
#include <SDL/SDL_mixer.h>
#include "pstypes.h"
#include "error.h"
#include "mono.h"
#include "sounds.h"
#include "digi.h"
#include "digi_mixer.h"
#include "digi_mixer_music.h"
#include "jukebox.h"
#define MIX_DIGI_DEBUG 0
#define MIX_OUTPUT_FORMAT AUDIO_S16
#define MIX_OUTPUT_CHANNELS 2
//edited 05/17/99 Matt Mueller - added ifndef NO_ASM
//added on 980905 by adb to add inline fixmul for mixer on i386
#ifndef NO_ASM
#ifdef __i386__
#define do_fixmul(x,y) \
({ \
int _ax, _dx; \
asm("imull %2\n\tshrdl %3,%1,%0" \
: "=a"(_ax), "=d"(_dx) \
: "rm"(y), "i"(16), "0"(x)); \
_ax; \
})
extern inline fix fixmul(fix x, fix y) { return do_fixmul(x,y); }
#endif
#endif
//end edit by adb
//end edit -MM
#define MAX_SOUND_SLOTS 64
#define SOUND_BUFFER_SIZE 1024 //4096
#define MIN_VOLUME 10
static int digi_initialised = 0;
static int digi_max_channels = MAX_SOUND_SLOTS;
inline int fix2byte(fix f) { return (f / 256) % 256; }
Mix_Chunk SoundChunks[MAX_SOUNDS];
/* Initialise audio */
int digi_mixer_init() {
digi_sample_rate = SAMPLE_RATE_44K;
if (MIX_DIGI_DEBUG) printf("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.
printf("\nError: Couldn't open audio: %s\n", SDL_GetError());
return 1;
}
Mix_AllocateChannels(digi_max_channels);
Mix_Pause(0);
// Attempt to load jukebox
jukebox_load();
//jukebox_list();
atexit(digi_close);
digi_initialised = 1;
return 0;
}
/* Shut down audio */
void digi_mixer_close() {
if (!digi_initialised) return;
digi_initialised = 0;
Mix_CloseAudio();
}
/*
* 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) printf("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)) printf("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)
{
if (!digi_initialised) return -1;
Assert(GameSounds[soundnum].data != (void *)-1);
mixdigi_convert_sound(soundnum);
int mix_vol = fix2byte(fixmul(digi_volume, volume));
int mix_pan = fix2byte(pan);
int mix_loop = looping * -1;
if (MIX_DIGI_DEBUG) printf("digi_start_sound %d, volume %d, pan %d (start=%d, end=%d)\n", soundnum, mix_vol, mix_pan, loop_start, loop_end);
int channel = Mix_PlayChannel(-1, &(SoundChunks[soundnum]), mix_loop);
Mix_SetPanning(channel, 255-mix_pan, mix_pan);
Mix_SetDistance(channel, 255-mix_vol);
return channel;
}
void digi_mixer_set_channel_volume(int channel, int volume) {
if (!digi_initialised) return;
int mix_vol = fix2byte(volume);
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) printf("digi_stop_sound %d\n", channel);
Mix_HaltChannel(channel);
}
void digi_mixer_end_sound(int channel) {
digi_mixer_stop_sound(channel);
}
void digi_mixer_set_digi_volume( int dvolume )
{
digi_volume = dvolume;
if (!digi_initialised) return;
Mix_Volume(-1, fix2byte(dvolume));
}
void digi_mixer_set_midi_volume( int mvolume ) {
midi_volume = mvolume;
if (!digi_initialised) return;
mix_set_music_volume(mvolume);
}
void digi_mixer_set_volume( int dvolume, int mvolume ) {
digi_mixer_set_digi_volume(dvolume);
digi_mixer_set_midi_volume(mvolume);
}
int digi_mixer_find_channel(int soundno) { return 0; }
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() {}
extern void digi_end_soundobj(int channel);
int verify_sound_channel_free(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
// MIDI stuff follows.
#ifndef _WIN32
void digi_mixer_play_midi_song(char * filename, char * melodic_bank, char * drum_bank, int loop ) {
mix_set_music_volume(midi_volume);
// quick hack to check if filename begins with "game" -- MD2211
if (jukebox_is_loaded() && strstr(filename, "game") == filename) {
// use jukebox
jukebox_play();
}
else {
// standard song playback
mix_play_music(filename, loop);
}
}
void digi_mixer_stop_current_song() {
jukebox_stop(); //stops jukebox as well as standard music
}
#endif
void digi_mixer_pause_midi() {}
void digi_mixer_resume_midi() {}
#ifndef NDEBUG
void digi_mixer_debug() {}
#endif