Files
xash3d-fwgs/engine/platform/sdl3/s_sdl3.c
2026-05-20 23:24:36 +05:00

253 lines
5.5 KiB
C

/*
s_backend.c - sound hardware output
Copyright (C) 2009 Uncle Mike
This program 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 3 of the License, or
(at your option) any later version.
This program 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.
*/
#include "platform_sdl3.h"
#include "sound.h"
#include "voice.h"
/*
=======================================================================
Global variables. Must be visible to window-procedure function
so it can unlock and free the data block after it has been played.
=======================================================================
*/
static SDL_AudioStream *out_stream;
static char sdl_backend_name[32];
static void SDLash_OutputCallback( void *userdata, SDL_AudioStream *stream, int additional_amount, int len )
{
(void)userdata;
(void)additional_amount;
const int size = snd.samples << 1;
int pos = snd.samplepos << 1;
if( pos >= size )
pos = snd.samplepos = 0;
int wrapped = pos + len - size;
if( wrapped < 0 )
{
SDL_PutAudioStreamData( stream, snd.buffer + pos, len );
snd.samplepos += len >> 1;
}
else
{
int remaining = size - pos;
SDL_PutAudioStreamData( stream, snd.buffer + pos, remaining );
SDL_PutAudioStreamData( stream, snd.buffer, wrapped );
snd.samplepos = wrapped >> 1;
}
if( snd.samplepos >= size )
snd.samplepos = 0;
}
/*
==================
SNDDMA_Init
Try to find a sound device to mix for.
Returns false if nothing is found.
==================
*/
qboolean SNDDMA_Init( void )
{
const char *driver = NULL;
// Modders often tend to use proprietary crappy solutions
// like FMOD to play music, sometimes even with versions outdated by a few decades!
//
// As these bullshit sound engines prefer to use DirectSound, we ask SDL2 to do
// the same. Why you might ask? If SDL2 uses another audio API, like WASAPI on
// more modern versions of Windows, it breaks the logic inside Windows, and the whole
// application could hang in WaitFor{Single,Multiple}Object function, either called by
// SDL2 if FMOD was shut down first, or deep in dsound.dll->fmod.dll if SDL2 audio
// was shut down first.
//
// I honestly don't know who is the real culprit here: FMOD, HL modders, Windows, SDL2
// or us.
//
// Also, fun note, GoldSrc seems doesn't use SDL2 for sound stuff at all, as nothing
// reference SDL audio functions there. It's probably has DirectSound backend, that's
// why modders never stumble upon this bug.
#if XASH_WIN32
driver = "directsound";
if( SDL_getenv( "SDL_AUDIODRIVER" ))
driver = NULL; // let SDL2 and user decide
SDL_SetHint( SDL_HINT_AUDIO_DRIVER, driver );
#endif // XASH_WIN32
if( SDL_WasInit( SDL_INIT_AUDIO ))
SDL_QuitSubSystem( SDL_INIT_AUDIO );
if( !SDL_InitSubSystem( SDL_INIT_AUDIO ))
{
Con_Reportf( S_ERROR "Audio: SDL: %s\n", SDL_GetError( ));
return false;
}
const SDL_AudioSpec spec = {
.freq = SOUND_DMA_SPEED,
.format = SDL_AUDIO_S16,
.channels = 2,
};
out_stream = SDL_OpenAudioDeviceStream(
SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK,
&spec,
SDLash_OutputCallback,
NULL
);
if( !out_stream )
{
Con_PrintSDLError( "SDL_OpenAudioDeviceStream" );
return false;
}
snd.format.speed = SOUND_DMA_SPEED;
snd.format.channels = 2;
snd.format.width = 2;
int samplecount = s_samplecount.value;
if( !samplecount )
samplecount = 0x8000;
snd.samples = samplecount * snd.format.channels;
snd.buffer = Mem_Calloc( sndpool, snd.samples * snd.format.width );
snd.samplepos = 0;
snd.initialized = true;
Q_snprintf( sdl_backend_name, sizeof( sdl_backend_name ), "SDL3 (%s)", SDL_GetCurrentAudioDriver( ));
snd.backend_name = sdl_backend_name;
Con_Printf( "Using audio driver: %s @ %d Hz\n", sdl_backend_name, SOUND_DMA_SPEED );
SNDDMA_Activate( true );
return true;
}
/*
==============
SNDDMA_BeginPainting
Makes sure dma.buffer is valid
===============
*/
void SNDDMA_BeginPainting( void )
{
SDL_LockAudioStream( out_stream );
}
/*
==============
SNDDMA_Submit
Send sound to device if buffer isn't really the dma buffer
Also unlocks the dsound buffer
===============
*/
void SNDDMA_Submit( void )
{
SDL_UnlockAudioStream( out_stream );
}
/*
==============
SNDDMA_Shutdown
Reset the sound device for exiting
===============
*/
void SNDDMA_Shutdown( void )
{
Con_Printf( "Shutting down audio.\n" );
snd.initialized = false;
if( out_stream )
{
SNDDMA_Activate( false );
SDL_DestroyAudioStream( out_stream );
out_stream = NULL;
}
SDL_QuitSubSystem( SDL_INIT_AUDIO );
if( snd.buffer )
{
Mem_Free( snd.buffer );
snd.buffer = NULL;
}
}
/*
===========
SNDDMA_Activate
Called when the main window gains or loses focus.
The window have been destroyed and recreated
between a deactivate and an activate.
===========
*/
void SNDDMA_Activate( qboolean active )
{
if( !snd.initialized )
return;
if( active )
SDL_ResumeAudioStreamDevice( out_stream );
else
SDL_PauseAudioStreamDevice( out_stream );
}
/*
===========
VoiceCapture_Init
===========
*/
qboolean VoiceCapture_Init( void )
{
return false;
}
/*
===========
VoiceCapture_Activate
===========
*/
qboolean VoiceCapture_Activate( qboolean activate )
{
return false;
}
/*
===========
VoiceCapture_Lock
===========
*/
qboolean VoiceCapture_Lock( qboolean lock )
{
return false;
}
/*
==========
VoiceCapture_Shutdown
==========
*/
void VoiceCapture_Shutdown( void )
{
}