Mercurial > SDL_sound_CoreAudio
view mixer/mixercore.c @ 583:fbb3f1abdd9e
Automated merge with http://hg.assembla.com/SDL_sound_CoreAudio
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Tue, 09 Nov 2010 12:11:56 -0500 |
parents | 2e8907ff98e9 |
children |
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/* * SDL_sound -- An sound processing toolkit. * Copyright (C) 2001 Ryan C. Gordon. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library 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 * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ /** * This file implements the mixer itself. Largely, this is handled in the * SDL audio callback. * * Documentation is in SDL_sound.h ... It's verbose, honest. :) * * Please see the file LICENSE.txt in the source's root directory. * * This file written by Ryan C. Gordon. (icculus@icculus.org) */ #if HAVE_CONFIG_H # include <config.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include "SDL.h" #include "SDL_thread.h" #include "SDL_sound.h" #define __SDL_SOUND_INTERNAL__ #include "SDL_sound_internal.h" typedef struct S_PlayingList { Sound_Sample *sample; struct S_PlayingList *next; } PlayingList; static PlayingList *playlist = NULL; static inline void mix_predecoded(Sound_Sample *samp, UInt32 *samp_frames_left, float *gains) { Sound_SampleInternal *internal = (Sound_SampleInternal *) samp->opaque; Uint32 sfl = *samp_frames_left; /* move to a local. */ Uint32 max = internal->buffer_size - internal->mix_position; float *wptr; /* write pointer */ /* !!! FIXME: max must be converted to sample frame count... */ if (max > sfl) /* we have more data than mix buffer? */ max = sfl; assert(max > 0); *samp_frames_left -= max; wptr = mixbuf + ((mixbufsize / sizeof (float)) - (max * MAX_CHANNELS)); internal->mix(wptr, internal->buffer, max, gains); } /* mix_predecoded */ static void mix_playing_samples(Uint8 *stream, int len) { PlayingList *samples = playlist; const int frames = len / framesize; const Uint32 ticks = SDL_GetTicks(); /* used for calculating fade. */ while (samples) /* iterate linked list of playing samples... */ { Sound_Sample *samp = samples->sample; Uint32 sample_frames_left = mixbuf_frames; float gains[MAX_CHANNELS]; calculate_gains(samp, ticks, gains); while (sample_frames_left) { mix_predecoded(samp, &sample_frames_left); if (!decode_more(samp)) break; } /* while */ samples = samples->next; /* set up for next iteration. */ } /* while */ } /* mix_playing_samples */ static inline void run_pre_mix(void) { if (premixer) premixer(mixbuf, mixbufsize); else /* !!! FIXME: Do memset in another thread after mix is done. */ memset(mixbuf, '\0', mixbufsize * sizeof (float) * 2); } /* run_pre_mix */ static inline void run_post_mix(void) { if (postmixer) postmixer(mixbuf, mixbufsize); } /* run_post_mix */ /* this is where it happens: the SDL audio callback. */ static void audio_callback(void *userdata, Uint8 *stream, int len) { mixer_callback_running = 1; run_pre_mix(); mix_playing_samples(); run_post_mix(); mixer_callback_running = 0; } /* audio_callback */ /* end of mixercore.c ... */