annotate src/audio/dc/SDL_dcaudio.c @ 4384:6800e2560310 SDL-1.2

Fixed bugs #882 and 865, re-opening bug #634 Ronald Lamprecht to SDL Hi, Sam Lantinga wrote: The problem with that fix is that it breaks IME events again. Maybe we can handle keyboard events differently to prevent this issue? Spending an hour reading MSDN, analysing SDL and another hour testing the reality on XP I am really wondering how patch r4990 could have ever worked in any situation. It's main effect is to break the unicode translation and causing spurious activation events! Why does TranslateMessage(&msg) nothing useful? Simply because it does not affect "msg" at all! All keyboard events are dispatched without the slightest change (see MSDN). TranslateMessage() just appends additional WM_CHAR, WM_DEADCHAR, WM_SYSCHAR, WM_SYSDEADCHAR event messages to the queue. But I could not find any SDL event handling routine that catches these events and transforms them to proper SDL keyevents while eliminating the corresponding WM_KEYDOWN, etc. events. Thus any IME input like the '@' generated by "Alt + 6(Numpad) + 4(Numpad)" is simply lost. But the situation is even worse! Up to r4990 the TranslateKey()/ToUnicode() calls did evaluate dead keys and did deliver proper key events for subsequent key strokes like '´' + 'e' resulting in 'é'. ToUnicode() needs proper key state informations to be able to handle these substitutions. But unfortunatly TranslateMessage() needs the same state information and eats it up while generating the WM_CHAR messages :-( Thus the current 1.2.14 breakes the partial IME support of previous releases, too. The key state race condition between ToUnicode() and TranslateMessage() requires to avoid any ToUnicode() usage for receiving proper WM_CHAR, etc. messages generated by TranslateMessage(). (Yes - the '@' and 'é' appear as WM_CHAR messages when unicode is switched off). The spurious SDL activation events are *not* caused by additional WM_ACTIVATE Windows messages! Besides DIB_HandleMessage() SDL_PrivateAppActive() is called by another source which I am not yet aware of - any hints? Thus I do strongly recommend the deletion of the TranslateMessage(&msg) call as a quick fix. A proper support of unicode and IME requires a clean SDL keyboard input concept first. Which SDL keyboards events should be transmitted to the app when the user presses '´' + 'e' ? Within the current unicode handling the first key stroke is hidden. Even though ToUnicode() delivers the proper key SDL does ignore it in TranslateKey(). Just the composed key event is transmitted to the app. That is what you expect for text input, but the app can no longer use keys like '^' as a key button because it will never receive a key event for it! With a given concept it seems to be necessary to regenerate SDL key events out of the WM_CHAR, etc. events and to drop all related direct WM_KEYDOWN, etc. events while the remaining basic WM_KEYDOWN, etc. events would still have to result in SDL key events. Anyway the source of the spurious WM_ACTIVATE should be located to avoid future trouble. Greets, Ronald
author Sam Lantinga <slouken@libsdl.org>
date Tue, 17 Nov 2009 04:59:13 +0000
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2009 Sam Lantinga
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4
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5 This library is free software; you can redistribute it and/or
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6 modify it under the terms of the GNU Lesser General Public
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7 License as published by the Free Software Foundation; either
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8 version 2.1 of the License, or (at your option) any later version.
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9
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10 This library is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 Lesser General Public License for more details.
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14
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15 You should have received a copy of the GNU Lesser General Public
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16 License along with this library; if not, write to the Free Software
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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18
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19 Sam Lantinga
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20 slouken@libsdl.org
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21
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22 */
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23 #include "SDL_config.h"
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24
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25 /* Output dreamcast aica */
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26
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27 #include "SDL_timer.h"
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28 #include "SDL_audio.h"
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29 #include "../SDL_audiomem.h"
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30 #include "../SDL_audio_c.h"
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31 #include "../SDL_audiodev_c.h"
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32 #include "SDL_dcaudio.h"
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33
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34 #include "aica.h"
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35 #include <dc/spu.h>
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36
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37 /* Audio driver functions */
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38 static int DCAUD_OpenAudio(_THIS, SDL_AudioSpec *spec);
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39 static void DCAUD_WaitAudio(_THIS);
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40 static void DCAUD_PlayAudio(_THIS);
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41 static Uint8 *DCAUD_GetAudioBuf(_THIS);
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42 static void DCAUD_CloseAudio(_THIS);
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43
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44 /* Audio driver bootstrap functions */
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45 static int DCAUD_Available(void)
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46 {
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47 return 1;
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48 }
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49
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50 static void DCAUD_DeleteDevice(SDL_AudioDevice *device)
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51 {
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52 SDL_free(device->hidden);
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53 SDL_free(device);
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54 }
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55
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56 static SDL_AudioDevice *DCAUD_CreateDevice(int devindex)
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57 {
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58 SDL_AudioDevice *this;
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59
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60 /* Initialize all variables that we clean on shutdown */
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61 this = (SDL_AudioDevice *)SDL_malloc(sizeof(SDL_AudioDevice));
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62 if ( this ) {
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63 SDL_memset(this, 0, (sizeof *this));
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64 this->hidden = (struct SDL_PrivateAudioData *)
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65 SDL_malloc((sizeof *this->hidden));
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66 }
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67 if ( (this == NULL) || (this->hidden == NULL) ) {
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68 SDL_OutOfMemory();
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69 if ( this ) {
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70 SDL_free(this);
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71 }
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72 return(0);
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73 }
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74 SDL_memset(this->hidden, 0, (sizeof *this->hidden));
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75
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76 /* Set the function pointers */
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77 this->OpenAudio = DCAUD_OpenAudio;
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78 this->WaitAudio = DCAUD_WaitAudio;
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79 this->PlayAudio = DCAUD_PlayAudio;
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80 this->GetAudioBuf = DCAUD_GetAudioBuf;
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81 this->CloseAudio = DCAUD_CloseAudio;
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82
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83 this->free = DCAUD_DeleteDevice;
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84
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85 spu_init();
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86
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87 return this;
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88 }
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89
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90 AudioBootStrap DCAUD_bootstrap = {
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91 "dcaudio", "Dreamcast AICA audio",
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92 DCAUD_Available, DCAUD_CreateDevice
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93 };
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94
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95 /* This function waits until it is possible to write a full sound buffer */
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96 static void DCAUD_WaitAudio(_THIS)
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97 {
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98 if (this->hidden->playing) {
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99 /* wait */
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100 while(aica_get_pos(0)/this->spec.samples == this->hidden->nextbuf) {
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101 thd_pass();
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102 }
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103 }
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104 }
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105
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106 #define SPU_RAM_BASE 0xa0800000
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107
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108 static void spu_memload_stereo8(int leftpos,int rightpos,void *src0,size_t size)
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109 {
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110 uint8 *src = src0;
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111 uint32 *left = (uint32*)(leftpos +SPU_RAM_BASE);
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112 uint32 *right = (uint32*)(rightpos+SPU_RAM_BASE);
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113 size = (size+7)/8;
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114 while(size--) {
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115 unsigned lval,rval;
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116 lval = *src++;
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117 rval = *src++;
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118 lval|= (*src++)<<8;
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119 rval|= (*src++)<<8;
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120 lval|= (*src++)<<16;
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121 rval|= (*src++)<<16;
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122 lval|= (*src++)<<24;
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123 rval|= (*src++)<<24;
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124 g2_write_32(left++,lval);
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125 g2_write_32(right++,rval);
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126 g2_fifo_wait();
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127 }
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128 }
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129
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130 static void spu_memload_stereo16(int leftpos,int rightpos,void *src0,size_t size)
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131 {
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132 uint16 *src = src0;
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133 uint32 *left = (uint32*)(leftpos +SPU_RAM_BASE);
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134 uint32 *right = (uint32*)(rightpos+SPU_RAM_BASE);
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135 size = (size+7)/8;
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136 while(size--) {
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137 unsigned lval,rval;
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138 lval = *src++;
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139 rval = *src++;
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140 lval|= (*src++)<<16;
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141 rval|= (*src++)<<16;
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142 g2_write_32(left++,lval);
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143 g2_write_32(right++,rval);
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144 g2_fifo_wait();
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145 }
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146 }
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147
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148 static void DCAUD_PlayAudio(_THIS)
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149 {
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150 SDL_AudioSpec *spec = &this->spec;
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151 unsigned int offset;
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152
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153 if (this->hidden->playing) {
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154 /* wait */
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155 while(aica_get_pos(0)/spec->samples == this->hidden->nextbuf) {
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156 thd_pass();
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157 }
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158 }
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159
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160 offset = this->hidden->nextbuf*spec->size;
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161 this->hidden->nextbuf^=1;
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162 /* Write the audio data, checking for EAGAIN on broken audio drivers */
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163 if (spec->channels==1) {
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164 spu_memload(this->hidden->leftpos+offset,this->hidden->mixbuf,this->hidden->mixlen);
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165 } else {
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166 offset/=2;
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167 if ((this->spec.format&255)==8) {
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168 spu_memload_stereo8(this->hidden->leftpos+offset,this->hidden->rightpos+offset,this->hidden->mixbuf,this->hidden->mixlen);
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169 } else {
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170 spu_memload_stereo16(this->hidden->leftpos+offset,this->hidden->rightpos+offset,this->hidden->mixbuf,this->hidden->mixlen);
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171 }
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172 }
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173
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174 if (!this->hidden->playing) {
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175 int mode;
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176 this->hidden->playing = 1;
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177 mode = (spec->format==AUDIO_S8)?SM_8BIT:SM_16BIT;
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178 if (spec->channels==1) {
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179 aica_play(0,mode,this->hidden->leftpos,0,spec->samples*2,spec->freq,255,128,1);
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180 } else {
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181 aica_play(0,mode,this->hidden->leftpos ,0,spec->samples*2,spec->freq,255,0,1);
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182 aica_play(1,mode,this->hidden->rightpos,0,spec->samples*2,spec->freq,255,255,1);
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183 }
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184 }
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185 }
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186
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187 static Uint8 *DCAUD_GetAudioBuf(_THIS)
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188 {
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189 return(this->hidden->mixbuf);
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190 }
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191
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192 static void DCAUD_CloseAudio(_THIS)
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193 {
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194 aica_stop(0);
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195 if (this->spec.channels==2) aica_stop(1);
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196 if ( this->hidden->mixbuf != NULL ) {
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197 SDL_FreeAudioMem(this->hidden->mixbuf);
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198 this->hidden->mixbuf = NULL;
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199 }
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200 }
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201
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202 static int DCAUD_OpenAudio(_THIS, SDL_AudioSpec *spec)
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203 {
3852
5b5e549382b3 Removed some new 1.3 symbols from code backported to 1.2.
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204 Uint16 test_format = SDL_FirstAudioFormat(spec->format);
3851
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205 int valid_datatype = 0;
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206 while ((!valid_datatype) && (test_format)) {
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207 spec->format = test_format;
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208 switch (test_format) {
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209 /* only formats Dreamcast accepts... */
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210 case AUDIO_S8:
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diff changeset
211 case AUDIO_S16LSB:
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diff changeset
212 valid_datatype = 1;
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diff changeset
213 break;
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diff changeset
214
405a192b68e7 Backport from 1.3: most of the audio drivers can now handle data
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diff changeset
215 default:
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diff changeset
216 test_format = SDL_NextAudioFormat();
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diff changeset
217 break;
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diff changeset
218 }
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diff changeset
219 }
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diff changeset
220
405a192b68e7 Backport from 1.3: most of the audio drivers can now handle data
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diff changeset
221 if (!valid_datatype) { /* shouldn't happen, but just in case... */
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diff changeset
222 SDL_SetError("Unsupported audio format");
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diff changeset
223 return (-1);
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diff changeset
224 }
405a192b68e7 Backport from 1.3: most of the audio drivers can now handle data
Ryan C. Gordon <icculus@icculus.org>
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diff changeset
225
405a192b68e7 Backport from 1.3: most of the audio drivers can now handle data
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parents: 1461
diff changeset
226 if (spec->channels > 2)
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parents: 1461
diff changeset
227 spec->channels = 2; /* no more than stereo on the Dreamcast. */
509
dad72daf44b3 Added initial support for Dreamcast (thanks HERO!)
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diff changeset
228
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diff changeset
229 /* Update the fragment size as size in bytes */
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diff changeset
230 SDL_CalculateAudioSpec(spec);
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diff changeset
231
dad72daf44b3 Added initial support for Dreamcast (thanks HERO!)
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diff changeset
232 /* Allocate mixing buffer */
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diff changeset
233 this->hidden->mixlen = spec->size;
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diff changeset
234 this->hidden->mixbuf = (Uint8 *) SDL_AllocAudioMem(this->hidden->mixlen);
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parents:
diff changeset
235 if ( this->hidden->mixbuf == NULL ) {
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diff changeset
236 return(-1);
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parents:
diff changeset
237 }
1336
3692456e7b0f Use SDL_ prefixed versions of C library functions.
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parents: 1312
diff changeset
238 SDL_memset(this->hidden->mixbuf, spec->silence, spec->size);
509
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diff changeset
239 this->hidden->leftpos = 0x11000;
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diff changeset
240 this->hidden->rightpos = 0x11000+spec->size;
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parents:
diff changeset
241 this->hidden->playing = 0;
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parents:
diff changeset
242 this->hidden->nextbuf = 0;
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parents:
diff changeset
243
dad72daf44b3 Added initial support for Dreamcast (thanks HERO!)
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parents:
diff changeset
244 /* We're ready to rock and roll. :-) */
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parents:
diff changeset
245 return(0);
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parents:
diff changeset
246 }