Mercurial > sdl-ios-xcode
view src/audio/dummy/SDL_dummyaudio.c @ 1537:60620d71e324
Corrected dummy audio callback firing to be realistic, cleaned up tabs.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Tue, 14 Mar 2006 19:12:49 +0000 |
parents | 38c1eb6b0083 |
children | b1f8c14f0df5 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 Sam Lantinga 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org This file written by Ryan C. Gordon (icculus@icculus.org) */ #include "SDL_config.h" /* Output audio to nowhere... */ #include "SDL_rwops.h" #include "SDL_timer.h" #include "SDL_audio.h" #include "../SDL_audiomem.h" #include "../SDL_audio_c.h" #include "../SDL_audiodev_c.h" #include "SDL_dummyaudio.h" /* The tag name used by DUMMY audio */ #define DUMMYAUD_DRIVER_NAME "dummy" /* Audio driver functions */ static int DUMMYAUD_OpenAudio(_THIS, SDL_AudioSpec *spec); static void DUMMYAUD_WaitAudio(_THIS); static void DUMMYAUD_PlayAudio(_THIS); static Uint8 *DUMMYAUD_GetAudioBuf(_THIS); static void DUMMYAUD_CloseAudio(_THIS); /* Audio driver bootstrap functions */ static int DUMMYAUD_Available(void) { const char *envr = SDL_getenv("SDL_AUDIODRIVER"); if (envr && (SDL_strcmp(envr, DUMMYAUD_DRIVER_NAME) == 0)) { return(1); } return(0); } static void DUMMYAUD_DeleteDevice(SDL_AudioDevice *device) { SDL_free(device->hidden); SDL_free(device); } static SDL_AudioDevice *DUMMYAUD_CreateDevice(int devindex) { SDL_AudioDevice *this; const char *envr; /* Initialize all variables that we clean on shutdown */ this = (SDL_AudioDevice *)SDL_malloc(sizeof(SDL_AudioDevice)); if ( this ) { SDL_memset(this, 0, (sizeof *this)); this->hidden = (struct SDL_PrivateAudioData *) SDL_malloc((sizeof *this->hidden)); } if ( (this == NULL) || (this->hidden == NULL) ) { SDL_OutOfMemory(); if ( this ) { SDL_free(this); } return(0); } SDL_memset(this->hidden, 0, (sizeof *this->hidden)); /* Set the function pointers */ this->OpenAudio = DUMMYAUD_OpenAudio; this->WaitAudio = DUMMYAUD_WaitAudio; this->PlayAudio = DUMMYAUD_PlayAudio; this->GetAudioBuf = DUMMYAUD_GetAudioBuf; this->CloseAudio = DUMMYAUD_CloseAudio; this->free = DUMMYAUD_DeleteDevice; return this; } AudioBootStrap DUMMYAUD_bootstrap = { DUMMYAUD_DRIVER_NAME, "SDL dummy audio driver", DUMMYAUD_Available, DUMMYAUD_CreateDevice }; /* This function waits until it is possible to write a full sound buffer */ static void DUMMYAUD_WaitAudio(_THIS) { /* Don't block on first calls to simulate initial fragment filling. */ if (this->hidden->initial_calls) this->hidden->initial_calls--; else SDL_Delay(this->hidden->write_delay); } static void DUMMYAUD_PlayAudio(_THIS) { /* no-op...this is a null driver. */ } static Uint8 *DUMMYAUD_GetAudioBuf(_THIS) { return(this->hidden->mixbuf); } static void DUMMYAUD_CloseAudio(_THIS) { if ( this->hidden->mixbuf != NULL ) { SDL_FreeAudioMem(this->hidden->mixbuf); this->hidden->mixbuf = NULL; } } static int DUMMYAUD_OpenAudio(_THIS, SDL_AudioSpec *spec) { float bytes_per_sec = 0.0f; /* Allocate mixing buffer */ this->hidden->mixlen = spec->size; this->hidden->mixbuf = (Uint8 *) SDL_AllocAudioMem(this->hidden->mixlen); if ( this->hidden->mixbuf == NULL ) { return(-1); } SDL_memset(this->hidden->mixbuf, spec->silence, spec->size); bytes_per_sec = (float) (((spec->format & 0xFF) / 8) * spec->channels * spec->freq); /* * We try to make this request more audio at the correct rate for * a given audio spec, so timing stays fairly faithful. * Also, we have it not block at all for the first two calls, so * it seems like we're filling two audio fragments right out of the * gate, like other SDL drivers tend to do. */ this->hidden->initial_calls = 2; this->hidden->write_delay = (Uint32) ((((float) spec->size) / bytes_per_sec) * 1000.0f); /* We're ready to rock and roll. :-) */ return(0); }