Mercurial > sdl-ios-xcode
view src/audio/dummy/SDL_dummyaudio.c @ 4001:6831b8723a85 SDL-1.2
Don't initialize the audio buffer passed to the application's audio callback,
since they are expected to entirely fill it with data or silence.
For legacy apps that might expect the buffer to already have silence and thus
may not fill the buffer in the callback, there's an environment variable to
expose the old behaviour.
Fixes Bugzilla #416.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Thu, 05 Jul 2007 02:24:36 +0000 |
parents | b1f8c14f0df5 |
children | 782fd950bd46 c121d94672cb a1b03ba2fcd0 |
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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; /* 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); }