view src/audio/dummy/SDL_dummyaudio.c @ 4168:69bcba65c388 SDL-1.2

Fixed bug #526 Comment #1 From Simon Howard 2009-03-20 16:50:56 Hi, I'm the author of Chocolate Doom, one of the other source ports that James mentioned. This is a patch against the current SVN version of SDL 1.2 that fixes the bug. It has been tested and hopefully should be obviously correct from examining the changes. I'll give a brief explanation. When the palette is set with SDL_SetPalette, the IDirectDrawPalette_SetEntries DirectX function is invoked. However, when this happens, a WM_PALETTECHANGED message is sent to the window. A WM_PALETTECHANGED message can also be received if the palette is changed for some other reason, like if the system palette is changed. Therefore, the palette change handler (DX5_PaletteChanged) has code to deal with this case. It distinguishes "expected" palette changes (set with SDL_SetPalette) from "unexpected" palette changes using the colorchange_expected variable, which is set before calling IDirectDrawPalette_SetEntries. However, the code to set this variable is missing in the fullscreen code path. By setting this variable, the palette change is handled properly and the freezes go away.
author Sam Lantinga <slouken@libsdl.org>
date Mon, 13 Apr 2009 00:53:12 +0000
parents a1b03ba2fcd0
children
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 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);
}