view src/audio/dsp/SDL_dspaudio.c @ 4167:a6f635e5eaa6 SDL-1.2

Fixed bug #611 From Tim Angus 2008-08-12 11:18:06 I'm one of the maintainers of ioquake3.org, an updated version of the Quake 3 engine. Relatively recently, we moved ioq3 to use SDL as a replacement for 95% of the platform specific code that was there. On the whole it's doing a great job but unfortunately since the move we've been getting complaints about the quality of the mouse input on the Windows platform to the point where for many the game is unplayable. Put in other terms, the current stable SDL 1.2 is basically not fit for purpose if you need high quality mouse input as you do in a first person shooter. Over the weekend I decided to pull my finger out and actually figure out what's going on. There are basically two major problems. Firstly, when using the "windib" driver, mouse input is gathered via the WM_MOUSEMOVE message. Googling for this indicates that often this is known to result in "spurious" and/or "missing" mouse movement events; this is the primary cause of the poor mouse input. The second problem is that the "directx" driver does not work at all in combination with OpenGL meaning that you can't use DirectInput if your application also uses OpenGL. In other words you're locked into using the "windib" driver and its poor mouse input. In order to address these problems I've done the following: * Remove WM_MOUSEMOVE based motion event generation and replace with calls to GetCursorPos which seems much more reliable. In order to achieve this I've moved mouse motion out into a separate function that is called once per DIB_PumpEvents. * Remove the restriction on the "directx" driver being inoperable in combination with OpenGL. There is a bug for this issues that I've hijacked to a certain extent (http://bugzilla.libsdl.org/show_bug.cgi?id=265). I'm the first to admit I don't really understand why this restriction is there in the first place. The commit message for the bug fix that introduced this restriction (r581) isn't very elaborate and I couldn't see any other bug tracking the issue. If anyone has more information on the bug that was avoided by r581 it would be helpful as I/someone could then look into addressing the problem without disabling the "directx" driver. * I've also removed the restriction on not being allowed to use DirectInput in windowed mode. I couldn't see any reason for this, at least not from our perspective. I have my suspicions that it'll be something like matching up the cursor with the mouse coordinates... * I bumped up the DirectInput API used to version 7 in order to get access to mouse buttons 4-7. I've had to inject a little bit of the DX7 headers into SDL there as the MinGW ones aren't up to date in this respect.
author Sam Lantinga <slouken@libsdl.org>
date Thu, 02 Apr 2009 04:43:36 +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

    Modified in Oct 2004 by Hannu Savolainen 
    hannu@opensound.com
*/
#include "SDL_config.h"

/* Allow access to a raw mixing buffer */

#include <stdio.h>	/* For perror() */
#include <string.h>	/* For strerror() */
#include <errno.h>
#include <unistd.h>
#include <fcntl.h>
#include <signal.h>
#include <sys/time.h>
#include <sys/ioctl.h>
#include <sys/stat.h>

#if SDL_AUDIO_DRIVER_OSS_SOUNDCARD_H
/* This is installed on some systems */
#include <soundcard.h>
#else
/* This is recommended by OSS */
#include <sys/soundcard.h>
#endif

#include "SDL_timer.h"
#include "SDL_audio.h"
#include "../SDL_audiomem.h"
#include "../SDL_audio_c.h"
#include "../SDL_audiodev_c.h"
#include "SDL_dspaudio.h"

/* The tag name used by DSP audio */
#define DSP_DRIVER_NAME         "dsp"

/* Open the audio device for playback, and don't block if busy */
#define OPEN_FLAGS	(O_WRONLY|O_NONBLOCK)

/* Audio driver functions */
static int DSP_OpenAudio(_THIS, SDL_AudioSpec *spec);
static void DSP_WaitAudio(_THIS);
static void DSP_PlayAudio(_THIS);
static Uint8 *DSP_GetAudioBuf(_THIS);
static void DSP_CloseAudio(_THIS);

/* Audio driver bootstrap functions */

static int Audio_Available(void)
{
	int fd;
	int available;

	available = 0;
	fd = SDL_OpenAudioPath(NULL, 0, OPEN_FLAGS, 0);
	if ( fd >= 0 ) {
		available = 1;
		close(fd);
	}
	return(available);
}

static void Audio_DeleteDevice(SDL_AudioDevice *device)
{
	SDL_free(device->hidden);
	SDL_free(device);
}

static SDL_AudioDevice *Audio_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));
	audio_fd = -1;

	/* Set the function pointers */
	this->OpenAudio = DSP_OpenAudio;
	this->WaitAudio = DSP_WaitAudio;
	this->PlayAudio = DSP_PlayAudio;
	this->GetAudioBuf = DSP_GetAudioBuf;
	this->CloseAudio = DSP_CloseAudio;

	this->free = Audio_DeleteDevice;

	return this;
}

AudioBootStrap DSP_bootstrap = {
	DSP_DRIVER_NAME, "OSS /dev/dsp standard audio",
	Audio_Available, Audio_CreateDevice
};

/* This function waits until it is possible to write a full sound buffer */
static void DSP_WaitAudio(_THIS)
{
	/* Not needed at all since OSS handles waiting automagically */
}

static void DSP_PlayAudio(_THIS)
{
	if (write(audio_fd, mixbuf, mixlen)==-1)
	{
		perror("Audio write");
		this->enabled = 0;
	}

#ifdef DEBUG_AUDIO
	fprintf(stderr, "Wrote %d bytes of audio data\n", mixlen);
#endif
}

static Uint8 *DSP_GetAudioBuf(_THIS)
{
	return(mixbuf);
}

static void DSP_CloseAudio(_THIS)
{
	if ( mixbuf != NULL ) {
		SDL_FreeAudioMem(mixbuf);
		mixbuf = NULL;
	}
	if ( audio_fd >= 0 ) {
		close(audio_fd);
		audio_fd = -1;
	}
}

static int DSP_OpenAudio(_THIS, SDL_AudioSpec *spec)
{
	char audiodev[1024];
	int format;
	int value;
	int frag_spec;
	Uint16 test_format;

    /* Make sure fragment size stays a power of 2, or OSS fails. */
    /* I don't know which of these are actually legal values, though... */
    if (spec->channels > 8)
        spec->channels = 8;
    else if (spec->channels > 4)
        spec->channels = 4;
    else if (spec->channels > 2)
        spec->channels = 2;

	/* Open the audio device */
	audio_fd = SDL_OpenAudioPath(audiodev, sizeof(audiodev), OPEN_FLAGS, 0);
	if ( audio_fd < 0 ) {
		SDL_SetError("Couldn't open %s: %s", audiodev, strerror(errno));
		return(-1);
	}
	mixbuf = NULL;

	/* Make the file descriptor use blocking writes with fcntl() */
	{ long flags;
		flags = fcntl(audio_fd, F_GETFL);
		flags &= ~O_NONBLOCK;
		if ( fcntl(audio_fd, F_SETFL, flags) < 0 ) {
			SDL_SetError("Couldn't set audio blocking mode");
			DSP_CloseAudio(this);
			return(-1);
		}
	}

	/* Get a list of supported hardware formats */
	if ( ioctl(audio_fd, SNDCTL_DSP_GETFMTS, &value) < 0 ) {
		perror("SNDCTL_DSP_GETFMTS");
		SDL_SetError("Couldn't get audio format list");
		DSP_CloseAudio(this);
		return(-1);
	}

	/* Try for a closest match on audio format */
	format = 0;
	for ( test_format = SDL_FirstAudioFormat(spec->format);
						! format && test_format; ) {
#ifdef DEBUG_AUDIO
		fprintf(stderr, "Trying format 0x%4.4x\n", test_format);
#endif
		switch ( test_format ) {
			case AUDIO_U8:
				if ( value & AFMT_U8 ) {
					format = AFMT_U8;
				}
				break;
			case AUDIO_S16LSB:
				if ( value & AFMT_S16_LE ) {
					format = AFMT_S16_LE;
				}
				break;
			case AUDIO_S16MSB:
				if ( value & AFMT_S16_BE ) {
					format = AFMT_S16_BE;
				}
				break;
#if 0
/*
 * These formats are not used by any real life systems so they are not 
 * needed here.
 */
			case AUDIO_S8:
				if ( value & AFMT_S8 ) {
					format = AFMT_S8;
				}
				break;
			case AUDIO_U16LSB:
				if ( value & AFMT_U16_LE ) {
					format = AFMT_U16_LE;
				}
				break;
			case AUDIO_U16MSB:
				if ( value & AFMT_U16_BE ) {
					format = AFMT_U16_BE;
				}
				break;
#endif
			default:
				format = 0;
				break;
		}
		if ( ! format ) {
			test_format = SDL_NextAudioFormat();
		}
	}
	if ( format == 0 ) {
		SDL_SetError("Couldn't find any hardware audio formats");
		DSP_CloseAudio(this);
		return(-1);
	}
	spec->format = test_format;

	/* Set the audio format */
	value = format;
	if ( (ioctl(audio_fd, SNDCTL_DSP_SETFMT, &value) < 0) ||
						(value != format) ) {
		perror("SNDCTL_DSP_SETFMT");
		SDL_SetError("Couldn't set audio format");
		DSP_CloseAudio(this);
		return(-1);
	}

	/* Set the number of channels of output */
	value = spec->channels;
	if ( ioctl(audio_fd, SNDCTL_DSP_CHANNELS, &value) < 0 ) {
		perror("SNDCTL_DSP_CHANNELS");
		SDL_SetError("Cannot set the number of channels");
		DSP_CloseAudio(this);
		return(-1);
	}
	spec->channels = value;

	/* Set the DSP frequency */
	value = spec->freq;
	if ( ioctl(audio_fd, SNDCTL_DSP_SPEED, &value) < 0 ) {
		perror("SNDCTL_DSP_SPEED");
		SDL_SetError("Couldn't set audio frequency");
		DSP_CloseAudio(this);
		return(-1);
	}
	spec->freq = value;

	/* Calculate the final parameters for this audio specification */
	SDL_CalculateAudioSpec(spec);

	/* Determine the power of two of the fragment size */
	for ( frag_spec = 0; (0x01U<<frag_spec) < spec->size; ++frag_spec );
	if ( (0x01U<<frag_spec) != spec->size ) {
		SDL_SetError("Fragment size must be a power of two");
		DSP_CloseAudio(this);
		return(-1);
	}
	frag_spec |= 0x00020000;	/* two fragments, for low latency */

	/* Set the audio buffering parameters */
#ifdef DEBUG_AUDIO
	fprintf(stderr, "Requesting %d fragments of size %d\n",
		(frag_spec >> 16), 1<<(frag_spec&0xFFFF));
#endif
	if ( ioctl(audio_fd, SNDCTL_DSP_SETFRAGMENT, &frag_spec) < 0 ) {
		perror("SNDCTL_DSP_SETFRAGMENT");
	}
#ifdef DEBUG_AUDIO
	{ audio_buf_info info;
	  ioctl(audio_fd, SNDCTL_DSP_GETOSPACE, &info);
	  fprintf(stderr, "fragments = %d\n", info.fragments);
	  fprintf(stderr, "fragstotal = %d\n", info.fragstotal);
	  fprintf(stderr, "fragsize = %d\n", info.fragsize);
	  fprintf(stderr, "bytes = %d\n", info.bytes);
	}
#endif

	/* Allocate mixing buffer */
	mixlen = spec->size;
	mixbuf = (Uint8 *)SDL_AllocAudioMem(mixlen);
	if ( mixbuf == NULL ) {
		DSP_CloseAudio(this);
		return(-1);
	}
	SDL_memset(mixbuf, spec->silence, spec->size);

	/* Get the parent process id (we're the parent of the audio thread) */
	parent = getpid();

	/* We're ready to rock and roll. :-) */
	return(0);
}