Mercurial > sdl-ios-xcode
view src/audio/macrom/SDL_romaudio.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 */ #include "SDL_config.h" #if defined(__APPLE__) && defined(__MACH__) # include <Carbon/Carbon.h> #elif TARGET_API_MAC_CARBON && (UNIVERSAL_INTERFACES_VERSION > 0x0335) # include <Carbon.h> #else # include <Sound.h> /* SoundManager interface */ # include <Gestalt.h> # include <DriverServices.h> #endif #if !defined(NewSndCallBackUPP) && (UNIVERSAL_INTERFACES_VERSION < 0x0335) #if !defined(NewSndCallBackProc) /* avoid circular redefinition... */ #define NewSndCallBackUPP NewSndCallBackProc #endif #if !defined(NewSndCallBackUPP) #define NewSndCallBackUPP NewSndCallBackProc #endif #endif #include "SDL_audio.h" #include "../SDL_audio_c.h" #include "../SDL_sysaudio.h" #include "SDL_romaudio.h" /* Audio driver functions */ static void Mac_CloseAudio(_THIS); static int Mac_OpenAudio(_THIS, SDL_AudioSpec *spec); static void Mac_LockAudio(_THIS); static void Mac_UnlockAudio(_THIS); /* Audio driver bootstrap functions */ static int Audio_Available(void) { return(1); } 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)); /* Set the function pointers */ this->OpenAudio = Mac_OpenAudio; this->CloseAudio = Mac_CloseAudio; this->LockAudio = Mac_LockAudio; this->UnlockAudio = Mac_UnlockAudio; this->free = Audio_DeleteDevice; #ifdef __MACOSX__ /* Mac OS X uses threaded audio, so normal thread code is okay */ this->LockAudio = NULL; this->UnlockAudio = NULL; #endif return this; } AudioBootStrap SNDMGR_bootstrap = { "sndmgr", "MacOS SoundManager 3.0", Audio_Available, Audio_CreateDevice }; #if defined(TARGET_API_MAC_CARBON) || defined(USE_RYANS_SOUNDCODE) /* This works correctly on Mac OS X */ #pragma options align=power static volatile SInt32 audio_is_locked = 0; static volatile SInt32 need_to_mix = 0; static UInt8 *buffer[2]; static volatile UInt32 running = 0; static CmpSoundHeader header; static volatile Uint32 fill_me = 0; static void mix_buffer(SDL_AudioDevice *audio, UInt8 *buffer) { if ( ! audio->paused ) { #ifdef __MACOSX__ SDL_mutexP(audio->mixer_lock); #endif if ( audio->convert.needed ) { audio->spec.callback(audio->spec.userdata, (Uint8 *)audio->convert.buf,audio->convert.len); SDL_ConvertAudio(&audio->convert); if ( audio->convert.len_cvt != audio->spec.size ) { /* Uh oh... probably crashes here */; } SDL_memcpy(buffer, audio->convert.buf, audio->convert.len_cvt); } else { audio->spec.callback(audio->spec.userdata, buffer, audio->spec.size); } #ifdef __MACOSX__ SDL_mutexV(audio->mixer_lock); #endif } DecrementAtomic((SInt32 *) &need_to_mix); } static void Mac_LockAudio(_THIS) { IncrementAtomic((SInt32 *) &audio_is_locked); } static void Mac_UnlockAudio(_THIS) { SInt32 oldval; oldval = DecrementAtomic((SInt32 *) &audio_is_locked); if ( oldval != 1 ) /* != 1 means audio is still locked. */ return; /* Did we miss the chance to mix in an interrupt? Do it now. */ if ( BitAndAtomic (0xFFFFFFFF, (UInt32 *) &need_to_mix) ) { /* * Note that this could be a problem if you missed an interrupt * while the audio was locked, and get preempted by a second * interrupt here, but that means you locked for way too long anyhow. */ mix_buffer (this, buffer[fill_me]); } } static void callBackProc (SndChannel *chan, SndCommand *cmd_passed ) { UInt32 play_me; SndCommand cmd; SDL_AudioDevice *audio = (SDL_AudioDevice *)chan->userInfo; IncrementAtomic((SInt32 *) &need_to_mix); fill_me = cmd_passed->param2; /* buffer that has just finished playing, so fill it */ play_me = ! fill_me; /* filled buffer to play _now_ */ if ( ! audio->enabled ) { return; } /* queue previously mixed buffer for playback. */ header.samplePtr = (Ptr)buffer[play_me]; cmd.cmd = bufferCmd; cmd.param1 = 0; cmd.param2 = (long)&header; SndDoCommand (chan, &cmd, 0); memset (buffer[fill_me], 0, audio->spec.size); /* * if audio device isn't locked, mix the next buffer to be queued in * the memory block that just finished playing. */ if ( ! BitAndAtomic(0xFFFFFFFF, (UInt32 *) &audio_is_locked) ) { mix_buffer (audio, buffer[fill_me]); } /* set this callback to run again when current buffer drains. */ if ( running ) { cmd.cmd = callBackCmd; cmd.param1 = 0; cmd.param2 = play_me; SndDoCommand (chan, &cmd, 0); } } static int Mac_OpenAudio(_THIS, SDL_AudioSpec *spec) { SndCallBackUPP callback; int sample_bits; int i; long initOptions; /* Very few conversions are required, but... */ switch (spec->format) { case AUDIO_S8: spec->format = AUDIO_U8; break; case AUDIO_U16LSB: spec->format = AUDIO_S16LSB; break; case AUDIO_U16MSB: spec->format = AUDIO_S16MSB; break; } SDL_CalculateAudioSpec(spec); /* initialize bufferCmd header */ memset (&header, 0, sizeof(header)); callback = (SndCallBackUPP) NewSndCallBackUPP (callBackProc); sample_bits = spec->size / spec->samples / spec->channels * 8; #ifdef DEBUG_AUDIO fprintf(stderr, "Audio format 0x%x, channels = %d, sample_bits = %d, frequency = %d\n", spec->format, spec->channels, sample_bits, spec->freq); #endif /* DEBUG_AUDIO */ header.numChannels = spec->channels; header.sampleSize = sample_bits; header.sampleRate = spec->freq << 16; header.numFrames = spec->samples; header.encode = cmpSH; /* Note that we install the 16bitLittleEndian Converter if needed. */ if ( spec->format == 0x8010 ) { header.compressionID = fixedCompression; header.format = k16BitLittleEndianFormat; } /* allocate 2 buffers */ for (i=0; i<2; i++) { buffer[i] = (UInt8*)malloc (sizeof(UInt8) * spec->size); if (buffer[i] == NULL) { SDL_OutOfMemory(); return (-1); } memset (buffer[i], 0, spec->size); } /* Create the sound manager channel */ channel = (SndChannelPtr)SDL_malloc(sizeof(*channel)); if ( channel == NULL ) { SDL_OutOfMemory(); return(-1); } if ( spec->channels >= 2 ) { initOptions = initStereo; } else { initOptions = initMono; } channel->userInfo = (long)this; channel->qLength = 128; if ( SndNewChannel(&channel, sampledSynth, initOptions, callback) != noErr ) { SDL_SetError("Unable to create audio channel"); SDL_free(channel); channel = NULL; return(-1); } /* start playback */ { SndCommand cmd; cmd.cmd = callBackCmd; cmd.param2 = 0; running = 1; SndDoCommand (channel, &cmd, 0); } return 1; } static void Mac_CloseAudio(_THIS) { int i; running = 0; if (channel) { SndDisposeChannel (channel, true); channel = NULL; } for ( i=0; i<2; ++i ) { if ( buffer[i] ) { SDL_free(buffer[i]); buffer[i] = NULL; } } } #else /* !TARGET_API_MAC_CARBON && !USE_RYANS_SOUNDCODE */ static void Mac_LockAudio(_THIS) { /* no-op. */ } static void Mac_UnlockAudio(_THIS) { /* no-op. */ } /* This function is called by Sound Manager when it has exhausted one of the buffers, so we'll zero it to silence and fill it with audio if we're not paused. */ static pascal void sndDoubleBackProc (SndChannelPtr chan, SndDoubleBufferPtr newbuf) { SDL_AudioDevice *audio = (SDL_AudioDevice *)newbuf->dbUserInfo[0]; /* If audio is quitting, don't do anything */ if ( ! audio->enabled ) { return; } memset (newbuf->dbSoundData, 0, audio->spec.size); newbuf->dbNumFrames = audio->spec.samples; if ( ! audio->paused ) { if ( audio->convert.needed ) { audio->spec.callback(audio->spec.userdata, (Uint8 *)audio->convert.buf,audio->convert.len); SDL_ConvertAudio(&audio->convert); #if 0 if ( audio->convert.len_cvt != audio->spec.size ) { /* Uh oh... probably crashes here */; } #endif SDL_memcpy(newbuf->dbSoundData, audio->convert.buf, audio->convert.len_cvt); } else { audio->spec.callback(audio->spec.userdata, (Uint8 *)newbuf->dbSoundData, audio->spec.size); } } newbuf->dbFlags |= dbBufferReady; } static int DoubleBufferAudio_Available(void) { int available; NumVersion sndversion; long response; available = 0; sndversion = SndSoundManagerVersion(); if ( sndversion.majorRev >= 3 ) { if ( Gestalt(gestaltSoundAttr, &response) == noErr ) { if ( (response & (1 << gestaltSndPlayDoubleBuffer)) ) { available = 1; } } } else { if ( Gestalt(gestaltSoundAttr, &response) == noErr ) { if ( (response & (1 << gestaltHasASC)) ) { available = 1; } } } return(available); } static void Mac_CloseAudio(_THIS) { int i; if ( channel != NULL ) { /* Clean up the audio channel */ SndDisposeChannel(channel, true); channel = NULL; } for ( i=0; i<2; ++i ) { if ( audio_buf[i] ) { SDL_free(audio_buf[i]); audio_buf[i] = NULL; } } } static int Mac_OpenAudio(_THIS, SDL_AudioSpec *spec) { SndDoubleBufferHeader2 audio_dbh; int i; long initOptions; int sample_bits; SndDoubleBackUPP doubleBackProc; /* Check to make sure double-buffered audio is available */ if ( ! DoubleBufferAudio_Available() ) { SDL_SetError("Sound manager doesn't support double-buffering"); return(-1); } /* Very few conversions are required, but... */ switch (spec->format) { case AUDIO_S8: spec->format = AUDIO_U8; break; case AUDIO_U16LSB: spec->format = AUDIO_S16LSB; break; case AUDIO_U16MSB: spec->format = AUDIO_S16MSB; break; } SDL_CalculateAudioSpec(spec); /* initialize the double-back header */ SDL_memset(&audio_dbh, 0, sizeof(audio_dbh)); doubleBackProc = NewSndDoubleBackProc (sndDoubleBackProc); sample_bits = spec->size / spec->samples / spec->channels * 8; audio_dbh.dbhNumChannels = spec->channels; audio_dbh.dbhSampleSize = sample_bits; audio_dbh.dbhCompressionID = 0; audio_dbh.dbhPacketSize = 0; audio_dbh.dbhSampleRate = spec->freq << 16; audio_dbh.dbhDoubleBack = doubleBackProc; audio_dbh.dbhFormat = 0; /* Note that we install the 16bitLittleEndian Converter if needed. */ if ( spec->format == 0x8010 ) { audio_dbh.dbhCompressionID = fixedCompression; audio_dbh.dbhFormat = k16BitLittleEndianFormat; } /* allocate the 2 double-back buffers */ for ( i=0; i<2; ++i ) { audio_buf[i] = SDL_calloc(1, sizeof(SndDoubleBuffer)+spec->size); if ( audio_buf[i] == NULL ) { SDL_OutOfMemory(); return(-1); } audio_buf[i]->dbNumFrames = spec->samples; audio_buf[i]->dbFlags = dbBufferReady; audio_buf[i]->dbUserInfo[0] = (long)this; audio_dbh.dbhBufferPtr[i] = audio_buf[i]; } /* Create the sound manager channel */ channel = (SndChannelPtr)SDL_malloc(sizeof(*channel)); if ( channel == NULL ) { SDL_OutOfMemory(); return(-1); } if ( spec->channels >= 2 ) { initOptions = initStereo; } else { initOptions = initMono; } channel->userInfo = 0; channel->qLength = 128; if ( SndNewChannel(&channel, sampledSynth, initOptions, 0L) != noErr ) { SDL_SetError("Unable to create audio channel"); SDL_free(channel); channel = NULL; return(-1); } /* Start playback */ if ( SndPlayDoubleBuffer(channel, (SndDoubleBufferHeaderPtr)&audio_dbh) != noErr ) { SDL_SetError("Unable to play double buffered audio"); return(-1); } return 1; } #endif /* TARGET_API_MAC_CARBON || USE_RYANS_SOUNDCODE */