Mercurial > sdl-ios-xcode
view src/audio/baudio/SDL_beaudio.cc @ 1901:f1828a500391
Removed libc dependency on Windows again, to fix building with Visual C++ 2005 Express Edition.
Fixed performance problem with testsprite2 on the D3D driver.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 13 Jul 2006 08:13:02 +0000 |
parents | c121d94672cb |
children | 46319c67b3d7 |
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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 */ #include "SDL_config.h" /* Allow access to the audio stream on BeOS */ #include <SoundPlayer.h> #include "../../main/beos/SDL_BeApp.h" extern "C" { #include "SDL_audio.h" #include "../SDL_audio_c.h" #include "../SDL_sysaudio.h" #include "../../thread/beos/SDL_systhread_c.h" #include "SDL_beaudio.h" /* Audio driver functions */ static int BE_OpenAudio(_THIS, SDL_AudioSpec * spec); static void BE_WaitAudio(_THIS); static void BE_PlayAudio(_THIS); static Uint8 *BE_GetAudioBuf(_THIS); static void BE_CloseAudio(_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 *device; /* Initialize all variables that we clean on shutdown */ device = (SDL_AudioDevice *) SDL_malloc(sizeof(SDL_AudioDevice)); if (device) { SDL_memset(device, 0, (sizeof *device)); device->hidden = (struct SDL_PrivateAudioData *) SDL_malloc((sizeof *device->hidden)); } if ((device == NULL) || (device->hidden == NULL)) { SDL_OutOfMemory(); if (device) { SDL_free(device); } return (0); } SDL_memset(device->hidden, 0, (sizeof *device->hidden)); /* Set the function pointers */ device->OpenAudio = BE_OpenAudio; device->WaitAudio = BE_WaitAudio; device->PlayAudio = BE_PlayAudio; device->GetAudioBuf = BE_GetAudioBuf; device->CloseAudio = BE_CloseAudio; device->free = Audio_DeleteDevice; return device; } AudioBootStrap BAUDIO_bootstrap = { "baudio", "BeOS BSoundPlayer", Audio_Available, Audio_CreateDevice }; /* The BeOS callback for handling the audio buffer */ static void FillSound(void *device, void *stream, size_t len, const media_raw_audio_format & format) { SDL_AudioDevice *audio = (SDL_AudioDevice *) device; /* Silence the buffer, since it's ours */ SDL_memset(stream, audio->spec.silence, len); /* Only do soemthing if audio is enabled */ if (!audio->enabled) return; if (!audio->paused) { if (audio->convert.needed) { SDL_mutexP(audio->mixer_lock); (*audio->spec.callback) (audio->spec.userdata, (Uint8 *) audio->convert.buf, audio->convert.len); SDL_mutexV(audio->mixer_lock); SDL_ConvertAudio(&audio->convert); SDL_memcpy(stream, audio->convert.buf, audio->convert.len_cvt); } else { SDL_mutexP(audio->mixer_lock); (*audio->spec.callback) (audio->spec.userdata, (Uint8 *) stream, len); SDL_mutexV(audio->mixer_lock); } } return; } /* Dummy functions -- we don't use thread-based audio */ void BE_WaitAudio(_THIS) { return; } void BE_PlayAudio(_THIS) { return; } Uint8 *BE_GetAudioBuf(_THIS) { return (NULL); } void BE_CloseAudio(_THIS) { if (audio_obj) { audio_obj->Stop(); delete audio_obj; audio_obj = NULL; } /* Quit the Be Application, if there's nothing left to do */ SDL_QuitBeApp(); } int BE_OpenAudio(_THIS, SDL_AudioSpec * spec) { media_raw_audio_format format; /* Initialize the Be Application, if it's not already started */ if (SDL_InitBeApp() < 0) { return (-1); } /* Parse the audio format and fill the Be raw audio format */ format.frame_rate = (float) spec->freq; format.channel_count = spec->channels; switch (spec->format & ~0x1000) { case AUDIO_S8: /* Signed 8-bit audio unsupported, convert to U8 */ spec->format = AUDIO_U8; case AUDIO_U8: format.format = media_raw_audio_format::B_AUDIO_UCHAR; format.byte_order = 0; break; case AUDIO_U16: /* Unsigned 16-bit audio unsupported, convert to S16 */ spec->format ^= 0x8000; case AUDIO_S16: format.format = media_raw_audio_format::B_AUDIO_SHORT; if (spec->format & 0x1000) { format.byte_order = 1; /* Big endian */ } else { format.byte_order = 2; /* Little endian */ } break; } format.buffer_size = spec->samples; /* Calculate the final parameters for this audio specification */ SDL_CalculateAudioSpec(spec); /* Subscribe to the audio stream (creates a new thread) */ { sigset_t omask; SDL_MaskSignals(&omask); audio_obj = new BSoundPlayer(&format, "SDL Audio", FillSound, NULL, _this); SDL_UnmaskSignals(&omask); } if (audio_obj->Start() == B_NO_ERROR) { audio_obj->SetHasData(true); } else { SDL_SetError("Unable to start Be audio"); return (-1); } /* We're running! */ return (1); } }; /* Extern C */ /* vi: set ts=4 sw=4 expandtab: */