libretro-tyrquake/include/sound.h
Tyrann 33b5b4fcbe [PATCH] Abstract DMA sound buffer locking
Add SNDDMA_LockBuffer() and SNDDMA_UnlockBuffer() functions to the generic
sound interface, to allow drivers to implement appropriate locking on their
DMA buffers if required. Move the #ifdef'd Windows specific code to do this
from the shared snd_mix.c and snd_dma.c files to the windows sound driver.

Thanks to O.Sezer <sezero@users.sourceforge.net> for the idea and for
providing the orginal patch which was the basis for this one.

Signed-off-by: Tyrann <tyrann@disenchant.net>
2007-12-30 22:43:00 +10:30

168 lines
4.4 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef SOUND_H
#define SOUND_H
#include "cvar.h"
#include "mathlib.h"
#include "qtypes.h"
#include "zone.h"
#ifdef NQ_HACK
#include "quakedef.h"
#endif
#ifdef QW_HACK
#include "bothdefs.h"
#endif
// sound.h -- client sound i/o functions
// FIXME - QW defines these in protocol.h, which is better?
#ifdef NQ_HACK
#define DEFAULT_SOUND_PACKET_VOLUME 255
#define DEFAULT_SOUND_PACKET_ATTENUATION 1.0
#endif
// !!! if this is changed, it much be changed in asm_i386.h too !!!
typedef struct {
int left;
int right;
} portable_samplepair_t;
typedef struct sfx_s {
char name[MAX_QPATH];
cache_user_t cache;
} sfx_t;
// !!! if this is changed, it much be changed in asm_i386.h too !!!
typedef struct {
int length;
int loopstart;
int speed;
int width;
int stereo;
byte data[0]; // variable sized
} sfxcache_t;
typedef struct {
int channels;
int samples; // mono samples in buffer
int submission_chunk; // don't mix less than this #
int samplepos; // in mono samples
int samplebits;
int speed;
unsigned char *buffer;
} dma_t;
// !!! if this is changed, it much be changed in asm_i386.h too !!!
typedef struct {
sfx_t *sfx; // sfx number
int leftvol; // 0-255 volume
int rightvol; // 0-255 volume
int end; // end time in global paintsamples
int pos; // sample position in sfx
int looping; // where to loop, -1 = no looping
int entnum; // to allow overriding a specific sound
int entchannel; //
vec3_t origin; // origin of sound effect
vec_t dist_mult; // distance multiplier (attenuation/clipK)
int master_vol; // 0-255 master volume
} channel_t;
typedef struct {
int rate;
int width;
int channels;
int loopstart;
int samples;
int dataofs; // chunk starts this many bytes from file start
} wavinfo_t;
void S_Init(void);
void S_Startup(void);
void S_Shutdown(void);
void S_StartSound(int entnum, int entchannel, sfx_t *sfx,
vec3_t origin, float fvol, float attenuation);
void S_StaticSound(sfx_t *sfx, vec3_t origin, float vol, float attenuation);
void S_StopSound(int entnum, int entchannel);
void S_StopAllSounds(qboolean clear);
void S_ClearBuffer(void);
void S_Update(vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up);
void S_ExtraUpdate(void);
sfx_t *S_PrecacheSound(char *sample);
void S_TouchSound(char *sample);
void S_BeginPrecaching(void);
void S_EndPrecaching(void);
void S_PaintChannels(int endtime);
void S_InitPaintChannels(void);
// initializes cycling through a DMA buffer and returns information on it
qboolean SNDDMA_Init(void);
// gets the current DMA position
int SNDDMA_GetDMAPos(void);
/* Lock and unlock the DMA sound buffer */
int SNDDMA_LockBuffer(void);
void SNDDMA_UnlockBuffer(void);
// shutdown the DMA xfer.
void SNDDMA_Shutdown(void);
// ====================================================================
// User-setable variables
// ====================================================================
#define MAX_CHANNELS 128
#define MAX_DYNAMIC_CHANNELS 8
extern channel_t channels[MAX_CHANNELS];
// 0 to MAX_DYNAMIC_CHANNELS-1 = normal entity sounds
// MAX_DYNAMIC_CHANNELS to MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS -1 = water, etc
// MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS to total_channels = static sounds
extern int total_channels;
extern int paintedtime;
extern volatile dma_t *shm;
extern volatile dma_t sn;
extern cvar_t loadas8bit;
extern cvar_t bgmvolume;
extern cvar_t volume;
extern int snd_blocked;
void S_LocalSound(char *s);
sfxcache_t *S_LoadSound(sfx_t *s);
wavinfo_t GetWavinfo(char *name, byte *wav, int wavlength);
void SND_InitScaletable(void);
void SNDDMA_Submit(void);
void S_AmbientOff(void);
void S_AmbientOn(void);
#endif /* SOUND_H */