/*
* src/syssnd.c
*
* Copyright (C) 1998-2002 BigOrno (bigorno@bigorno.net). All rights reserved.
*
* The use and distribution terms for this software are contained in the file
* named README, which can be found in the root of this distribution. By
* using this software in any fashion, you are agreeing to be bound by the
* terms of this license.
*
* You must not remove this notice, or any other, from this software.
*/
#include <SDL.h>
#include <stdlib.h>
#include <memory.h>
#include "system.h"
#include "game.h"
#include "syssnd.h"
#define ADJVOL(S) (((S) *sndVol) / SDL_MIX_MAXVOLUME)
static U8 isAudioActive = FALSE;
static channel_t channel[SYSSND_MIXCHANNELS];
static U8 sndVol = SDL_MIX_MAXVOLUME; /* internal volume */
static U8 sndUVol = SYSSND_MAXVOL; /* user-selected volume */
static U8 sndMute = FALSE; /* mute flag */
static SDL_mutex *sndlock;
/*
* prototypes
*/
static int sdlRWops_open (SDL_RWops *context, char *name);
static int sdlRWops_seek (SDL_RWops *context, int offset, int whence);
static int sdlRWops_read (SDL_RWops *context, void *ptr, int size, int maxnum);
static int sdlRWops_write (SDL_RWops *context, const void *ptr, int size, int num);
static int sdlRWops_close (SDL_RWops *context);
static void end_channel (U8);
/*
* Callback -- this is also where all sound mixing is done
*
* Note: it may not be that much a good idea to do all the mixing here ; it
* may be more efficient to mix samples every frame, or maybe everytime a
* new sound is sent to be played. I don't know.
*/
void syssnd_callback (void *userdata, U8 *stream, int len)
{
U8 c;
S16 s;
U32 i;
SDL_mutexP(sndlock);
for (i = 0; i < (U32)len; i++)
{
s = 0;
for (c = 0; c < SYSSND_MIXCHANNELS; c++)
{
if (channel[c].loop != 0)
{
/* channel is active */
if (channel[c].len > 0)
{
/* not ending */
s += ADJVOL (*channel[c].buf - 0x80);
channel[c].buf++;
channel[c].len--;
}
else
{
/* ending */
if (channel[c].loop > 0)
channel[c].loop--;
if (channel[c].loop)
{
/* just loop */
channel[c].buf = channel[c].snd->buf;
channel[c].len = channel[c].snd->len;
s += ADJVOL (*channel[c].buf - 0x80);
channel[c].buf++;
channel[c].len--;
}
else
end_channel(c); /* end for real */
}
}
}
if (sndMute)
stream[i] = 0x80;
else
{
s += 0x80;
if (s > 0xff) s = 0xff;
if (s < 0x00) s = 0x00;
stream[i] = (U8) s;
}
}
SDL_mutexV (sndlock);
}
static void end_channel (U8 c)
{
channel[c].loop = 0;
if (channel[c].snd->dispose)
syssnd_free (channel[c].snd);
channel[c].snd = NULL;
}
void syssnd_init (void)
{
SDL_AudioSpec desired, obtained;
U16 c;
if (SDL_InitSubSystem (SDL_INIT_AUDIO) < 0)
return;
desired.freq = SYSSND_FREQ;
desired.format = AUDIO_U8;
desired.channels = SYSSND_CHANNELS;
desired.samples = SYSSND_MIXSAMPLES;
desired.callback = syssnd_callback;
desired.userdata = NULL;
if (SDL_OpenAudio (&desired, &obtained) < 0)
return;
sndlock = SDL_CreateMutex ();
if (sndlock == NULL)
{
SDL_CloseAudio ();
return;
}
if (sysarg_args_vol != 0)
{
sndUVol = sysarg_args_vol;
sndVol = SDL_MIX_MAXVOLUME * sndUVol / SYSSND_MAXVOL;
}
for (c = 0; c < SYSSND_MIXCHANNELS; c++)
channel[c].loop = 0; /* deactivate */
isAudioActive = TRUE;
SDL_PauseAudio (0);
}
/*
* Shutdown
*/
void syssnd_shutdown (void)
{
if (!isAudioActive)
return;
SDL_CloseAudio ();
SDL_DestroyMutex (sndlock);
isAudioActive = FALSE;
}
/*
* Toggle mute
*
* When muted, sounds are still managed but not sent to the dsp, hence
* it is possible to un-mute at any time.
*/
void syssnd_toggleMute (void)
{
SDL_mutexP (sndlock);
sndMute = !sndMute;
SDL_mutexV (sndlock);
}
void syssnd_vol (S8 d)
{
if ((d < 0 && sndUVol > 0) || (d > 0 && sndUVol < SYSSND_MAXVOL))
{
sndUVol += d;
SDL_mutexP (sndlock);
sndVol = SDL_MIX_MAXVOLUME * sndUVol / SYSSND_MAXVOL;
SDL_mutexV (sndlock);
}
}
/*
* Play a sound
*
* loop: number of times the sound should be played, -1 to loop forever
* returns: channel number, or -1 if none was available
*
* NOTE if sound is already playing, simply reset it (i.e. can not have
* twice the same sound playing -- tends to become noisy when too many
* bad guys die at the same time).
*/
S8 syssnd_play (sound_t *sound, S8 loop)
{
S8 c;
if (!isAudioActive)
return -1;
if (sound == NULL)
return -1;
c = 0;
SDL_mutexP (sndlock);
while ((channel[c].snd != sound || channel[c].loop == 0) && channel[c].loop != 0 && c < SYSSND_MIXCHANNELS)
c++;
if (c == SYSSND_MIXCHANNELS)
c = -1;
if (c >= 0)
{
channel[c].loop = loop;
channel[c].snd = sound;
channel[c].buf = sound->buf;
channel[c].len = sound->len;
}
SDL_mutexV (sndlock);
return c;
}
/*
* Pause
*
* pause: TRUE or FALSE
* clear: TRUE to cleanup all sounds and make sure we start from scratch
*/
void syssnd_pause (U8 pause, U8 clear)
{
U8 c;
if (!isAudioActive)
return;
if (clear == TRUE)
{
SDL_mutexP (sndlock);
for (c = 0; c < SYSSND_MIXCHANNELS; c++)
channel[c].loop = 0;
SDL_mutexV (sndlock);
}
if (pause == TRUE)
SDL_PauseAudio (1);
else
SDL_PauseAudio (0);
}
/*
* Stop a channel
*/
void syssnd_stopchan (S8 chan)
{
if (chan < 0 || chan > SYSSND_MIXCHANNELS)
return;
SDL_mutexP (sndlock);
if (channel[chan].snd)
end_channel (chan);
SDL_mutexV (sndlock);
}
/*
* Stop a sound
*/
void syssnd_stopsound (sound_t *sound)
{
U8 i;
if (!sound)
return;
SDL_mutexP (sndlock);
for (i = 0; i < SYSSND_MIXCHANNELS; i++)
if (channel[i].snd == sound)
end_channel (i);
SDL_mutexV (sndlock);
}
/*
* See if a sound is playing
*/
int syssnd_isplaying (sound_t *sound)
{
U8 i, playing;
playing = 0;
SDL_mutexP (sndlock);
for (i = 0; i < SYSSND_MIXCHANNELS; i++)
if (channel[i].snd == sound)
playing = 1;
SDL_mutexV (sndlock);
return playing;
}
/*
* Stops all channels.
*/
void syssnd_stopall (void)
{
U8 i;
SDL_mutexP (sndlock);
for (i = 0; i < SYSSND_MIXCHANNELS; i++)
if (channel[i].snd)
end_channel (i);
SDL_mutexV (sndlock);
}
/*
* Load a sound.
*/
sound_t *syssnd_load (char *name)
{
char *soundfile_fullpathname;
sound_t *s;
SDL_RWops *context;
SDL_AudioSpec audiospec;
/* alloc space for sound file's full pathname and build it */
soundfile_fullpathname
= (char *) malloc (1024);
sprintf_s (soundfile_fullpathname, 1024, "%s/%s", sys_getbasepath (), name);
/* alloc context */
context
= malloc (sizeof (SDL_RWops
));
context->seek = sdlRWops_seek;
context->read = sdlRWops_read;
context->write = sdlRWops_write;
context->close = sdlRWops_close;
/* open */
if (sdlRWops_open (context, soundfile_fullpathname) == -1)
{
free (soundfile_fullpathname
);
return NULL;
}
free (soundfile_fullpathname
);
/* alloc sound */
s
= malloc (sizeof (sound_t
));
/* read */
/* second param == 1 -> close source once read */
if (!SDL_LoadWAV_RW (context, 1, &audiospec, &(s->buf), &(s->len)))
{
return NULL;
}
s->dispose = FALSE;
return s;
}
/*
*
*/
void syssnd_free (sound_t *s)
{
if (!s)
return;
if (s->buf)
SDL_FreeWAV (s->buf);
s->buf = NULL;
s->len = 0;
}
/*
*
*/
static int sdlRWops_open (SDL_RWops *context, char *name)
{
FILE *fp;
fopen_s (&fp, name, "rb");
if (!fp)
return -1;
context->hidden.unknown.data1 = (void *) fp;
return 0;
}
static int sdlRWops_seek (SDL_RWops *context, int offset, int whence)
{
return (fseek ((FILE
*) context
->hidden.
unknown.
data1, offset
, whence
));
}
static int sdlRWops_read (SDL_RWops *context, void *ptr, int size, int maxnum)
{
return (fread (ptr
, size
, maxnum
, (FILE
*) context
->hidden.
unknown.
data1));
}
static int sdlRWops_write (SDL_RWops *context, const void *ptr, int size, int num)
{
return -1; /* not implemented */
}
static int sdlRWops_close (SDL_RWops *context)
{
if (context)
{
fclose ((FILE
*) context
->hidden.
unknown.
data1);
}
return 0;
}