Ejemplo n.º 1
0
static boolean ExpandSoundData_SRC(sfxinfo_t *sfxinfo,
                                   byte *data,
                                   int samplerate,
                                   int length)
{
    SRC_DATA src_data;
    uint32_t i, abuf_index=0, clipped=0;
    uint32_t alen;
    int retn;
    int16_t *expanded;
    Mix_Chunk *chunk;

    src_data.input_frames = length;
    src_data.data_in = malloc(length * sizeof(float));
    src_data.src_ratio = (double)mixer_freq / samplerate;

    // We include some extra space here in case of rounding-up.
    src_data.output_frames = src_data.src_ratio * length + (mixer_freq / 4);
    src_data.data_out = malloc(src_data.output_frames * sizeof(float));

    assert(src_data.data_in != NULL && src_data.data_out != NULL);

    // Convert input data to floats

    for (i=0; i<length; ++i)
    {
        // Unclear whether 128 should be interpreted as "zero" or whether a
        // symmetrical range should be assumed.  The following assumes a
        // symmetrical range.
        src_data.data_in[i] = data[i] / 127.5 - 1;
    }

    // Do the sound conversion

    retn = src_simple(&src_data, SRC_ConversionMode(), 1);
    assert(retn == 0);

    // Allocate the new chunk.

    alen = src_data.output_frames_gen * 4;

    chunk = AllocateSound(sfxinfo, src_data.output_frames_gen * 4);

    if (chunk == NULL)
    {
        return false;
    }

    expanded = (int16_t *) chunk->abuf;

    // Convert the result back into 16-bit integers.

    for (i=0; i<src_data.output_frames_gen; ++i)
    {
        // libsamplerate does not limit itself to the -1.0 .. 1.0 range on
        // output, so a multiplier less than INT16_MAX (32767) is required
        // to avoid overflows or clipping.  However, the smaller the
        // multiplier, the quieter the sound effects get, and the more you
        // have to turn down the music to keep it in balance.

        // 22265 is the largest multiplier that can be used to resample all
        // of the Vanilla DOOM sound effects to 48 kHz without clipping
        // using SRC_SINC_BEST_QUALITY.  It is close enough (only slightly
        // too conservative) for SRC_SINC_MEDIUM_QUALITY and
        // SRC_SINC_FASTEST.  PWADs with interestingly different sound
        // effects or target rates other than 48 kHz might still result in
        // clipping--I don't know if there's a limit to it.

        // As the number of clipped samples increases, the signal is
        // gradually overtaken by noise, with the loudest parts going first.
        // However, a moderate amount of clipping is often tolerated in the
        // quest for the loudest possible sound overall.  The results of
        // using INT16_MAX as the multiplier are not all that bad, but
        // artifacts are noticeable during the loudest parts.

        float cvtval_f =
            src_data.data_out[i] * libsamplerate_scale * INT16_MAX;
        int32_t cvtval_i = cvtval_f + (cvtval_f < 0 ? -0.5 : 0.5);

        // Asymmetrical sound worries me, so we won't use -32768.
        if (cvtval_i < -INT16_MAX)
        {
            cvtval_i = -INT16_MAX;
            ++clipped;
        }
        else if (cvtval_i > INT16_MAX)
        {
            cvtval_i = INT16_MAX;
            ++clipped;
        }

        // Left and right channels

        expanded[abuf_index++] = cvtval_i;
        expanded[abuf_index++] = cvtval_i;
    }

    free(src_data.data_in);
    free(src_data.data_out);

    if (clipped > 0)
    {
        fprintf(stderr, "Sound '%s': clipped %u samples (%0.2f %%)\n", 
                        sfxinfo->name, clipped,
                        400.0 * clipped / chunk->alen);
    }

    return true;
}
Ejemplo n.º 2
0
static boolean I_SDL_InitSound(boolean _use_sfx_prefix)
{
    int i;

    use_sfx_prefix = _use_sfx_prefix;

    // No sounds yet

    for (i=0; i<NUM_CHANNELS; ++i)
    {
        channels_playing[i] = NULL;
    }

    if (SDL_Init(SDL_INIT_AUDIO) < 0)
    {
        fprintf(stderr, "Unable to set up sound.\n");
        return false;
    }

    if (Mix_OpenAudio(snd_samplerate, AUDIO_S16SYS, 2, GetSliceSize()) < 0)
    {
        fprintf(stderr, "Error initialising SDL_mixer: %s\n", Mix_GetError());
        return false;
    }

    ExpandSoundData = ExpandSoundData_SDL;

    Mix_QuerySpec(&mixer_freq, &mixer_format, &mixer_channels);

#ifdef HAVE_LIBSAMPLERATE
    if (use_libsamplerate != 0)
    {
        if (SRC_ConversionMode() < 0)
        {
            I_Error("I_SDL_InitSound: Invalid value for use_libsamplerate: %i",
                    use_libsamplerate);
        }

        ExpandSoundData = ExpandSoundData_SRC;
    }
#else
    if (use_libsamplerate != 0)
    {
        fprintf(stderr, "I_SDL_InitSound: use_libsamplerate=%i, but "
                        "libsamplerate support not compiled in.\n",
                        use_libsamplerate);
    }
#endif

    // SDL_mixer version 1.2.8 and earlier has a bug in the Mix_SetPanning
    // function that can cause the game to lock up.  If we're using an old
    // version, we need to apply a workaround.  But the workaround has its
    // own drawbacks ...

    {
        const SDL_version *mixer_version;
        int v;

        mixer_version = Mix_Linked_Version();
        v = SDL_VERSIONNUM(mixer_version->major,
                           mixer_version->minor,
                           mixer_version->patch);

        if (v <= SDL_VERSIONNUM(1, 2, 8))
        {
            setpanning_workaround = true;
            fprintf(stderr, "\n"
              "ATTENTION: You are using an old version of SDL_mixer!\n"
              "           This version has a bug that may cause "
                          "your sound to stutter.\n"
              "           Please upgrade to a newer version!\n"
              "\n");
        }
    }

    Mix_AllocateChannels(NUM_CHANNELS);

    SDL_PauseAudio(0);

    sound_initialized = true;

    return true;
}
Ejemplo n.º 3
0
static boolean I_SDL_InitSound(boolean _use_sfx_prefix)
{
    int i;

    // SDL 2.0.6 has a bug that makes it unusable.
    if (SDL_COMPILEDVERSION == SDL_VERSIONNUM(2, 0, 6))
    {
        I_Error(
            "I_SDL_InitSound: "
            "You are trying to launch with SDL 2.0.6 which has a known bug "
            "that makes the game crash. Please either downgrade to "
            "SDL 2.0.5 or upgrade to 2.0.7. See the following bug for some "
            "additional context:\n"
            "<https://github.com/chocolate-doom/chocolate-doom/issues/945>");
    }

    use_sfx_prefix = _use_sfx_prefix;

    // No sounds yet
    for (i=0; i<NUM_CHANNELS; ++i)
    {
        channels_playing[i] = NULL;
    }

    if (SDL_Init(SDL_INIT_AUDIO) < 0)
    {
        fprintf(stderr, "Unable to set up sound.\n");
        return false;
    }

    if (Mix_OpenAudio(snd_samplerate, AUDIO_S16SYS, 2, GetSliceSize()) < 0)
    {
        fprintf(stderr, "Error initialising SDL_mixer: %s\n", Mix_GetError());
        return false;
    }

    ExpandSoundData = ExpandSoundData_SDL;

    Mix_QuerySpec(&mixer_freq, &mixer_format, &mixer_channels);

#ifdef HAVE_LIBSAMPLERATE
    if (use_libsamplerate != 0)
    {
        if (SRC_ConversionMode() < 0)
        {
            I_Error("I_SDL_InitSound: Invalid value for use_libsamplerate: %i",
                    use_libsamplerate);
        }

        ExpandSoundData = ExpandSoundData_SRC;
    }
#else
    if (use_libsamplerate != 0)
    {
        fprintf(stderr, "I_SDL_InitSound: use_libsamplerate=%i, but "
                        "libsamplerate support not compiled in.\n",
                        use_libsamplerate);
    }
#endif

    Mix_AllocateChannels(NUM_CHANNELS);

    SDL_PauseAudio(0);

    sound_initialized = true;

    return true;
}