Ejemplo n.º 1
0
/*
==================
S_ClearSoundBuffer

If we are about to perform file access, clear the buffer
so sound doesn't stutter.
==================
*/
void S_ClearSoundBuffer( void ) {
	int		clear;
		
	if (!s_soundStarted)
		return;

	// stop looping sounds
	Com_Memset(loopSounds, 0, MAX_GENTITIES*sizeof(loopSound_t));
	Com_Memset(loop_channels, 0, MAX_CHANNELS*sizeof(channel_t));
	numLoopChannels = 0;

	S_ChannelSetup();

	s_rawend = 0;

	if (dma.samplebits == 8)
		clear = 0x80;
	else
		clear = 0;

	SNDDMA_BeginPainting ();
	if (dma.buffer)
    // TTimo: due to a particular bug workaround in linux sound code,
    //   have to optionally use a custom C implementation of Com_Memset
    //   not affecting win32, we have #define Snd_Memset Com_Memset
    // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=371
		Snd_Memset(dma.buffer, clear, dma.samples * dma.samplebits/8);
	SNDDMA_Submit ();
}
Ejemplo n.º 2
0
/*
==================
S_ClearBuffer
==================
*/
static void S_ClearBuffer (void)
{
	int		clear;
		
	if (!sound_started)
		return;

#ifdef USE_OPENAL
	if (alSound)
		return;
#endif

	s_rawend = 0;

	if (dma.samplebits == 8)
		clear = 0x80;
	else
		clear = 0;

	SNDDMA_BeginPainting ();

	if (dma.buffer)
		Snd_Memset(dma.buffer, clear, dma.samples * dma.samplebits/8);

	SNDDMA_Submit ();
}
Ejemplo n.º 3
0
void S_DMAClearBuffer( void ) {
	int		clear;
		
	if (!dmaInit)
		return;

	/* Clear the active channels and loops */
	Com_Memset( dmaLoops, 0, sizeof( dmaLoops ));
	Com_Memset( dmaChannels, 0, sizeof( dmaChannels ));
	Com_Memset( &dmaEffect, 0, sizeof( &dmaEffect ));

	if (dma.samplebits == 8)
		clear = 0x80;
	else
		clear = 0;

	/* Fill the dma buffer */
	SNDDMA_BeginPainting ();
	if (dma.buffer)
		Snd_Memset(dma.buffer, clear, dma.samples * dma.samplebits/8);
	SNDDMA_Submit ();
}