コード例 #1
0
ファイル: snd_dma.cpp プロジェクト: RkShaRkz/Quake2
void S_Update_()
{
	guard(S_Update_);

	if (!sound_started) return;

	SNDDMA_BeginPainting();

	if (!dma.buffer) return;

	// Updates DMA time
	GetSoundtime();

	// check to make sure that we haven't overshot
	if (paintedtime < soundtime)
	{
		Com_DPrintf("S_Update_ : overflow\n");
		paintedtime = soundtime;
	}

	// mix ahead of current position
	unsigned endtime = soundtime + appRound(s_mixahead->value * dma.speed);

	// mix to an even submission block size
	endtime = Align(endtime, dma.submission_chunk);
	int samps = dma.samples >> (dma.channels-1);
	if (endtime - soundtime > samps)
		endtime = soundtime + samps;

	S_PaintChannels(endtime);

	SNDDMA_Submit();
	unguard;
}
コード例 #2
0
ファイル: snd_dma.c プロジェクト: CatalystG/tyrquake
static void
S_Update_(void)
{
    unsigned endtime;
    int samps;

    if (!sound_started || (snd_blocked > 0))
	return;

    /* Updates DMA time */
    GetSoundtime();

    /* check to make sure that we haven't overshot */
    if (paintedtime < soundtime) {
	/* FIXME - handle init & wrap properly and report actual overflow */
	//Con_DPrintf("%s: overflow\n", __func__);
	paintedtime = soundtime;
    }
    /* mix ahead of current position */
    endtime = soundtime + _snd_mixahead.value * shm->speed;
    samps = shm->samples >> (shm->channels - 1);
    if (endtime - soundtime > samps)
	endtime = soundtime + samps;

    S_PaintChannels(endtime);
    SNDDMA_Submit();
}
コード例 #3
0
ファイル: snd_dma.c プロジェクト: sago007/openarena_engine
void S_Update_(void) {
	unsigned        endtime;
	int				samps;
	static			float	lastTime = 0.0f;
	float			ma, op;
	float			thisTime, sane;
	static			int ot = -1;

	if ( !s_soundStarted || s_soundMuted ) {
		return;
	}

	thisTime = Com_Milliseconds();

	// Updates s_soundtime
	S_GetSoundtime();

	if (s_soundtime == ot) {
		return;
	}
	ot = s_soundtime;

	// clear any sound effects that end before the current time,
	// and start any new sounds
	S_ScanChannelStarts();

	sane = thisTime - lastTime;
	if (sane<11) {
		sane = 11;			// 85hz
	}

	ma = s_mixahead->value * dma.speed;
	op = s_mixPreStep->value + sane*dma.speed*0.01;

	if (op < ma) {
		ma = op;
	}

	// mix ahead of current position
	endtime = s_soundtime + ma;

	// mix to an even submission block size
	endtime = (endtime + dma.submission_chunk-1)
		& ~(dma.submission_chunk-1);

	// never mix more than the complete buffer
	samps = dma.samples >> (dma.channels-1);
	if (endtime - s_soundtime > samps)
		endtime = s_soundtime + samps;



	SNDDMA_BeginPainting ();

	S_PaintChannels (endtime);

	SNDDMA_Submit ();

	lastTime = thisTime;
}
コード例 #4
0
ファイル: snd_dma.c プロジェクト: Darktori/vkQuake
static void S_Update_ (void)
{
	unsigned int	endtime;
	int		samps;

	if (!sound_started || (snd_blocked > 0))
		return;

	SNDDMA_LockBuffer ();
	if (! shm->buffer)
		return;

// Updates DMA time
	GetSoundtime();

// check to make sure that we haven't overshot
	if (paintedtime < soundtime)
	{
	//	Con_Printf ("S_Update_ : overflow\n");
		paintedtime = soundtime;
	}

// mix ahead of current position
	endtime = soundtime + (unsigned int)(_snd_mixahead.value * shm->speed);
	samps = shm->samples >> (shm->channels - 1);
	endtime = q_min(endtime, (unsigned int)(soundtime + samps));

	S_PaintChannels (endtime);

	SNDDMA_Submit ();
}
コード例 #5
0
ファイル: snd_sdl.c プロジェクト: luaman/qforge-newtree
static void
paint_audio (void *unused, Uint8 * stream, int len)
{
    int streamsamples;
    int sampleposbytes;
    int samplesbytes;

    if (shm) {
        streamsamples = len / (shm->samplebits / 8);
        sampleposbytes = shm->samplepos * (shm->samplebits / 8);
        samplesbytes = shm->samples * (shm->samplebits / 8);

        shm->samplepos += streamsamples;
        while (shm->samplepos >= shm->samples)
            shm->samplepos -= shm->samples;
        S_PaintChannels (soundtime + streamsamples);

        if (shm->samplepos + streamsamples <= shm->samples)
            memcpy (stream, shm->buffer + sampleposbytes, len);
        else {
            memcpy (stream, shm->buffer + sampleposbytes, samplesbytes - sampleposbytes);
            memcpy (stream + samplesbytes - sampleposbytes, shm->buffer, len - (samplesbytes - sampleposbytes));
        }
        soundtime += streamsamples;
    }
}
コード例 #6
0
ファイル: snd_dma.c プロジェクト: AidHamza/eviltoys
static void
S_Update_(void)
{
    unsigned endtime;
    int samps;

    if (!sound_started || (snd_blocked > 0))
        return;

    /* Updates DMA time */
    GetSoundtime();

    /* check to make sure that we haven't overshot */
    if (paintedtime < soundtime) {
        /* Con_Printf ("S_Update_ : overflow\n"); */
        paintedtime = soundtime;
    }
    /* mix ahead of current position */
    endtime = soundtime + _snd_mixahead.value * shm->speed;
    samps = shm->samples >> (shm->channels - 1);
    if (endtime - soundtime > samps)
        endtime = soundtime + samps;

    S_PaintChannels(endtime);
    SNDDMA_Submit();
}
コード例 #7
0
ファイル: snd_dma.c プロジェクト: carriercomm/flQuake
void S_Update_(void)
{
    unsigned        endtime;
    int				samps;

    if (!sound_started || (snd_blocked > 0)) {
        return;
    }

// Updates DMA time
    GetSoundtime();

// check to make sure that we haven't overshot
    if (paintedtime < soundtime) {
        //Con_Printf ("S_Update_ : overflow\n");
        paintedtime = soundtime;
    }


// mix ahead of current position
    endtime = soundtime + _snd_mixahead.value
#ifdef FLASH
              / 2.0f //For Flash we need to halve the mixahead amount, probably because we doubled the sampling rate.
#endif
              * shm->speed;
    samps = shm->samples >> (shm->channels-1);
    if (endtime - soundtime > samps) {
        endtime = soundtime + samps;
    }

#ifndef _arch_dreamcast // BlackAura
#ifdef _WIN32
// if the buffer was lost or stopped, restore it and/or restart it
    {
        DWORD	dwStatus;

        if (pDSBuf) {
            if (pDSBuf->lpVtbl->GetStatus(pDSBuf, &dwStatus) != DD_OK) {
                Con_Printf("Couldn't get sound buffer status\n");
            }

            if (dwStatus & DSBSTATUS_BUFFERLOST) {
                pDSBuf->lpVtbl->Restore(pDSBuf);
            }

            if (!(dwStatus & DSBSTATUS_PLAYING)) {
                pDSBuf->lpVtbl->Play(pDSBuf, 0, 0, DSBPLAY_LOOPING);
            }
        }
    }
#endif
#endif // BlackAura

    S_PaintChannels(endtime);

#ifndef FLASH
    SNDDMA_Submit();
#endif
}
コード例 #8
0
ファイル: snd_sdl.c プロジェクト: eriytt/commandergenius
static void paint_audio(void *unused, Uint8 *stream, int len)
{
	if ( shm ) {
		shm->buffer = stream;
		shm->samplepos += len/(shm->samplebits/8)/2;
		// Check for samplepos overflow?
		S_PaintChannels (shm->samplepos);
	}
}
コード例 #9
0
int paint_audio (void *unused, void * stream, int len)
{
	if (!snd_inited) return 0;
	if (shm) {
		shm->buffer = stream;
		shm->samplepos += len / (shm->samplebits / 4);
		// Check for samplepos overflow?
		S_PaintChannels (shm->samplepos);
		return len;
	}
	return 0;
}
コード例 #10
0
ファイル: snd_dma.c プロジェクト: davemichael/NaCl-Quake
void S_Update_(void)
{
#ifndef SDL

	unsigned        endtime;
	int				samps;
	
	if (!sound_started || (snd_blocked > 0))
		return;

// Updates DMA time
	GetSoundtime();

// check to make sure that we haven't overshot
	if (paintedtime < soundtime)
	{
		//Con_Printf ("S_Update_ : overflow\n");
		paintedtime = soundtime;
	}

// mix ahead of current position
	endtime = soundtime + _snd_mixahead.value * shm->speed;
	samps = shm->samples >> (shm->channels-1);
	if (endtime - soundtime > samps)
		endtime = soundtime + samps;

#ifdef _WIN32
// if the buffer was lost or stopped, restore it and/or restart it
	{
		DWORD	dwStatus;

		if (pDSBuf)
		{
			if (pDSBuf->lpVtbl->GetStatus (pDSBuf, &dwStatus) != DD_OK)
				Con_Printf ("Couldn't get sound buffer status\n");
			
			if (dwStatus & DSBSTATUS_BUFFERLOST)
				pDSBuf->lpVtbl->Restore (pDSBuf);
			
			if (!(dwStatus & DSBSTATUS_PLAYING))
				pDSBuf->lpVtbl->Play(pDSBuf, 0, 0, DSBPLAY_LOOPING);
		}
	}
#endif

	S_PaintChannels (endtime);

	SNDDMA_Submit ();
#endif /* ! SDL */
}
コード例 #11
0
ファイル: snd_dma.c プロジェクト: jogi1/camquake
static void S_Update_ (void)
{
	unsigned int endtime;
#ifdef _WIN32
	DWORD dwStatus;
#endif

	if (!shm || (snd_blocked > 0))
		return;

	// Updates DMA time
	GetSoundtime();

	// check to make sure that we haven't overshot
	if (paintedtime < soundtime) {
		//Com_Printf ("S_Update_ : overflow\n");
		paintedtime = soundtime;
	}

	// mix ahead of current position
	endtime = soundtime + (unsigned int) (s_mixahead.value * shm->format.speed);
	endtime = min(endtime, (unsigned int)(soundtime + shm->sampleframes));

#ifdef _WIN32
	// if the buffer was lost or stopped, restore it and/or restart it
	if (pDSBuf) {
		if (pDSBuf->lpVtbl->GetStatus (pDSBuf, &dwStatus) != DS_OK)
			Com_Printf ("Couldn't get sound buffer status\n");

		if (dwStatus & DSBSTATUS_BUFFERLOST)
			pDSBuf->lpVtbl->Restore (pDSBuf);

		if (!(dwStatus & DSBSTATUS_PLAYING))
			pDSBuf->lpVtbl->Play(pDSBuf, 0, 0, DSBPLAY_LOOPING);
	}

#endif

	S_PaintChannels (endtime);

	SNDDMA_Submit ();
}
コード例 #12
0
void S_Update_(void)
{
	unsigned        endtime;
	int				samps;

	if (!sound_started)
		return;

	SNDDMA_BeginPainting ();

	if (!dma.buffer)
		return;

// Updates DMA time
	GetSoundtime();

// check to make sure that we haven't overshot
	if (paintedtime < soundtime)
	{
		Com_DPrintf ("S_Update_ : overflow\n");
		paintedtime = soundtime;
	}

// mix ahead of current position
	endtime = soundtime + s_mixahead->value * dma.speed;
//endtime = (soundtime + 4096) & ~4095;

	// mix to an even submission block size
	endtime = (endtime + dma.submission_chunk-1)
		& ~(dma.submission_chunk-1);
	samps = dma.samples >> (dma.channels-1);
	if (endtime - soundtime > samps)
		endtime = soundtime + samps;

	S_PaintChannels (endtime);

	SNDDMA_Submit ();
}
コード例 #13
0
ファイル: snd_dma.c プロジェクト: fretn/etlegacy
void S_Update_(void)
{
	unsigned     endtime;
	int          samps;
	static float lastTime = 0.0f;
	float        ma, op;
	float        thisTime, sane;
	static int   ot = -1;

	if (!s_soundStarted || s_soundMuted)
	{
		return;
	}

	thisTime = Sys_Milliseconds();

	// Updates s_soundtime
	S_GetSoundtime();

	if (s_soundtime == ot)
	{
		return;
	}
	ot = s_soundtime;

	// clear any sound effects that end before the current time,
	// and start any new sounds
	S_ScanChannelStarts();

	sane = thisTime - lastTime;
	if (sane < 11)
	{
		sane = 11;          // 85hz
	}

	ma = s_mixahead->value * dma.speed;
	op = s_mixPreStep->value + sane * dma.speed * 0.01;

	if (op < ma)
	{
		ma = op;
	}

	// mix ahead of current position
	endtime = s_soundtime + ma;

	// mix to an even submission block size
	endtime = (endtime + dma.submission_chunk - 1)
	          & ~(dma.submission_chunk - 1);

	// never mix more than the complete buffer
	samps = dma.samples >> (dma.channels - 1);
	if (endtime - s_soundtime > samps)
	{
		endtime = s_soundtime + samps;
	}

	// global volume fading

	// endtime or s_paintedtime or s_soundtime...
	if (s_soundtime < s_volTime2)     // still has fading to do
	{
		if (s_soundtime > s_volTime1)     // has started fading
		{
			s_volFadeFrac = ((float)(s_soundtime - s_volTime1) / (float)(s_volTime2 - s_volTime1));
			s_volCurrent  = ((1.0f - s_volFadeFrac) * s_volStart + s_volFadeFrac * s_volTarget);
		}
		else
		{
			s_volCurrent = s_volStart;
		}
	}
	else
	{
		s_volCurrent = s_volTarget;
		if (s_stopSounds)
		{
			// stop playing any sounds if they are all faded out
			S_StopAllSounds();
			s_stopSounds = qfalse;
		}
	}

	SNDDMA_BeginPainting();

	S_PaintChannels(endtime);

	SNDDMA_Submit();

	lastTime = thisTime;
}
コード例 #14
0
ファイル: snd_sdl.c プロジェクト: bstreiff/quake2
void SNDDMA_Callback(void* userdata, Uint8* data, int length)
{
	dma.buffer = data;
	dma.samplepos += length / (dma.samplebits / 4);
	S_PaintChannels(dma.samplepos);
}