mirror of
https://github.com/kevinbentley/Descent3.git
synced 2025-01-22 11:28:56 +00:00
9672475f70
There only one problem still persist on playback - slow filling sound buffer from std::deque on MSVC Debug mode due extremely slow performance of STL containers on that mode. On Release and RelWithDebInfo playback is fine.
64 lines
2.0 KiB
C++
64 lines
2.0 KiB
C++
/*
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* Descent 3
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* Copyright (C) 2024 Descent Developers
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <functional>
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#include "lnx_sound.h"
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namespace D3 {
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void MovieSoundDevice::SDLAudioCallback(void *userdata, unsigned char *stream, int len) {
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auto device = static_cast<MovieSoundDevice *>(userdata);
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for (int i = 0; i < len; i += 2) {
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int16_t sample = device->m_sound_buffer->front();
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device->m_sound_buffer->pop_front();
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memcpy(&stream[i], &sample, 2);
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}
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}
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MovieSoundDevice::MovieSoundDevice(int sample_rate, uint16_t sample_size, uint8_t channels, uint32_t buf_size,
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bool is_compressed) {
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SDL_AudioFormat format = (sample_size == 2) ? AUDIO_S16LSB : AUDIO_U8;
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SDL_AudioSpec spec;
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spec.freq = sample_rate;
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spec.format = format;
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spec.channels = channels;
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spec.size = 4096;
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spec.callback = &MovieSoundDevice::SDLAudioCallback;
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spec.userdata = this;
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m_device_id = SDL_OpenAudioDevice(nullptr, 0, &spec, nullptr, 0);
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m_is_compressed = is_compressed;
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};
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MovieSoundDevice::~MovieSoundDevice() {
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if (m_device_id > 0) {
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SDL_CloseAudioDevice(m_device_id);
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}
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m_sound_buffer.reset();
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}
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void MovieSoundDevice::Play() { SDL_PauseAudioDevice(m_device_id, 0); }
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void MovieSoundDevice::Stop() { SDL_PauseAudioDevice(m_device_id, 1); }
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void MovieSoundDevice::Lock() { SDL_LockAudioDevice(m_device_id); };
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void MovieSoundDevice::Unlock() { SDL_UnlockAudioDevice(m_device_id); };
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} // namespace D3
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