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1 /*
2     SDL - Simple DirectMedia Layer
3     Copyright (C) 1997-2012 Sam Lantinga
4 
5     This library is free software; you can redistribute it and/or
6     modify it under the terms of the GNU Lesser General Public
7     License as published by the Free Software Foundation; either
8     version 2.1 of the License, or (at your option) any later version.
9 
10     This library is distributed in the hope that it will be useful,
11     but WITHOUT ANY WARRANTY; without even the implied warranty of
12     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
13     Lesser General Public License for more details.
14 
15     You should have received a copy of the GNU Lesser General Public
16     License along with this library; if not, write to the Free Software
17     Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
18 
19     Sam Lantinga
20     slouken@libsdl.org
21 
22     This file written by Ryan C. Gordon (icculus@icculus.org)
23 */
24 #include "SDL_config.h"
25 
26 /* Output audio to nowhere... */
27 
28 #include "SDL_rwops.h"
29 #include "SDL_timer.h"
30 #include "SDL_audio.h"
31 #include "../SDL_audiomem.h"
32 #include "../SDL_audio_c.h"
33 #include "../SDL_audiodev_c.h"
34 #include "SDL_dummyaudio.h"
35 
36 /* The tag name used by DUMMY audio */
37 #define DUMMYAUD_DRIVER_NAME         "dummy"
38 
39 /* Audio driver functions */
40 static int DUMMYAUD_OpenAudio(_THIS, SDL_AudioSpec *spec);
41 static void DUMMYAUD_WaitAudio(_THIS);
42 static void DUMMYAUD_PlayAudio(_THIS);
43 static Uint8 *DUMMYAUD_GetAudioBuf(_THIS);
44 static void DUMMYAUD_CloseAudio(_THIS);
45 
46 /* Audio driver bootstrap functions */
DUMMYAUD_Available(void)47 static int DUMMYAUD_Available(void)
48 {
49 	const char *envr = SDL_getenv("SDL_AUDIODRIVER");
50 	if (envr && (SDL_strcmp(envr, DUMMYAUD_DRIVER_NAME) == 0)) {
51 		return(1);
52 	}
53 	return(0);
54 }
55 
DUMMYAUD_DeleteDevice(SDL_AudioDevice * device)56 static void DUMMYAUD_DeleteDevice(SDL_AudioDevice *device)
57 {
58 	SDL_free(device->hidden);
59 	SDL_free(device);
60 }
61 
DUMMYAUD_CreateDevice(int devindex)62 static SDL_AudioDevice *DUMMYAUD_CreateDevice(int devindex)
63 {
64 	SDL_AudioDevice *this;
65 
66 	/* Initialize all variables that we clean on shutdown */
67 	this = (SDL_AudioDevice *)SDL_malloc(sizeof(SDL_AudioDevice));
68 	if ( this ) {
69 		SDL_memset(this, 0, (sizeof *this));
70 		this->hidden = (struct SDL_PrivateAudioData *)
71 				SDL_malloc((sizeof *this->hidden));
72 	}
73 	if ( (this == NULL) || (this->hidden == NULL) ) {
74 		SDL_OutOfMemory();
75 		if ( this ) {
76 			SDL_free(this);
77 		}
78 		return(0);
79 	}
80 	SDL_memset(this->hidden, 0, (sizeof *this->hidden));
81 
82 	/* Set the function pointers */
83 	this->OpenAudio = DUMMYAUD_OpenAudio;
84 	this->WaitAudio = DUMMYAUD_WaitAudio;
85 	this->PlayAudio = DUMMYAUD_PlayAudio;
86 	this->GetAudioBuf = DUMMYAUD_GetAudioBuf;
87 	this->CloseAudio = DUMMYAUD_CloseAudio;
88 
89 	this->free = DUMMYAUD_DeleteDevice;
90 
91 	return this;
92 }
93 
94 AudioBootStrap DUMMYAUD_bootstrap = {
95 	DUMMYAUD_DRIVER_NAME, "SDL dummy audio driver",
96 	DUMMYAUD_Available, DUMMYAUD_CreateDevice
97 };
98 
99 /* This function waits until it is possible to write a full sound buffer */
DUMMYAUD_WaitAudio(_THIS)100 static void DUMMYAUD_WaitAudio(_THIS)
101 {
102 	/* Don't block on first calls to simulate initial fragment filling. */
103 	if (this->hidden->initial_calls)
104 		this->hidden->initial_calls--;
105 	else
106 		SDL_Delay(this->hidden->write_delay);
107 }
108 
DUMMYAUD_PlayAudio(_THIS)109 static void DUMMYAUD_PlayAudio(_THIS)
110 {
111 	/* no-op...this is a null driver. */
112 }
113 
DUMMYAUD_GetAudioBuf(_THIS)114 static Uint8 *DUMMYAUD_GetAudioBuf(_THIS)
115 {
116 	return(this->hidden->mixbuf);
117 }
118 
DUMMYAUD_CloseAudio(_THIS)119 static void DUMMYAUD_CloseAudio(_THIS)
120 {
121 	if ( this->hidden->mixbuf != NULL ) {
122 		SDL_FreeAudioMem(this->hidden->mixbuf);
123 		this->hidden->mixbuf = NULL;
124 	}
125 }
126 
DUMMYAUD_OpenAudio(_THIS,SDL_AudioSpec * spec)127 static int DUMMYAUD_OpenAudio(_THIS, SDL_AudioSpec *spec)
128 {
129 	float bytes_per_sec = 0.0f;
130 
131 	/* Allocate mixing buffer */
132 	this->hidden->mixlen = spec->size;
133 	this->hidden->mixbuf = (Uint8 *) SDL_AllocAudioMem(this->hidden->mixlen);
134 	if ( this->hidden->mixbuf == NULL ) {
135 		return(-1);
136 	}
137 	SDL_memset(this->hidden->mixbuf, spec->silence, spec->size);
138 
139 	bytes_per_sec = (float) (((spec->format & 0xFF) / 8) *
140 	                   spec->channels * spec->freq);
141 
142 	/*
143 	 * We try to make this request more audio at the correct rate for
144 	 *  a given audio spec, so timing stays fairly faithful.
145 	 * Also, we have it not block at all for the first two calls, so
146 	 *  it seems like we're filling two audio fragments right out of the
147 	 *  gate, like other SDL drivers tend to do.
148 	 */
149 	this->hidden->initial_calls = 2;
150 	this->hidden->write_delay =
151 	               (Uint32) ((((float) spec->size) / bytes_per_sec) * 1000.0f);
152 
153 	/* We're ready to rock and roll. :-) */
154 	return(0);
155 }
156 
157