shithub: nanobsp

ref: a18bb0e972ae3454cfff73eea88bb868292761d6
dir: /i_sdlsound.c/

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//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005-2014 Simon Howard
// Copyright(C) 2008 David Flater
// Copyright(C) 2021 Andrew Apted
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// DESCRIPTION:
//	System interface for sound.
//

#include "config.h"

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include "SDL.h"
#include "SDL_mixer.h"

#include "deh_str.h"
#include "i_sound.h"
#include "i_system.h"
#include "m_argv.h"
#include "m_misc.h"

#include "doomtype.h"

#define NUM_CHANNELS 16

struct allocated_sound_s
{
    sfxinfo_t *sfxinfo;
    Mix_Chunk chunk;
    int use_count;
    allocated_sound_t *prev, *next;
};

static boolean sound_initialized = false;

static allocated_sound_t *channels_playing[NUM_CHANNELS];

static int mixer_freq;
static Uint16 mixer_format;
static int mixer_channels;

// Doubly-linked list of allocated sounds.
// When a sound is played, it is moved to the head, so that the oldest
// sounds not used recently are at the tail.

static allocated_sound_t *allocated_sounds_head = NULL;
static allocated_sound_t *allocated_sounds_tail = NULL;
static int allocated_sounds_size = 0;

// Hook a sound into the linked list at the head.

static void AllocatedSoundLink(allocated_sound_t *snd)
{
    snd->prev = NULL;

    snd->next = allocated_sounds_head;
    allocated_sounds_head = snd;

    if (allocated_sounds_tail == NULL)
    {
        allocated_sounds_tail = snd;
    }
    else
    {
        snd->next->prev = snd;
    }
}

// Unlink a sound from the linked list.

static void AllocatedSoundUnlink(allocated_sound_t *snd)
{
    if (snd->prev == NULL)
    {
        allocated_sounds_head = snd->next;
    }
    else
    {
        snd->prev->next = snd->next;
    }

    if (snd->next == NULL)
    {
        allocated_sounds_tail = snd->prev;
    }
    else
    {
        snd->next->prev = snd->prev;
    }
}

static void FreeAllocatedSound(allocated_sound_t *snd)
{
    // Unlink from linked list.

    AllocatedSoundUnlink(snd);

    // Keep track of the amount of allocated sound data:

    allocated_sounds_size -= snd->chunk.alen;

    free(snd);
}

// Search from the tail backwards along the allocated sounds list, find
// and free a sound that is not in use, to free up memory.  Return true
// for success.

static boolean FindAndFreeSound(void)
{
    allocated_sound_t *snd;

    snd = allocated_sounds_tail;

    while (snd != NULL)
    {
        if (snd->use_count == 0)
        {
            FreeAllocatedSound(snd);
            return true;
        }

        snd = snd->prev;
    }

    // No available sounds to free...

    return false;
}

// Enforce SFX cache size limit.  We are just about to allocate "len"
// bytes on the heap for a new sound effect, so free up some space
// so that we keep allocated_sounds_size < snd_cachesize

static void ReserveCacheSpace(size_t len)
{
    if (snd_cachesize <= 0)
    {
        return;
    }

    // Keep freeing sound effects that aren't currently being played,
    // until there is enough space for the new sound.

    while (allocated_sounds_size + len > snd_cachesize)
    {
        // Free a sound.  If there is nothing more to free, stop.

        if (!FindAndFreeSound())
        {
            break;
        }
    }
}

// Allocate a block for a new sound effect.

static allocated_sound_t *AllocateSound(sfxinfo_t *sfxinfo, size_t len)
{
    allocated_sound_t *snd;

    // Keep allocated sounds within the cache size.

    ReserveCacheSpace(len);

    // Allocate the sound structure and data.  The data will immediately
    // follow the structure, which acts as a header.

    do
    {
        snd = malloc(sizeof(allocated_sound_t) + len);

        // Out of memory?  Try to free an old sound, then loop round
        // and try again.

        if (snd == NULL && !FindAndFreeSound())
        {
            return NULL;
        }

    } while (snd == NULL);

    // Skip past the chunk structure for the audio buffer

    snd->chunk.abuf = (byte *) (snd + 1);
    snd->chunk.alen = len;
    snd->chunk.allocated = 1;
    snd->chunk.volume = MIX_MAX_VOLUME;

    snd->sfxinfo = sfxinfo;
    snd->use_count = 0;

    // Keep track of how much memory all these cached sounds are using...

    allocated_sounds_size += len;

    AllocatedSoundLink(snd);

    return snd;
}

// Lock a sound, to indicate that it may not be freed.

static void LockAllocatedSound(allocated_sound_t *snd)
{
    // Increase use count, to stop the sound being freed.

    ++snd->use_count;

    //printf("++ %s: Use count=%i\n", snd->sfxinfo->name, snd->use_count);

    // When we use a sound, re-link it into the list at the head, so
    // that the oldest sounds fall to the end of the list for freeing.

    AllocatedSoundUnlink(snd);
    AllocatedSoundLink(snd);
}

// Unlock a sound to indicate that it may now be freed.

static void UnlockAllocatedSound(allocated_sound_t *snd)
{
    if (snd->use_count <= 0)
    {
        I_Error("Sound effect released more times than it was locked...");
    }

    --snd->use_count;

    //printf("-- %s: Use count=%i\n", snd->sfxinfo->name, snd->use_count);
}

// Search through the list of allocated sounds and return the one that matches
// the supplied sfxinfo entry.

allocated_sound_t * I_FindAllocatedSound(sfxinfo_t *sfxinfo)
{
    if (!sound_initialized)
    {
        return NULL;
    }

    allocated_sound_t * p = allocated_sounds_head;

    while (p != NULL)
    {
        if (p->sfxinfo == sfxinfo)
        {
            return p;
        }
        p = p->next;
    }

    return NULL;
}

// When a sound stops, check if it is still playing.  If it is not,
// we can mark the sound data as CACHE to be freed back for other
// means.

static void ReleaseSoundOnChannel(int channel)
{
	allocated_sound_t *snd = channels_playing[channel];

	Mix_HaltChannel(channel);

	if (snd != NULL)
	{
		channels_playing[channel] = NULL;

		UnlockAllocatedSound(snd);
    }
}

static boolean ConvertibleRatio(int freq1, int freq2)
{
    int ratio;

    if (freq1 > freq2)
    {
        return ConvertibleRatio(freq2, freq1);
    }
    else if ((freq2 % freq1) != 0)
    {
        // Not in a direct ratio

        return false;
    }
    else
    {
        // Check the ratio is a power of 2

        ratio = freq2 / freq1;

        while ((ratio & 1) == 0)
        {
            ratio = ratio >> 1;
        }

        return ratio == 1;
    }
}


// Generic sound expansion function for any sample rate.
// Returns number of clipped samples (always 0).

static allocated_sound_t * ExpandSoundData(sfxinfo_t *sfxinfo, byte *data,
		int samplerate, int length)
{
    SDL_AudioCVT convertor;
    allocated_sound_t *snd;
    Mix_Chunk *chunk;
    uint32_t expanded_length;

    // Calculate the length of the expanded version of the sample.

    expanded_length = (uint32_t) ((((uint64_t) length) * mixer_freq) / samplerate);

    // Double up twice: 8 -> 16 bit and mono -> stereo

    expanded_length *= 4;

    // Allocate a chunk in which to expand the sound

    snd = AllocateSound(sfxinfo, expanded_length);

    if (snd == NULL)
    {
        return NULL;
    }

    chunk = &snd->chunk;

    // If we can, use the standard / optimized SDL conversion routines.

    if (samplerate <= mixer_freq
     && ConvertibleRatio(samplerate, mixer_freq)
     && SDL_BuildAudioCVT(&convertor,
                          AUDIO_U8, 1, samplerate,
                          mixer_format, mixer_channels, mixer_freq))
    {
        convertor.len = length;
        convertor.buf = malloc(convertor.len * convertor.len_mult);
        assert(convertor.buf != NULL);
        memcpy(convertor.buf, data, length);

        SDL_ConvertAudio(&convertor);

        memcpy(chunk->abuf, convertor.buf, chunk->alen);
        free(convertor.buf);
    }
    else
    {
        Sint16 *expanded = (Sint16 *) chunk->abuf;

        // Generic expansion if conversion does not work:
        //
        // SDL's audio conversion only works for rate conversions that are
        // powers of 2; if the two formats are not in a direct power of 2
        // ratio, do this naive conversion instead.

        // number of samples in the converted sound

        int expanded_length = ((uint64_t) length * mixer_freq) / samplerate;
        int expand_ratio = (length << 8) / expanded_length;
        int i;

        for (i=0; i<expanded_length; ++i)
        {
            Sint16 sample;
            int src;

            src = (i * expand_ratio) >> 8;

            sample = data[src] | (data[src] << 8);
            sample -= 32768;

            // expand 8->16 bits, mono->stereo

            expanded[i * 2] = expanded[i * 2 + 1] = sample;
        }
    }

    return snd;
}

// Load and convert a sound effect
// Returns true if successful

allocated_sound_t * I_CreateAllocatedSound(sfxinfo_t *sfxinfo, byte *data, int lumplen)
{
    int samplerate;
	unsigned int length;
	allocated_sound_t *snd = NULL;

    if (!sound_initialized)
    {
        return NULL;
    }

    // Check the header, and ensure this is a valid sound

    if (lumplen < 8 || data[0] != 0x03 || data[1] != 0x00)
    {
        // Invalid sound
        return NULL;
    }

    // 16 bit sample rate field, 32 bit length field

    samplerate = (data[3] << 8) | data[2];
    length = (data[7] << 24) | (data[6] << 16) | (data[5] << 8) | data[4];

    // If the header specifies that the length of the sound is greater than
    // the length of the lump itself, this is an invalid sound lump

    // We also discard sound lumps that are less than 49 samples long,
    // as this is how DMX behaves - although the actual cut-off length
    // seems to vary slightly depending on the sample rate.  This needs
    // further investigation to better understand the correct
    // behavior.

    if (length > lumplen - 8 || length <= 48)
    {
        return NULL;
    }

    // The DMX sound library seems to skip the first 16 and last 16
    // bytes of the lump - reason unknown.

    data += 16;
    length -= 32;

    // Sample rate conversion

    snd = ExpandSoundData(sfxinfo, data + 8, samplerate, length);

    return snd;
}

static void I_SDL_UpdateSoundParams(int handle, int vol, int sep)
{
    int left, right;

    if (!sound_initialized || handle < 0 || handle >= NUM_CHANNELS)
    {
        return;
    }

    left = ((254 - sep) * vol) / 127;
    right = ((sep) * vol) / 127;

    if (left < 0) left = 0;
    else if ( left > 255) left = 255;
    if (right < 0) right = 0;
    else if (right > 255) right = 255;

    Mix_SetPanning(handle, left, right);
}

//
// Starting a sound means adding it
//  to the current list of active sounds
//  in the internal channels.
// As the SFX info struct contains
//  e.g. a pointer to the raw data,
//  it is ignored.
// As our sound handling does not handle
//  priority, it is ignored.
// Pitching (that is, increased speed of playback)
//  is set, but currently not used by mixing.
//

int I_SDL_StartSound(void *snddata, int channel, int vol, int sep, int pitch)
{
	allocated_sound_t *snd = (allocated_sound_t *)snddata;

	if (!sound_initialized || channel < 0 || channel >= NUM_CHANNELS)
	{
		return -1;
	}

	// Release a sound effect if there is already one playing
	// on this channel

	ReleaseSoundOnChannel(channel);

    LockAllocatedSound(snd);

	// play sound

	Mix_PlayChannel(channel, &snd->chunk, 0);

	channels_playing[channel] = snd;

	// set separation, etc.

	I_SDL_UpdateSoundParams(channel, vol, sep);

	return channel;
}

static void I_SDL_StopSound(int handle)
{
    if (!sound_initialized || handle < 0 || handle >= NUM_CHANNELS)
    {
        return;
    }

    // Sound data is no longer needed; release the
    // sound data being used for this channel

    ReleaseSoundOnChannel(handle);
}


static boolean I_SDL_SoundIsPlaying(int handle)
{
    if (!sound_initialized || handle < 0 || handle >= NUM_CHANNELS)
    {
        return false;
    }

    return Mix_Playing(handle);
}

//
// Periodically called to update the sound system
//

static void I_SDL_UpdateSound(void)
{
    int i;

    // Check all channels to see if a sound has finished

    for (i=0; i<NUM_CHANNELS; ++i)
    {
        if (channels_playing[i] && !I_SDL_SoundIsPlaying(i))
        {
            // Sound has finished playing on this channel,
            // but sound data has not been released to cache

            ReleaseSoundOnChannel(i);
        }
    }
}

static void I_SDL_ShutdownSound(void)
{
    if (!sound_initialized)
    {
        return;
    }

    Mix_CloseAudio();
    SDL_QuitSubSystem(SDL_INIT_AUDIO);

    sound_initialized = false;
}

// Calculate slice size, based on snd_maxslicetime_ms.
// The result must be a power of two.

static int GetSliceSize(void)
{
    int limit;
    int n;

    limit = (snd_samplerate * snd_maxslicetime_ms) / 1000;

    // Try all powers of two, not exceeding the limit.

    for (n=0;; ++n)
    {
        // 2^n <= limit < 2^n+1 ?

        if ((1 << (n + 1)) > limit)
        {
            return (1 << n);
        }
    }

    // Should never happen?

    return 1024;
}

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.\n");
    }

    // 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;
    }

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

    Mix_AllocateChannels(NUM_CHANNELS);

    SDL_PauseAudio(0);

    sound_initialized = true;

    return true;
}

static snddevice_t sound_sdl_devices[] = 
{
    SNDDEVICE_SB,
    SNDDEVICE_PAS,
    SNDDEVICE_GUS,
    SNDDEVICE_WAVEBLASTER,
    SNDDEVICE_SOUNDCANVAS,
    SNDDEVICE_AWE32,
};

sound_module_t sound_sdl_module = 
{
    sound_sdl_devices,
    arrlen(sound_sdl_devices),
    I_SDL_InitSound,
    I_SDL_ShutdownSound,
    I_SDL_UpdateSound,
    I_SDL_UpdateSoundParams,
    I_SDL_StartSound,
    I_SDL_StopSound,
    I_SDL_SoundIsPlaying,
};