src/audio/dummy/SDL_dummyaudio.c
author Ryan C. Gordon <icculus@icculus.org>
Tue, 14 Mar 2006 19:12:49 +0000
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parent 1533 38c1eb6b0083
child 1538 b1f8c14f0df5
permissions -rw-r--r--
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997-2006 Sam Lantinga
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    This library is free software; you can redistribute it and/or
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    modify it under the terms of the GNU Lesser General Public
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    License as published by the Free Software Foundation; either
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    version 2.1 of the License, or (at your option) any later version.
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    This library 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 GNU
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    Lesser General Public License for more details.
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    You should have received a copy of the GNU Lesser General Public
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    License along with this library; if not, write to the Free Software
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    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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    Sam Lantinga
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    slouken@libsdl.org
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    This file written by Ryan C. Gordon (icculus@icculus.org)
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*/
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#include "SDL_config.h"
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/* Output audio to nowhere... */
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#include "SDL_rwops.h"
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#include "SDL_timer.h"
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#include "SDL_audio.h"
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#include "../SDL_audiomem.h"
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#include "../SDL_audio_c.h"
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#include "../SDL_audiodev_c.h"
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#include "SDL_dummyaudio.h"
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/* The tag name used by DUMMY audio */
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#define DUMMYAUD_DRIVER_NAME         "dummy"
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/* Audio driver functions */
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static int DUMMYAUD_OpenAudio(_THIS, SDL_AudioSpec *spec);
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static void DUMMYAUD_WaitAudio(_THIS);
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static void DUMMYAUD_PlayAudio(_THIS);
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static Uint8 *DUMMYAUD_GetAudioBuf(_THIS);
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static void DUMMYAUD_CloseAudio(_THIS);
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/* Audio driver bootstrap functions */
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static int DUMMYAUD_Available(void)
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{
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	const char *envr = SDL_getenv("SDL_AUDIODRIVER");
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	if (envr && (SDL_strcmp(envr, DUMMYAUD_DRIVER_NAME) == 0)) {
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		return(1);
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	}
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	return(0);
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}
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static void DUMMYAUD_DeleteDevice(SDL_AudioDevice *device)
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{
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	SDL_free(device->hidden);
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	SDL_free(device);
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}
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static SDL_AudioDevice *DUMMYAUD_CreateDevice(int devindex)
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{
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	SDL_AudioDevice *this;
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	const char *envr;
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	/* Initialize all variables that we clean on shutdown */
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	this = (SDL_AudioDevice *)SDL_malloc(sizeof(SDL_AudioDevice));
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	if ( this ) {
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		SDL_memset(this, 0, (sizeof *this));
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		this->hidden = (struct SDL_PrivateAudioData *)
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				SDL_malloc((sizeof *this->hidden));
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	}
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	if ( (this == NULL) || (this->hidden == NULL) ) {
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		SDL_OutOfMemory();
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		if ( this ) {
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			SDL_free(this);
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		}
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		return(0);
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	}
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	SDL_memset(this->hidden, 0, (sizeof *this->hidden));
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	/* Set the function pointers */
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	this->OpenAudio = DUMMYAUD_OpenAudio;
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	this->WaitAudio = DUMMYAUD_WaitAudio;
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	this->PlayAudio = DUMMYAUD_PlayAudio;
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	this->GetAudioBuf = DUMMYAUD_GetAudioBuf;
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	this->CloseAudio = DUMMYAUD_CloseAudio;
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	this->free = DUMMYAUD_DeleteDevice;
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	return this;
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}
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AudioBootStrap DUMMYAUD_bootstrap = {
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	DUMMYAUD_DRIVER_NAME, "SDL dummy audio driver",
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	DUMMYAUD_Available, DUMMYAUD_CreateDevice
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};
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/* This function waits until it is possible to write a full sound buffer */
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static void DUMMYAUD_WaitAudio(_THIS)
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{
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	/* Don't block on first calls to simulate initial fragment filling. */
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	if (this->hidden->initial_calls)
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		this->hidden->initial_calls--;
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	else
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		SDL_Delay(this->hidden->write_delay);
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}
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static void DUMMYAUD_PlayAudio(_THIS)
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{
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	/* no-op...this is a null driver. */
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}
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static Uint8 *DUMMYAUD_GetAudioBuf(_THIS)
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{
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	return(this->hidden->mixbuf);
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}
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static void DUMMYAUD_CloseAudio(_THIS)
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{
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	if ( this->hidden->mixbuf != NULL ) {
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		SDL_FreeAudioMem(this->hidden->mixbuf);
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		this->hidden->mixbuf = NULL;
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	}
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}
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static int DUMMYAUD_OpenAudio(_THIS, SDL_AudioSpec *spec)
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{
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	float bytes_per_sec = 0.0f;
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	/* Allocate mixing buffer */
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	this->hidden->mixlen = spec->size;
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	this->hidden->mixbuf = (Uint8 *) SDL_AllocAudioMem(this->hidden->mixlen);
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	if ( this->hidden->mixbuf == NULL ) {
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		return(-1);
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	}
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	SDL_memset(this->hidden->mixbuf, spec->silence, spec->size);
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	bytes_per_sec = (float) (((spec->format & 0xFF) / 8) *
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	                   spec->channels * spec->freq);
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	/*
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	 * We try to make this request more audio at the correct rate for
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	 *  a given audio spec, so timing stays fairly faithful.
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	 * Also, we have it not block at all for the first two calls, so
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	 *  it seems like we're filling two audio fragments right out of the
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	 *  gate, like other SDL drivers tend to do.
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	 */
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	this->hidden->initial_calls = 2;
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	this->hidden->write_delay =
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	               (Uint32) ((((float) spec->size) / bytes_per_sec) * 1000.0f);
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1532
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	/* We're ready to rock and roll. :-) */
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	return(0);
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}
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