src/audio/macrom/SDL_romaudio.c
author Ryan C. Gordon <icculus@icculus.org>
Sat, 28 Oct 2006 07:39:35 +0000
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Patched to compile.
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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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*/
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#include "SDL_config.h"
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/* This should work on PowerPC and Intel Mac OS X, and Carbonized Mac OS 9. */
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#if defined(__APPLE__) && defined(__MACH__)
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#  define SDL_MACOS_NAME "Mac OS X"
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#  include <Carbon/Carbon.h>
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#elif TARGET_API_MAC_CARBON && (UNIVERSAL_INTERFACES_VERSION > 0x0335)
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#  define SDL_MACOS_NAME "Mac OS 9"
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#  include <Carbon.h>
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#else
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#  define SDL_MACOS_NAME "Mac OS 9"
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#  include <Sound.h>            /* SoundManager interface */
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#  include <Gestalt.h>
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#  include <DriverServices.h>
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#endif
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#if !defined(NewSndCallBackUPP) && (UNIVERSAL_INTERFACES_VERSION < 0x0335)
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#if !defined(NewSndCallBackProc)        /* avoid circular redefinition... */
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#define NewSndCallBackUPP NewSndCallBackProc
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#endif
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#if !defined(NewSndCallBackUPP)
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#define NewSndCallBackUPP NewSndCallBackProc
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#endif
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#endif
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#include "SDL_audio.h"
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#include "../SDL_audio_c.h"
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#include "../SDL_sysaudio.h"
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#include "SDL_romaudio.h"
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#pragma options align=power
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static volatile SInt32 audio_is_locked = 0;
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static volatile SInt32 need_to_mix = 0;
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static UInt8 *buffer[2];
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static volatile UInt32 running = 0;
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static CmpSoundHeader header;
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static volatile Uint32 fill_me = 0;
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static void
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mix_buffer(SDL_AudioDevice * audio, UInt8 * buffer)
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{
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    if (!audio->paused) {
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#ifdef __MACOSX__
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        SDL_mutexP(audio->mixer_lock);
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#endif
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        if (audio->convert.needed) {
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            audio->spec.callback(audio->spec.userdata,
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                                 (Uint8 *) audio->convert.buf,
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                                 audio->convert.len);
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            SDL_ConvertAudio(&audio->convert);
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            if (audio->convert.len_cvt != audio->spec.size) {
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                /* Uh oh... probably crashes here */ ;
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            }
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            SDL_memcpy(buffer, audio->convert.buf, audio->convert.len_cvt);
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        } else {
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            audio->spec.callback(audio->spec.userdata, buffer,
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                                 audio->spec.size);
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        }
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#ifdef __MACOSX__
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        SDL_mutexV(audio->mixer_lock);
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#endif
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    }
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    DecrementAtomic((SInt32 *) & need_to_mix);
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}
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static void
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SNDMGR_LockDevice(_THIS)
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{
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    IncrementAtomic((SInt32 *) & audio_is_locked);
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}
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static void
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SNDMGR_UnlockDevice(_THIS)
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{
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    SInt32 oldval;
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    oldval = DecrementAtomic((SInt32 *) & audio_is_locked);
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    if (oldval != 1)            /* != 1 means audio is still locked. */
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        return;
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    /* Did we miss the chance to mix in an interrupt? Do it now. */
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    if (BitAndAtomic(0xFFFFFFFF, (UInt32 *) & need_to_mix)) {
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        /*
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         * Note that this could be a problem if you missed an interrupt
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         *  while the audio was locked, and get preempted by a second
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         *  interrupt here, but that means you locked for way too long anyhow.
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         */
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        mix_buffer(this, buffer[fill_me]);
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    }
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}
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static void
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callBackProc(SndChannel * chan, SndCommand * cmd_passed)
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{
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    UInt32 play_me;
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    SndCommand cmd;
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    SDL_AudioDevice *audio = (SDL_AudioDevice *) chan->userInfo;
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    IncrementAtomic((SInt32 *) & need_to_mix);
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    fill_me = cmd_passed->param2;       /* buffer that has just finished playing, so fill it */
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    play_me = !fill_me;         /* filled buffer to play _now_ */
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    if (!audio->enabled) {
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        return;
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    }
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    /* queue previously mixed buffer for playback. */
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    header.samplePtr = (Ptr) buffer[play_me];
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    cmd.cmd = bufferCmd;
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    cmd.param1 = 0;
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    cmd.param2 = (long) &header;
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    SndDoCommand(chan, &cmd, 0);
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    SDL_memset(buffer[fill_me], 0, audio->spec.size);
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    /*
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     * if audio device isn't locked, mix the next buffer to be queued in
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     *  the memory block that just finished playing.
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     */
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    if (!BitAndAtomic(0xFFFFFFFF, (UInt32 *) & audio_is_locked)) {
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        mix_buffer(audio, buffer[fill_me]);
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    }
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    /* set this callback to run again when current buffer drains. */
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    if (running) {
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        cmd.cmd = callBackCmd;
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        cmd.param1 = 0;
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        cmd.param2 = play_me;
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        SndDoCommand(chan, &cmd, 0);
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    }
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}
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static void
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SNDMGR_CloseDevice(_THIS)
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{
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    running = 0;
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    if (this->hidden != NULL) {
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        if (this->hidden->channel) {
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            SndDisposeChannel(this->hidden->channel, true);
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            this->hidden->channel = NULL;
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        }
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        SDL_free(buffer[0]);
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        SDL_free(buffer[1]);
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        buffer[0] = buffer[1] = NULL;
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        SDL_free(this->hidden);
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        this->hidden = NULL;
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    }
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}
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   180
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static int
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SNDMGR_OpenDevice(_THIS, const char *devname, int iscapture)
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{
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    SDL_AudioSpec *spec = &this->spec;
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    SndChannelPtr channel = NULL;
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    SndCallBackUPP callback;
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    int sample_bits;
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    int i;
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    long initOptions;
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   190
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   191
    /* Initialize all variables that we clean on shutdown */
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   192
    this->hidden = (struct SDL_PrivateAudioData *)
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   193
                        SDL_malloc((sizeof *this->hidden));
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   194
    if (this->hidden == NULL) {
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   195
        SDL_OutOfMemory();
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   196
        return 0;
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   197
    }
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   198
    SDL_memset(this->hidden, 0, (sizeof *this->hidden));
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   199
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   200
    /* !!! FIXME: iterate through format matrix... */
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    /* Very few conversions are required, but... */
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    switch (spec->format) {
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    case AUDIO_S8:
0
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        spec->format = AUDIO_U8;
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        break;
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    case AUDIO_U16LSB:
0
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   207
        spec->format = AUDIO_S16LSB;
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   208
        break;
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    case AUDIO_U16MSB:
0
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   210
        spec->format = AUDIO_S16MSB;
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   211
        break;
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   212
    case AUDIO_F32LSB:
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   213
        spec->format = AUDIO_F32MSB;
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   214
        break;
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   215
    }
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   216
    SDL_CalculateAudioSpec(&this->spec);
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   217
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   218
    /* initialize bufferCmd header */
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   219
    SDL_memset(&header, 0, sizeof(header));
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    callback = (SndCallBackUPP) NewSndCallBackUPP(callBackProc);
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   221
    sample_bits = spec->size / spec->samples / spec->channels * 8;
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   222
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   223
#ifdef DEBUG_AUDIO
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    fprintf(stderr,
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            "Audio format 0x%x, channels = %d, sample_bits = %d, frequency = %d\n",
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            spec->format, spec->channels, sample_bits, spec->freq);
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#endif /* DEBUG_AUDIO */
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   228
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   229
    header.numChannels = spec->channels;
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    header.sampleSize = sample_bits;
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   231
    header.sampleRate = spec->freq << 16;
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   232
    header.numFrames = spec->samples;
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   233
    header.encode = cmpSH;
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   234
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   235
    /* Note that we install the 16bitLittleEndian Converter if needed. */
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   236
    if (spec->format == AUDIO_S16LSB) {
0
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   237
        header.compressionID = fixedCompression;
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        header.format = k16BitLittleEndianFormat;
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   239
    } else if (spec->format == AUDIO_S32MSB) {
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   240
        header.compressionID = fixedCompression;
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   241
        header.format = k32BitFormat;
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   242
    } else if (spec->format == AUDIO_S32LSB) {
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   243
        header.compressionID = fixedCompression;
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   244
        header.format = k32BitLittleEndianFormat;
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   245
    } else if (spec->format == AUDIO_F32MSB) {
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   246
        header.compressionID = fixedCompression;
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   247
        header.format = kFloat32Format;
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   248
    }
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   249
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    /* allocate 2 buffers */
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    for (i = 0; i < 2; i++) {
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        buffer[i] = (UInt8 *) SDL_malloc(sizeof(UInt8) * spec->size);
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        if (buffer[i] == NULL) {
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            SNDMGR_CloseDevice(this);
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            SDL_OutOfMemory();
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            return 0;
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        }
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        SDL_memset(buffer[i], 0, spec->size);
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    }
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    /* Create the sound manager channel */
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    channel = (SndChannelPtr) SDL_malloc(sizeof(*channel));
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    if (channel == NULL) {
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        SNDMGR_CloseDevice(this);
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        SDL_OutOfMemory();
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        return 0;
0
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    }
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    this->hidden->channel = channel;
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    if (spec->channels >= 2) {
0
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        initOptions = initStereo;
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    } else {
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        initOptions = initMono;
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    }
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    channel->userInfo = (long) this;
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    channel->qLength = 128;
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    if (SndNewChannel(&channel, sampledSynth, initOptions, callback) != noErr) {
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        SNDMGR_CloseDevice(this);
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        SDL_SetError("Unable to create audio channel");
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        return 0;
0
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    }
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    /* start playback */
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    {
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        SndCommand cmd;
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        cmd.cmd = callBackCmd;
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        cmd.param2 = 0;
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        running = 1;
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        SndDoCommand(channel, &cmd, 0);
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    }
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    return 1;
0
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}
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static int
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SNDMGR_Init(SDL_AudioDriverImpl *impl)
0
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{
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    /* Set the function pointers */
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    impl->OpenDevice = SNDMGR_OpenDevice;
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    impl->CloseDevice = SNDMGR_CloseDevice;
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    impl->ProvidesOwnCallbackThread = 1;
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    impl->OnlyHasDefaultOutputDevice = 1;
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/* Mac OS X uses threaded audio, so normal thread code is okay */
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#ifndef __MACOSX__
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    impl->LockDevice = SNDMGR_LockDevice;
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    impl->UnlockDevice = SNDMGR_UnlockDevice;
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    impl->SkipMixerLock = 1;
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#endif
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0
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    return 1;
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}
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AudioBootStrap SNDMGR_bootstrap = {
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    "sndmgr", SDL_MACOS_NAME " SoundManager", SNDMGR_Init, 0
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};
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/* vi: set ts=4 sw=4 expandtab: */