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//===== Copyright (c) 1996-2010, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include "audio_pch.h"
#include <AudioToolbox/AudioQueue.h>
#include <AudioToolbox/AudioFile.h>
#include <AudioToolbox/AudioFormat.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern bool snd_firsttime; extern bool MIX_ScaleChannelVolume( paintbuffer_t *ppaint, channel_t *pChannel, int volume[CCHANVOLUMES], int mixchans );
#define NUM_BUFFERS_SOURCES 128
#define BUFF_MASK (NUM_BUFFERS_SOURCES - 1 )
#define BUFFER_SIZE 0x0400
//-----------------------------------------------------------------------------
//
// NOTE: This only allows 16-bit, stereo wave out
//
//-----------------------------------------------------------------------------
class CAudioDeviceAudioQueue : public CAudioDeviceBase { public: CAudioDeviceAudioQueue() { m_pName = "AudioQueue"; m_nChannels = 2; m_nSampleBits = 16; m_nSampleRate = 44100; m_bIsActive = true; }
bool IsActive( void ); bool Init( void ); void Shutdown( void ); int GetOutputPosition( void ); void Pause( void ); void UnPause( void );
int64 PaintBegin( float mixAheadTime, int64 soundtime, int64 paintedtime ); void PaintEnd( void ); void ClearBuffer( void ); void UpdateListener( const Vector& position, const Vector& forward, const Vector& right, const Vector& up );
void TransferSamples( int end );
int DeviceSampleCount( void ) { return m_deviceSampleCount; }
void BufferCompleted() { m_buffersCompleted++; } void SetRunning( bool bState ) { m_bRunning = bState; } private: void OpenWaveOut( void ); void CloseWaveOut( void ); bool ValidWaveOut( void ) const; bool BIsPlaying();
AudioStreamBasicDescription m_DataFormat; AudioQueueRef m_Queue; AudioQueueBufferRef m_Buffers[NUM_BUFFERS_SOURCES]; int m_SndBufSize; void *m_sndBuffers; CInterlockedInt m_deviceSampleCount;
int m_buffersSent; int m_buffersCompleted; int m_pauseCount; bool m_bSoundsShutdown; bool m_bFailed; bool m_bRunning; bool m_bSurround; bool m_bSurroundCenter; bool m_bHeadphone; };
CAudioDeviceAudioQueue *wave = NULL;
static void AudioCallback(void *pContext, AudioQueueRef pQueue, AudioQueueBufferRef pBuffer) { if ( wave ) wave->BufferCompleted(); }
IAudioDevice *Audio_CreateMacAudioQueueDevice( void ) { wave = new CAudioDeviceAudioQueue; if ( wave->Init() ) return wave; delete wave; wave = NULL; return NULL; }
void OnSndSurroundCvarChanged2( IConVar *pVar, const char *pOldString, float flOldValue ); void OnSndSurroundLegacyChanged2( IConVar *pVar, const char *pOldString, float flOldValue );
//-----------------------------------------------------------------------------
// Init, shutdown
//-----------------------------------------------------------------------------
bool CAudioDeviceAudioQueue::Init( void ) { m_SndBufSize = 0; m_sndBuffers = NULL; m_pauseCount = 0;
m_bIsHeadphone = false; m_buffersSent = 0; m_buffersCompleted = 0; m_pauseCount = 0; m_bSoundsShutdown = false; m_bFailed = false; m_bRunning = false; m_Queue = NULL; static bool first = true; if ( first ) { snd_surround.SetValue( 2 ); snd_surround.InstallChangeCallback( &OnSndSurroundCvarChanged2 ); snd_legacy_surround.InstallChangeCallback( &OnSndSurroundLegacyChanged2 ); first = false; } OpenWaveOut();
if ( snd_firsttime ) { DevMsg( "Wave sound initialized\n" ); } return ValidWaveOut() && !m_bFailed; }
void CAudioDeviceAudioQueue::Shutdown( void ) { CloseWaveOut(); }
//-----------------------------------------------------------------------------
// WAV out device
//-----------------------------------------------------------------------------
inline bool CAudioDeviceAudioQueue::ValidWaveOut( void ) const { return m_sndBuffers != 0 && m_Queue; }
//-----------------------------------------------------------------------------
// called by the mac audioqueue code when we run out of playback buffers
//-----------------------------------------------------------------------------
void AudioQueueIsRunningCallback( void* inClientData, AudioQueueRef inAQ, AudioQueuePropertyID inID) { CAudioDeviceAudioQueue* audioqueue = (CAudioDeviceAudioQueue*)inClientData; UInt32 running = 0; UInt32 size; OSStatus err = AudioQueueGetProperty(inAQ, kAudioQueueProperty_IsRunning, &running, &size); audioqueue->SetRunning( running != 0 ); //DevWarning( "AudioQueueStart %d\n", running );
}
//-----------------------------------------------------------------------------
// Opens the windows wave out device
//-----------------------------------------------------------------------------
void CAudioDeviceAudioQueue::OpenWaveOut( void ) { if ( m_Queue ) return; m_buffersSent = 0; m_buffersCompleted = 0; m_DataFormat.mSampleRate = SOUND_DMA_SPEED; m_DataFormat.mFormatID = kAudioFormatLinearPCM; m_DataFormat.mFormatFlags = kAudioFormatFlagIsSignedInteger|kAudioFormatFlagIsPacked; m_DataFormat.mBytesPerPacket = 4; // 16-bit samples * 2 channels
m_DataFormat.mFramesPerPacket = 1; m_DataFormat.mBytesPerFrame = 4; // 16-bit samples * 2 channels
m_DataFormat.mChannelsPerFrame = 2; m_DataFormat.mBitsPerChannel = 16; m_DataFormat.mReserved = 0; // Create the audio queue that will be used to manage the array of audio
// buffers used to queue samples.
OSStatus err = AudioQueueNewOutput(&m_DataFormat, AudioCallback, this, NULL, NULL, 0, &m_Queue); if ( err != noErr) { DevMsg( "Failed to create AudioQueue output %d\n", err ); m_bFailed = true; return; } for ( int i = 0; i < NUM_BUFFERS_SOURCES; ++i) { err = AudioQueueAllocateBuffer( m_Queue, BUFFER_SIZE,&(m_Buffers[i])); if ( err != noErr) { DevMsg( "Failed to AudioQueueAllocateBuffer output %d (%i)\n", err,i ); m_bFailed = true; } m_Buffers[i]->mAudioDataByteSize = BUFFER_SIZE; Q_memset( m_Buffers[i]->mAudioData, 0, BUFFER_SIZE ); } err = AudioQueuePrime( m_Queue, 0, NULL); if ( err != noErr) { DevMsg( "Failed to create AudioQueue output %d\n", err ); m_bFailed = true; return; } AudioQueueSetParameter( m_Queue, kAudioQueueParam_Volume, 1.0); err = AudioQueueAddPropertyListener( m_Queue, kAudioQueueProperty_IsRunning, AudioQueueIsRunningCallback, this ); if ( err != noErr) { DevMsg( "Failed to create AudioQueue output %d\n", err ); m_bFailed = true; return; } m_SndBufSize = NUM_BUFFERS_SOURCES*BUFFER_SIZE; m_deviceSampleCount = m_SndBufSize / DeviceSampleBytes(); if ( !m_sndBuffers ) { m_sndBuffers = malloc( m_SndBufSize ); memset( m_sndBuffers, 0x0, m_SndBufSize ); } }
//-----------------------------------------------------------------------------
// Closes the windows wave out device
//-----------------------------------------------------------------------------
void CAudioDeviceAudioQueue::CloseWaveOut( void ) { if ( ValidWaveOut() ) { AudioQueueStop(m_Queue, true); m_bRunning = false; AudioQueueRemovePropertyListener( m_Queue, kAudioQueueProperty_IsRunning, AudioQueueIsRunningCallback, this );
for ( int i = 0; i < NUM_BUFFERS_SOURCES; i++ ) AudioQueueFreeBuffer( m_Queue, m_Buffers[i]);
AudioQueueDispose( m_Queue, true); m_Queue = NULL; } if ( m_sndBuffers ) { free( m_sndBuffers ); m_sndBuffers = NULL; } }
//-----------------------------------------------------------------------------
// Mixing setup
//-----------------------------------------------------------------------------
int64 CAudioDeviceAudioQueue::PaintBegin( float mixAheadTime, int64 soundtime, int64 paintedtime ) { // soundtime - total samples that have been played out to hardware at dmaspeed
// paintedtime - total samples that have been mixed at speed
// endtime - target for samples in mixahead buffer at speed
int64 endtime = soundtime + mixAheadTime * SampleRate(); int samps = DeviceSampleCount() >> (ChannelCount()-1);
if ((int)(endtime - soundtime) > samps) endtime = soundtime + samps;
if ((endtime - paintedtime) & 0x3) { // The difference between endtime and painted time should align on
// boundaries of 4 samples. This is important when upsampling from 11khz -> 44khz.
endtime -= (endtime - paintedtime) & 0x3; }
return endtime; }
//-----------------------------------------------------------------------------
// Actually performs the mixing
//-----------------------------------------------------------------------------
void CAudioDeviceAudioQueue::PaintEnd( void ) { int cblocks = 8 << 1; //
// submit a few new sound blocks
//
// 44K sound support
while (((m_buffersSent - m_buffersCompleted) >> SAMPLE_16BIT_SHIFT) < cblocks) { int iBuf = m_buffersSent&BUFF_MASK; m_Buffers[iBuf]->mAudioDataByteSize = BUFFER_SIZE; Q_memcpy( m_Buffers[iBuf]->mAudioData, (char *)m_sndBuffers + iBuf*BUFFER_SIZE, BUFFER_SIZE); // Queue the buffer for playback.
OSStatus err = AudioQueueEnqueueBuffer( m_Queue, m_Buffers[iBuf], 0, NULL); if ( err != noErr) { DevMsg( "Failed to AudioQueueEnqueueBuffer output %d\n", err ); } m_buffersSent++; }
if ( !m_bRunning ) { DevMsg( "Restarting sound playback\n" ); m_bRunning = true; AudioQueueStart( m_Queue, NULL); }
}
int CAudioDeviceAudioQueue::GetOutputPosition( void ) { int s = m_buffersSent * BUFFER_SIZE;
s >>= SAMPLE_16BIT_SHIFT;
s &= (DeviceSampleCount()-1);
return s / ChannelCount(); }
//-----------------------------------------------------------------------------
// Pausing
//-----------------------------------------------------------------------------
void CAudioDeviceAudioQueue::Pause( void ) { m_pauseCount++; if (m_pauseCount == 1) { m_bRunning = false; AudioQueueStop(m_Queue, true); } }
void CAudioDeviceAudioQueue::UnPause( void ) { if ( m_pauseCount > 0 ) { m_pauseCount--; } if ( m_pauseCount == 0 ) { m_bRunning = true; AudioQueueStart( m_Queue, NULL); } }
bool CAudioDeviceAudioQueue::IsActive( void ) { return ( m_pauseCount == 0 ); }
void CAudioDeviceAudioQueue::ClearBuffer( void ) { if ( !m_sndBuffers ) return;
Q_memset( m_sndBuffers, 0x0, DeviceSampleCount() * DeviceSampleBytes() ); }
void CAudioDeviceAudioQueue::UpdateListener( const Vector& position, const Vector& forward, const Vector& right, const Vector& up ) { }
bool CAudioDeviceAudioQueue::BIsPlaying() { UInt32 isRunning; UInt32 propSize = sizeof(isRunning); OSStatus result = AudioQueueGetProperty( m_Queue, kAudioQueueProperty_IsRunning, &isRunning, &propSize); return isRunning != 0; }
void CAudioDeviceAudioQueue::TransferSamples( int end ) { int64 lpaintedtime = g_paintedtime; int64 endtime = end; // resumes playback...
if ( m_sndBuffers ) { S_TransferStereo16( m_sndBuffers, PAINTBUFFER, lpaintedtime, endtime ); } }
static uint32 GetOSXSpeakerConfig() { return 2; }
static uint32 GetSpeakerConfigForSurroundMode( int surroundMode, const char **pConfigDesc ) { uint32 newSpeakerConfig = 2; *pConfigDesc = "stereo speaker"; return newSpeakerConfig; }
void OnSndSurroundCvarChanged2( IConVar *pVar, const char *pOldString, float flOldValue ) { // if the old value is -1, we're setting this from the detect routine for the first time
// no need to reset the device
if ( flOldValue == -1 ) return; // get the user's previous speaker config
uint32 speaker_config = GetOSXSpeakerConfig(); // get the new config
uint32 newSpeakerConfig = 0; const char *speakerConfigDesc = ""; ConVarRef var( pVar ); newSpeakerConfig = GetSpeakerConfigForSurroundMode( var.GetInt(), &speakerConfigDesc ); // make sure the config has changed
if (newSpeakerConfig == speaker_config) return; // set new configuration
//SetWindowsSpeakerConfig(newSpeakerConfig);
Msg("Speaker configuration has been changed to %s.\n", speakerConfigDesc); // restart sound system so it takes effect
//g_pSoundServices->RestartSoundSystem();
}
void OnSndSurroundLegacyChanged2( IConVar *pVar, const char *pOldString, float flOldValue ) { }
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