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185 lines
4.0 KiB
185 lines
4.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=====================================================================================//
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#include "audio_pch.h"
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#if defined( USE_SDL )
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#include "snd_dev_sdl.h"
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#endif
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#ifdef OSX
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#include "snd_dev_openal.h"
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#include "snd_dev_mac_audioqueue.h"
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ConVar snd_audioqueue( "snd_audioqueue", "1" );
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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bool snd_firsttime = true;
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/*
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* Global variables. Must be visible to window-procedure function
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* so it can unlock and free the data block after it has been played.
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*/
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IAudioDevice *g_AudioDevice = NULL;
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/*
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==================
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S_BlockSound
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==================
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*/
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void S_BlockSound( void )
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{
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if ( !g_AudioDevice )
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return;
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g_AudioDevice->Pause();
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}
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/*
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==================
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S_UnblockSound
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==================
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*/
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void S_UnblockSound( void )
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{
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if ( !g_AudioDevice )
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return;
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g_AudioDevice->UnPause();
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}
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/*
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==================
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AutoDetectInit
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Try to find a sound device to mix for.
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Returns a CAudioNULLDevice if nothing is found.
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==================
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*/
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IAudioDevice *IAudioDevice::AutoDetectInit( bool waveOnly )
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{
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IAudioDevice *pDevice = NULL;
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if ( IsPC() )
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{
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#if defined( WIN32 ) && !defined( USE_SDL )
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if ( waveOnly )
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{
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pDevice = Audio_CreateWaveDevice();
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if ( !pDevice )
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goto NULLDEVICE;
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}
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if ( !pDevice )
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{
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if ( snd_firsttime )
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{
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pDevice = Audio_CreateDirectSoundDevice();
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}
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}
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// if DirectSound didn't succeed in initializing, try to initialize
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// waveOut sound, unless DirectSound failed because the hardware is
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// already allocated (in which case the user has already chosen not
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// to have sound)
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// UNDONE: JAY: This doesn't test for the hardware being in use anymore, REVISIT
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if ( !pDevice )
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{
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pDevice = Audio_CreateWaveDevice();
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}
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#elif defined(OSX)
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if ( !CommandLine()->CheckParm( "-snd_openal" ) )
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{
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DevMsg( "Using AudioQueue Interface\n" );
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pDevice = Audio_CreateMacAudioQueueDevice();
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}
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if ( !pDevice )
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{
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DevMsg( "Using OpenAL Interface\n" );
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pDevice = Audio_CreateOpenALDevice(); // fall back to openAL if the audio queue fails
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}
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#elif defined( USE_SDL )
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DevMsg( "Trying SDL Audio Interface\n" );
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pDevice = Audio_CreateSDLAudioDevice();
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#ifdef NEVER
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// Jul 2012. mikesart. E-mail exchange with Ryan Gordon after figuring out that
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// Audio_CreatePulseAudioDevice() wasn't working on Ubuntu 12.04 (lots of stuttering).
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//
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// > I installed libpulse-dev, rebuilt SDL, and now SDL is using pulse
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// > audio and everything is working great. However I'm wondering if we
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// > need to fall back to PulseAudio in our codebase if SDL is doing that
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// > for us. I mean, is it worth me going through and debugging our Pulse
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// > Audio path or should I just remove it?
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//
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// Remove it...it never worked well, and only remained in case there were
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// concerns about relying on SDL. The SDL codepath is way easier to read,
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// simpler to maintain, and handles all sorts of strange audio backends,
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// including Pulse.
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if ( !pDevice )
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{
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DevMsg( "Trying PulseAudio Interface\n" );
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pDevice = Audio_CreatePulseAudioDevice(); // fall back to PulseAudio if SDL fails
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}
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#endif // NEVER
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#else
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#error
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#endif
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}
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#if defined( _X360 )
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else
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{
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pDevice = Audio_CreateXAudioDevice( true );
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if ( pDevice )
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{
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// xaudio requires threaded mixing
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S_EnableThreadedMixing( true );
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}
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}
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#endif
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#if defined( WIN32 ) && !defined( USE_SDL )
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NULLDEVICE:
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#endif
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snd_firsttime = false;
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if ( !pDevice )
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{
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if ( snd_firsttime )
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DevMsg( "No sound device initialized\n" );
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return Audio_GetNullDevice();
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}
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return pDevice;
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}
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/*
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==============
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SNDDMA_Shutdown
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Reset the sound device for exiting
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===============
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*/
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void SNDDMA_Shutdown( void )
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{
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if ( g_AudioDevice != Audio_GetNullDevice() )
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{
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if ( g_AudioDevice )
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{
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g_AudioDevice->Shutdown();
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delete g_AudioDevice;
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}
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// the NULL device is always valid
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g_AudioDevice = Audio_GetNullDevice();
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}
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}
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