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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#ifndef BACKENDS_MIXER_SDL_H
#define BACKENDS_MIXER_SDL_H
#if defined(__SYMBIAN32__)
#include <esdl\SDL.h>
#else
#include <SDL.h>
#endif
#include "sound/mixer_intern.h"
#if defined(MACOSX)
// On Mac OS X, we need to double buffer the audio buffer, else anything
// which produces sampled data with high latency (like the MT-32 emulator)
// will sound terribly.
// This could be enabled for more / most ports in the future, but needs some
// testing.
#define MIXER_DOUBLE_BUFFERING 1
#endif
class SdlMixerImpl : public Audio::MixerImpl {
public:
SdlMixerImpl(OSystem *system);
~SdlMixerImpl();
protected:
SDL_AudioSpec _obtainedRate;
static void mixSdlCallback(void *s, byte *samples, int len);
#ifdef MIXER_DOUBLE_BUFFERING
SDL_mutex *_soundMutex;
SDL_cond *_soundCond;
SDL_Thread *_soundThread;
bool _soundThreadIsRunning;
bool _soundThreadShouldQuit;
byte _activeSoundBuf;
uint _soundBufSize;
byte *_soundBuffers[2];
void mixerProducerThread();
static int SDLCALL mixerProducerThreadEntry(void *arg);
void initThreadedMixer(uint bufSize);
void deinitThreadedMixer();
public:
SDL_mutex *getSoundMutex() { return _soundMutex; }
SDL_cond *getSoundCond() { return _soundCond; }
uint getSoundBufSize() { return _soundBufSize; }
byte *getActiveSoundBuf() { return _soundBuffers[_activeSoundBuf]; }
#endif
};
#endif
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