csgo-2018-source/engine/audio/private/snd_dev_sdl.cpp
2021-07-24 21:11:47 -07:00

752 lines
22 KiB
C++

//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include "audio_pch.h"
#if !DEDICATED
#include "tier0/dynfunction.h"
#include "avi/ibik.h"
// prevent some conflicts in SDL headers...
#undef M_PI
#include <stdint.h>
#ifndef _STDINT_H_
#define _STDINT_H_ 1
#endif
#include "SDL.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern IVEngineClient* engineClient;
extern bool snd_firsttime;
extern bool MIX_ScaleChannelVolume( paintbuffer_t *ppaint, channel_t *pChannel, int volume[CCHANVOLUMES], int mixchans );
extern void S_SpatializeChannel( int nSlot, int volume[6], int master_vol, const Vector *psourceDir, float gain, float mono );
ConVar snd_mute_losefocus("snd_mute_losefocus", "1", FCVAR_ARCHIVE);
static ConVar sdl_speaker_channels( "sdl_speaker_channels", "-1", FCVAR_RELEASE|FCVAR_ARCHIVE );
static void OnSDLSpeakerChannelsChanged( IConVar *pVar, const char *pOldString, float flOldValue )
{
if ( atoi( pOldString ) != sdl_speaker_channels.GetInt() )
{
g_pSoundServices->RestartSoundSystem();
}
}
// 64K is about 1/3 second at 16-bit, stereo, 44100 Hz
// 44k: UNDONE - need to double buffers now that we're playing back at 44100?
#define WAV_BUFFERS 64
#define WAV_MASK (WAV_BUFFERS - 1)
#define WAV_BUFFER_SIZE 0x0400
#if 0
#define debugsdl printf
#else
static inline void debugsdl(const char *fmt, ...) {}
#endif
//-----------------------------------------------------------------------------
//
// NOTE: This only allows 16-bit, stereo wave out (!!! FIXME: but SDL supports 7.1, etc, too!)
//
//-----------------------------------------------------------------------------
class CAudioDeviceSDLAudio : public CAudioDeviceBase
{
public:
CAudioDeviceSDLAudio();
virtual ~CAudioDeviceSDLAudio();
bool IsActive( void );
bool Init( void );
void Shutdown( void );
void PaintEnd( void );
int GetOutputPosition( void );
void ChannelReset( int entnum, int channelIndex, float distanceMod );
void Pause( void );
void UnPause( void );
float MixDryVolume( void );
bool Should3DMix( void );
void StopAllSounds( void );
int64 PaintBegin( float mixAheadTime, int64 soundtime, int64 paintedtime );
void ClearBuffer( void );
void MixBegin( int sampleCount );
void MixUpsample( int sampleCount, int filtertype );
void Mix8Mono( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress );
void Mix8Stereo( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress );
void Mix16Mono( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress );
void Mix16Stereo( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress );
void TransferSamples( int end );
void SpatializeChannel( int nSlot, int volume[CCHANVOLUMES/2], int master_vol, const Vector& sourceDir, float gain, float mono);
void ApplyDSPEffects( int idsp, portable_samplepair_t *pbuffront, portable_samplepair_t *pbufrear, portable_samplepair_t *pbufcenter, int samplecount );
const char *DeviceName( void ) { return "SDL"; }
int DeviceChannels( void ) { return m_numChannels; }
int DeviceSampleBits( void ) { return 16; }
int DeviceSampleBytes( void ) { return 2; }
int DeviceDmaSpeed( void ) { return SOUND_DMA_SPEED; }
int DeviceSampleCount( void ) { return m_deviceSampleCount; }
private:
SDL_AudioDeviceID m_devId;
static void SDLCALL AudioCallbackEntry(void *userdata, Uint8 * stream, int len);
void AudioCallback(Uint8 *stream, int len);
void OpenWaveOut( void );
void CloseWaveOut( void );
void AllocateOutputBuffers();
void FreeOutputBuffers();
bool ValidWaveOut( void ) const;
void TransferSurround16( void *pOutput, const portable_samplepair_t *pfront, const portable_samplepair_t *prear, const portable_samplepair_t *pcenter, int64 lpaintedtime, int64 endtime, int nChannels);
int m_numChannels;
int m_deviceSampleCount;
int m_buffersSent;
int m_pauseCount;
int m_readPos;
int m_partialWrite;
// Memory for the wave data
uint8_t *m_pBuffer;
bool m_bSurround;
bool m_bSurroundCenter;
bool m_bHeadphone;
};
static CAudioDeviceSDLAudio *g_wave = NULL;
//-----------------------------------------------------------------------------
// Constructor (just lookup SDL entry points, real work happens in this->Init())
//-----------------------------------------------------------------------------
CAudioDeviceSDLAudio::CAudioDeviceSDLAudio()
{
m_devId = 0;
m_numChannels = 2;
}
//-----------------------------------------------------------------------------
// Destructor. Make sure our global pointer gets set to NULL.
//-----------------------------------------------------------------------------
CAudioDeviceSDLAudio::~CAudioDeviceSDLAudio()
{
g_wave = NULL;
}
//-----------------------------------------------------------------------------
// Class factory
//-----------------------------------------------------------------------------
IAudioDevice *Audio_CreateSDLAudioDevice( void )
{
if ( !g_wave )
{
g_wave = new CAudioDeviceSDLAudio;
Assert( g_wave );
}
if ( g_wave && !g_wave->Init() )
{
delete g_wave;
g_wave = NULL;
}
return g_wave;
}
//-----------------------------------------------------------------------------
// Init, shutdown
//-----------------------------------------------------------------------------
bool CAudioDeviceSDLAudio::Init( void )
{
// If we've already got a device open, then return. This allows folks to call
// Audio_CreateSDLAudioDevice() multiple times. CloseWaveOut() will free the
// device, and set m_devId to 0.
if( m_devId )
return true;
m_bSurround = false;
m_bSurroundCenter = false;
m_bHeadphone = false;
m_buffersSent = 0;
m_pauseCount = 0;
m_pBuffer = NULL;
m_readPos = 0;
m_partialWrite = 0;
m_devId = 0;
OpenWaveOut();
if ( snd_firsttime )
{
DevMsg( "Wave sound initialized\n" );
}
return ValidWaveOut();
}
void CAudioDeviceSDLAudio::Shutdown( void )
{
CloseWaveOut();
}
//-----------------------------------------------------------------------------
// WAV out device
//-----------------------------------------------------------------------------
inline bool CAudioDeviceSDLAudio::ValidWaveOut( void ) const
{
return m_devId != 0;
}
//-----------------------------------------------------------------------------
// Opens the windows wave out device
//-----------------------------------------------------------------------------
void CAudioDeviceSDLAudio::OpenWaveOut( void )
{
debugsdl("SDLAUDIO: OpenWaveOut...\n");
#ifndef WIN32
// Set these environment variables, in case we're using PulseAudio.
const char *appname = "Counter-Strike: Global Offensive"; // !!! FIXME: get this from elsewhere.
setenv("PULSE_PROP_application.name", appname, 1);
setenv("PULSE_PROP_media.role", "game", 1);
#endif
// !!! FIXME: specify channel map, etc
// !!! FIXME: set properties (role, icon, etc).
//#define SDLAUDIO_FAIL(fnstr) do { DevWarning(fnstr " failed"); CloseWaveOut(); return; } while (false)
//#define SDLAUDIO_FAIL(fnstr) do { printf("SDLAUDIO: " fnstr " failed: %s\n", SDL_GetError ? SDL_GetError() : "???"); CloseWaveOut(); return; } while (false)
#define SDLAUDIO_FAIL(fnstr) do { printf("SDLAUDIO: " fnstr " failed: %s\n", SDL_GetError() ); CloseWaveOut(); return; } while (false)
if (!SDL_WasInit(SDL_INIT_AUDIO))
{
if (SDL_InitSubSystem(SDL_INIT_AUDIO))
SDLAUDIO_FAIL("SDL_InitSubSystem(SDL_INIT_AUDIO)");
}
char target[128];
debugsdl("SDLAUDIO: Using SDL audio target '%s'\n", SDL_GetCurrentAudioDriver());
int nChannelsDesired = sdl_speaker_channels.GetInt();
if ( nChannelsDesired == 1 )
{
//This really means 'headphones' which we want 2 channels for
nChannelsDesired = 2;
m_bHeadphone = true;
}
else if ( nChannelsDesired <= 0 )
{
nChannelsDesired = 6;
}
// Open an audio device...
// !!! FIXME: let user specify a device?
// !!! FIXME: we can handle quad, 5.1, 7.1, etc here.
SDL_AudioSpec obtained;
m_devId = 0;
for ( m_devId = 0; m_devId == 0 && nChannelsDesired > 0; nChannelsDesired -= 2 )
{
SDL_AudioSpec desired;
memset(&desired, '\0', sizeof (desired));
desired.freq = SOUND_DMA_SPEED;
desired.format = AUDIO_S16SYS;
desired.samples = 2048;
desired.channels = nChannelsDesired;
desired.callback = &CAudioDeviceSDLAudio::AudioCallbackEntry;
desired.userdata = this;
m_devId = SDL_OpenAudioDevice(NULL, 0, &desired, &obtained, 0);
}
if (!m_devId)
SDLAUDIO_FAIL("SDL_OpenAudioDevice()");
m_bSurround = obtained.channels >= 4;
m_bSurroundCenter = obtained.channels >= 6;
m_numChannels = obtained.channels;
if ( sdl_speaker_channels.GetInt() == 1 && m_numChannels == 2 )
{
//'headphones' setting.
sdl_speaker_channels.SetValue( 1 );
}
else
{
sdl_speaker_channels.SetValue( m_numChannels );
}
#undef SDLAUDIO_FAIL
// We're now ready to feed audio data to SDL!
AllocateOutputBuffers();
SDL_PauseAudioDevice(m_devId, 0);
#if defined( BINK_VIDEO ) && defined( LINUX )
// Tells Bink to use SDL for its audio decoding
if ( g_pBIK && g_pBIK->SetSDLDevice( obtained.freq, obtained.format, obtained.channels ) == 0 )
{
Assert( 0 );
}
#endif
static bool first_time = true;
if ( first_time )
{
first_time = false;
sdl_speaker_channels.InstallChangeCallback( &OnSDLSpeakerChannelsChanged );
}
}
//-----------------------------------------------------------------------------
// Closes the windows wave out device
//-----------------------------------------------------------------------------
void CAudioDeviceSDLAudio::CloseWaveOut( void )
{
// none of these SDL_* functions are available to call if this is false.
if (m_devId)
{
SDL_CloseAudioDevice(m_devId);
m_devId = 0;
}
SDL_QuitSubSystem(SDL_INIT_AUDIO);
FreeOutputBuffers();
}
//-----------------------------------------------------------------------------
// Allocate output buffers
//-----------------------------------------------------------------------------
void CAudioDeviceSDLAudio::AllocateOutputBuffers()
{
// Allocate and lock memory for the waveform data.
const int nBufferSize = (WAV_BUFFER_SIZE * WAV_BUFFERS * DeviceChannels())/2;
m_pBuffer = new uint8_t[nBufferSize];
memset(m_pBuffer, '\0', nBufferSize);
m_readPos = 0;
m_partialWrite = 0;
m_deviceSampleCount = nBufferSize / DeviceSampleBytes();
}
//-----------------------------------------------------------------------------
// Free output buffers
//-----------------------------------------------------------------------------
void CAudioDeviceSDLAudio::FreeOutputBuffers()
{
delete[] m_pBuffer;
m_pBuffer = NULL;
}
//-----------------------------------------------------------------------------
// Mixing setup
//-----------------------------------------------------------------------------
int64 CAudioDeviceSDLAudio::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
unsigned int endtime = soundtime + mixAheadTime * DeviceDmaSpeed();
int samps = DeviceSampleCount() / DeviceChannels();
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;
}
void CAudioDeviceSDLAudio::AudioCallbackEntry(void *userdata, Uint8 *stream, int len)
{
((CAudioDeviceSDLAudio *) userdata)->AudioCallback(stream, len);
}
void CAudioDeviceSDLAudio::AudioCallback(Uint8 *stream, int len)
{
if (!m_devId)
{
debugsdl("SDLAUDIO: uhoh, no audio device!\n");
return; // can this even happen?
}
const int totalWriteable = len;
Uint8 *stream_orig = stream;
debugsdl("SDLAUDIO: writable size is %d.\n", totalWriteable);
Assert(len <= (WAV_BUFFERS * WAV_BUFFER_SIZE));
while (len > 0)
{
// spaceAvailable == bytes before we overrun the end of the ring buffer.
const int spaceAvailable = ((WAV_BUFFERS * WAV_BUFFER_SIZE * DeviceChannels())/2 - m_readPos);
const int writeLen = (len < spaceAvailable) ? len : spaceAvailable;
if (writeLen > 0)
{
const uint8_t *buf = m_pBuffer + m_readPos;
debugsdl("SDLAUDIO: Writing %d bytes...\n", writeLen);
#if 0
static FILE *io = NULL;
if (io == NULL) io = fopen("dumpplayback.raw", "wb");
if (io != NULL) { fwrite(buf, writeLen, 1, io); fflush(io); }
#endif
if ( engineClient->IsActiveApp() == false && snd_mute_losefocus.GetBool() )
{
// The game is in the background and we are set to mute
// while in background so just play silence.
memset(stream, 0, writeLen);
}
else
{
memcpy(stream, buf, writeLen);
}
stream += writeLen;
len -= writeLen;
Assert(len >= 0);
}
m_readPos = (m_readPos + writeLen) % ((WAV_BUFFERS * WAV_BUFFER_SIZE * DeviceChannels())/2); // if still bytes to write to stream, we're rolling around the ring buffer.
}
#if defined( BINK_VIDEO ) && defined( LINUX )
// Mix in Bink movie audio if that stuff is playing.
g_pBIK->SDLMixerAudioCallback( stream_orig, totalWriteable );
#endif
// Translate between bytes written and buffers written.
m_partialWrite += totalWriteable;
m_buffersSent += m_partialWrite / WAV_BUFFER_SIZE;
m_partialWrite %= WAV_BUFFER_SIZE;
}
//-----------------------------------------------------------------------------
// Actually performs the mixing
//-----------------------------------------------------------------------------
void CAudioDeviceSDLAudio::PaintEnd( void )
{
debugsdl("SDLAUDIO: PaintEnd...\n");
#if 0 // !!! FIXME: this is the 1.3 headers, but not implemented yet in SDL.
if (SDL_AudioDeviceConnected(m_devId) != 1)
{
debugsdl("SDLAUDIO: Audio device was disconnected!\n");
Shutdown();
}
#endif
}
int CAudioDeviceSDLAudio::GetOutputPosition( void )
{
return (m_readPos >> SAMPLE_16BIT_SHIFT)/DeviceChannels();
}
//-----------------------------------------------------------------------------
// Pausing
//-----------------------------------------------------------------------------
void CAudioDeviceSDLAudio::Pause( void )
{
m_pauseCount++;
if (m_pauseCount == 1)
{
debugsdl("SDLAUDIO: PAUSE\n");
SDL_PauseAudioDevice(m_devId, 1);
}
}
void CAudioDeviceSDLAudio::UnPause( void )
{
if ( m_pauseCount > 0 )
{
m_pauseCount--;
if (m_pauseCount == 0)
{
debugsdl("SDLAUDIO: UNPAUSE\n");
SDL_PauseAudioDevice(m_devId, 0);
}
}
}
bool CAudioDeviceSDLAudio::IsActive( void )
{
return ( m_pauseCount == 0 );
}
float CAudioDeviceSDLAudio::MixDryVolume( void )
{
return 0;
}
bool CAudioDeviceSDLAudio::Should3DMix( void )
{
return false;
}
void CAudioDeviceSDLAudio::ClearBuffer( void )
{
int clear;
if ( !m_pBuffer )
return;
clear = 0;
Q_memset(m_pBuffer, clear, DeviceSampleCount() * DeviceSampleBytes() );
}
void CAudioDeviceSDLAudio::MixBegin( int sampleCount )
{
MIX_ClearAllPaintBuffers( sampleCount, false );
}
void CAudioDeviceSDLAudio::MixUpsample( int sampleCount, int filtertype )
{
paintbuffer_t *ppaint = MIX_GetCurrentPaintbufferPtr();
int ifilter = ppaint->ifilter;
Assert (ifilter < CPAINTFILTERS);
S_MixBufferUpsample2x( sampleCount, ppaint->pbuf, &(ppaint->fltmem[ifilter][0]), CPAINTFILTERMEM, filtertype );
if ( ppaint->fsurround )
{
Assert( ppaint->pbufrear );
S_MixBufferUpsample2x( sampleCount, ppaint->pbufrear, &(ppaint->fltmemrear[ifilter][0]), CPAINTFILTERMEM, filtertype );
if ( ppaint->fsurround_center )
{
Assert( ppaint->pbufcenter );
S_MixBufferUpsample2x( sampleCount, ppaint->pbufcenter, &(ppaint->fltmemcenter[ifilter][0]), CPAINTFILTERMEM, filtertype );
}
}
ppaint->ifilter++;
}
void CAudioDeviceSDLAudio::Mix8Mono( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress )
{
int volume[CCHANVOLUMES];
paintbuffer_t *ppaint = MIX_GetCurrentPaintbufferPtr();
if (!MIX_ScaleChannelVolume( ppaint, pChannel, volume, 1))
return;
Mix8MonoWavtype( pChannel, ppaint->pbuf + outputOffset, volume, (byte *)pData, inputOffset, rateScaleFix, outCount );
if ( ppaint->fsurround )
{
Assert( ppaint->pbufrear );
Mix8MonoWavtype( pChannel, ppaint->pbufrear + outputOffset, &volume[IREAR_LEFT], (byte *)pData, inputOffset, rateScaleFix, outCount );
if ( ppaint->fsurround_center )
{
Assert( ppaint->pbufcenter );
Mix8MonoWavtype( pChannel, ppaint->pbufcenter + outputOffset, &volume[IFRONT_CENTER], (byte *)pData, inputOffset, rateScaleFix, outCount );
}
}
}
void CAudioDeviceSDLAudio::Mix8Stereo( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress )
{
int volume[CCHANVOLUMES];
paintbuffer_t *ppaint = MIX_GetCurrentPaintbufferPtr();
if (!MIX_ScaleChannelVolume( ppaint, pChannel, volume, 2 ))
return;
Mix8StereoWavtype( pChannel, ppaint->pbuf + outputOffset, volume, (byte *)pData, inputOffset, rateScaleFix, outCount );
if ( ppaint->fsurround )
{
Assert( ppaint->pbufrear );
Mix8StereoWavtype( pChannel, ppaint->pbufrear + outputOffset, &volume[IREAR_LEFT], (byte *)pData, inputOffset, rateScaleFix, outCount );
if ( ppaint->fsurround_center )
{
Assert( ppaint->pbufcenter );
Mix8StereoWavtype( pChannel, ppaint->pbufcenter + outputOffset, &volume[IFRONT_CENTER], (byte *)pData, inputOffset, rateScaleFix, outCount );
}
}
}
void CAudioDeviceSDLAudio::Mix16Mono( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress )
{
int volume[CCHANVOLUMES];
paintbuffer_t *ppaint = MIX_GetCurrentPaintbufferPtr();
if (!MIX_ScaleChannelVolume( ppaint, pChannel, volume, 1 ))
return;
Mix16MonoWavtype( pChannel, ppaint->pbuf + outputOffset, volume, pData, inputOffset, rateScaleFix, outCount );
if ( ppaint->fsurround )
{
Assert( ppaint->pbufrear );
Mix16MonoWavtype( pChannel, ppaint->pbufrear + outputOffset, &volume[IREAR_LEFT], pData, inputOffset, rateScaleFix, outCount );
if ( ppaint->fsurround_center )
{
Assert( ppaint->pbufcenter );
Mix16MonoWavtype( pChannel, ppaint->pbufcenter + outputOffset, &volume[IFRONT_CENTER], pData, inputOffset, rateScaleFix, outCount );
}
}
}
void CAudioDeviceSDLAudio::Mix16Stereo( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress )
{
int volume[CCHANVOLUMES];
paintbuffer_t *ppaint = MIX_GetCurrentPaintbufferPtr();
if (!MIX_ScaleChannelVolume( ppaint, pChannel, volume, 2 ))
return;
Mix16StereoWavtype( pChannel, ppaint->pbuf + outputOffset, volume, pData, inputOffset, rateScaleFix, outCount );
if ( ppaint->fsurround )
{
Assert( ppaint->pbufrear );
Mix16StereoWavtype( pChannel, ppaint->pbufrear + outputOffset, &volume[IREAR_LEFT], pData, inputOffset, rateScaleFix, outCount );
if ( ppaint->fsurround_center )
{
Assert( ppaint->pbufcenter );
Mix16StereoWavtype( pChannel, ppaint->pbufcenter + outputOffset, &volume[IFRONT_CENTER], pData, inputOffset, rateScaleFix, outCount );
}
}
}
void CAudioDeviceSDLAudio::ChannelReset( int entnum, int channelIndex, float distanceMod )
{
}
void CAudioDeviceSDLAudio::TransferSamples( int end )
{
int lpaintedtime = g_paintedtime;
int endtime = end;
// resumes playback...
if ( m_pBuffer )
{
if ( m_bSurround )
{
TransferSurround16( m_pBuffer, PAINTBUFFER, REARPAINTBUFFER, CENTERPAINTBUFFER, lpaintedtime, endtime, DeviceChannels() );
}
else
{
S_TransferStereo16( m_pBuffer, PAINTBUFFER, lpaintedtime, endtime );
}
}
}
void CAudioDeviceSDLAudio::SpatializeChannel( int nSlot, int volume[CCHANVOLUMES/2], int master_vol, const Vector& sourceDir, float gain, float mono )
{
VPROF("CAudioDeviceSDLAudio::SpatializeChannel");
S_SpatializeChannel( nSlot, volume, master_vol, &sourceDir, gain, mono );
}
void CAudioDeviceSDLAudio::StopAllSounds( void )
{
}
void CAudioDeviceSDLAudio::ApplyDSPEffects( int idsp, portable_samplepair_t *pbuffront, portable_samplepair_t *pbufrear, portable_samplepair_t *pbufcenter, int samplecount )
{
//SX_RoomFX( endtime, filter, timefx );
DSP_Process( idsp, pbuffront, pbufrear, pbufcenter, samplecount );
}
void CAudioDeviceSDLAudio::TransferSurround16( void *pOutput, const portable_samplepair_t *pfront, const portable_samplepair_t *prear, const portable_samplepair_t *pcenter, int64 lpaintedtime, int64 endtime, int nChannels)
{
const int volume = S_GetMasterVolume()*256;
const int* snd_front = (const int*)pfront;
const int* snd_rear = (const int*)prear;
const int* snd_center = (const int*)pcenter;
const int numSamples = (WAV_BUFFER_SIZE * WAV_BUFFERS)/4;
while(lpaintedtime < endtime)
{
const int lpos = lpaintedtime % numSamples;
int64 snd_linear_count = numSamples - lpos;
if ( snd_linear_count > endtime - lpaintedtime )
{
snd_linear_count = endtime - lpaintedtime;
}
short *snd_out = (short *)pOutput + lpos*nChannels;
for ( int i = 0; i < snd_linear_count; ++i )
{
const short* base = snd_out;
*snd_out++ = (snd_front[i*2] * volume) >> 8;
*snd_out++ = (snd_front[i*2+1] * volume) >> 8;
if ( nChannels >= 6 )
{
*snd_out++ = (snd_center[i*2] * volume) >> 8;
*snd_out++ = 0;
}
if ( nChannels >= 4 )
{
*snd_out++ = (snd_rear[i*2] * volume) >> 8;
*snd_out++ = (snd_rear[i*2+1] * volume) >> 8;
}
while ( snd_out - base < nChannels )
{
*snd_out++ = 0;
}
}
lpaintedtime += snd_linear_count;
snd_front += snd_linear_count*2;
snd_rear += snd_linear_count*2;
snd_center += snd_linear_count*2;
}
}
#endif // !DEDICATED