From a855d6202536ff28e5aae4f22a0f31d8f5b325d0 Mon Sep 17 00:00:00 2001 From: Franklin Wei Date: Sat, 21 Jan 2017 15:18:31 -0500 Subject: Port of Duke Nukem 3D This ports Fabien Sanglard's Chocolate Duke to run on a version of SDL for Rockbox. Change-Id: I8f2c4c78af19de10c1633ed7bb7a997b43256dd9 --- apps/plugins/sdl/src/cdrom/macosx/SDL_syscdrom_c.h | 136 +++++++++++++++++++++ 1 file changed, 136 insertions(+) create mode 100644 apps/plugins/sdl/src/cdrom/macosx/SDL_syscdrom_c.h (limited to 'apps/plugins/sdl/src/cdrom/macosx/SDL_syscdrom_c.h') diff --git a/apps/plugins/sdl/src/cdrom/macosx/SDL_syscdrom_c.h b/apps/plugins/sdl/src/cdrom/macosx/SDL_syscdrom_c.h new file mode 100644 index 0000000000..589c5897e6 --- /dev/null +++ b/apps/plugins/sdl/src/cdrom/macosx/SDL_syscdrom_c.h @@ -0,0 +1,136 @@ +/* + SDL - Simple DirectMedia Layer + Copyright (C) 1997-2012 Sam Lantinga + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Library General Public + License as published by the Free Software Foundation; either + version 2 of the License, or (at your option) any later version. + + This library 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 + Library General Public License for more details. + + You should have received a copy of the GNU Library General Public + License along with this library; if not, write to the Free + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + Sam Lantinga + slouken@libsdl.org +*/ +#include "SDL_config.h" + +/* This is the Mac OS X / CoreAudio specific header for the SDL CD-ROM API + Contributed by Darrell Walisser and Max Horn + */ + +/*********************************************************************************** + Implementation Notes + ********************* + + This code has several limitations currently (all of which are proabaly fixable): + + 1. A CD-ROM device is inferred from a mounted cdfs volume, so device 0 is + not necessarily the first CD-ROM device on the system. (Somewhat easy to fix + by useing the device name from the volume id's to reorder the volumes) + + 2. You can only open and control 1 CD-ROM device at a time. (Challenging to fix, + due to extensive code restructuring) + + 3. The status reported by SDL_CDStatus only changes to from CD_PLAYING to CD_STOPPED in + 1-second intervals (because the audio is buffered in 1-second chunks) If + the audio data is less than 1 second, the remainder is filled with silence. + + If you need to play sequences back-to-back that are less that 1 second long, + use the frame position to determine when to play the next sequence, instead + of SDL_CDStatus. + + This may be possible to fix with a clever usage of the AudioUnit API. + + 4. When new volumes are inserted, our volume information is not updated. The only way + to refresh this information is to reinit the CD-ROM subsystem of SDL. To fix this, + one would probably have to fix point 1 above first, then figure out how to register + for a notification when new media is mounted in order to perform an automatic + rescan for cdfs volumes. + + + + So, here comes a description of how this all works. + + < Initializing > + + To get things rolling, we have to locate mounted volumes that contain + audio (since nearly all Macs don't have analog audio-in on the sound card). + That's easy, since these volumes have a flag that indicates this special + filesystem. See DetectAudioCDVolumes() in CDPlayer.cpp for this code. + + Next, we parse the invisible .TOC.plist in the root of the volume, which gets us + the track information (number, offset, length, leadout, etc). See ReadTOCData() in + CDPlayer.cpp for the skinny on this. + + + < The Playback Loop > + + Now come the tricky parts. Let's start with basic audio playback. When a frame + range to play is requested, we must first find the .aiff files on the volume, + hopefully in the right order. Since these files all begin with a number "1 Audio Track", + etc, this is used to determine the correct track order. + + Once all files are determined, we have to find what file corresponds to the start + and length parameter to SDL_SYS_CDPlay(). Again, this is quite simple by walking the + cdrom's track list. At this point, we also save the offset to the next track and frames + remaining, if we're going to have to play another file after the first one. See + GetFileForOffset() for this code. + + At this point we have all info needed to start playback, so we hand off to the LoadFile() + function, which proceeds to do its magic and plays back the file. + + When the file is finished playing, CompletionProc() is invoked, at which time we can + play the next file if the previously saved next track and frames remaining + indicates that we should. + + + < Magic > + + OK, so it's not really magic, but since I don't fully understand all the hidden details it + seems like it to me ;-) The API's involved are the AudioUnit and AudioFile API's. These + appear to be an extension of CoreAudio for creating modular playback and f/x entities. + The important thing is that CPU usage is very low and reliability is very high. You'd + be hard-pressed to find a way to stutter the playback with other CPU-intensive tasks. + + One part of this magic is that it uses multiple threads, which carries the usual potential + for disaster if not handled carefully. Playback currently requires 4 additional threads: + 1. The coreaudio runloop thread + 2. The coreaudio device i/o thread + 3. The file streaming thread + 4. The notification/callback thread + + The first 2 threads are necessary evil - CoreAudio creates this no matter what the situation + is (even the SDL sound implementation creates theses suckers). The last two are are created + by us. + + The file is streamed from disk using a threaded double-buffer approach. + This way, the high latency operation of reading from disk can be performed without interrupting + the real-time device thread (which amounts to avoiding dropouts). The device thread grabs the + buffer that isn't being read and sends it to the CoreAudio mixer where it eventually gets + to the sound card. + + The device thread posts a notification when the file streaming thread is out of data. This + notification must be handled in a separate thread to avoid potential deadlock in the + device thread. That's where the notification thread comes in. This thread is signaled + whenever a notification needs to be processed, so another file can be played back if need be. + + The API in CDPlayer.cpp contains synchronization because otherwise both the notification thread + and main thread (or another other thread using the SDL CD api) can potentially call it at the same time. + +************************************************************************************/ + + +#include "SDL_cdrom.h" +#include "../SDL_syscdrom.h" + +#include "CDPlayer.h" + +#define kErrorFakeDevice "Error: Cannot proceed since we're faking a CD-ROM device. Reinit the CD-ROM subsystem to scan for new volumes." + -- cgit v1.2.3