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sdl: Remove platform-specific code

Also nuke the Makefiles of Duke Nukem 3D (pun intended).

Change-Id: If2707cf079bfb9299347f9c5f980780134b6ecda
This commit is contained in:
Vencislav Atanasov 2019-07-28 23:31:50 +03:00
parent e19857e712
commit 183e45e8d0
No known key found for this signature in database
GPG key ID: 4B991E20465BE1F1
49 changed files with 53 additions and 2191 deletions

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@ -21,10 +21,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "quakedef.h"
#ifdef _WIN32
#include "winquake.h"
#endif
void S_Play(void);
void S_PlayVol(void);
void S_SoundList(void);
@ -148,9 +144,7 @@ void S_Startup (void)
if (!rc)
{
#ifndef _WIN32
Con_Printf("S_Startup: SNDDMA_Init failed.\n");
#endif
sound_started = 0;
return;
}
@ -561,11 +555,7 @@ void S_ClearBuffer (void)
{
int clear;
#ifdef _WIN32
if (!sound_started || !shm || (!shm->buffer && !pDSBuf))
#else
if (!sound_started || !shm || !shm->buffer)
#endif
return;
if (shm->samplebits == 8)
@ -573,43 +563,7 @@ void S_ClearBuffer (void)
else
clear = 0;
#ifdef _WIN32
if (pDSBuf)
{
DWORD dwSize;
DWORD *pData;
int reps;
HRESULT hresult;
reps = 0;
while ((hresult = pDSBuf->lpVtbl->Lock(pDSBuf, 0, gSndBufSize, &pData, &dwSize, NULL, NULL, 0)) != DS_OK)
{
if (hresult != DSERR_BUFFERLOST)
{
Con_Printf ("S_ClearBuffer: DS::Lock Sound Buffer Failed\n");
S_Shutdown ();
return;
}
if (++reps > 10000)
{
Con_Printf ("S_ClearBuffer: DS: couldn't restore buffer\n");
S_Shutdown ();
return;
}
}
Q_memset(pData, clear, shm->samples * shm->samplebits/8);
pDSBuf->lpVtbl->Unlock(pDSBuf, pData, dwSize, NULL, 0);
}
else
#endif
{
Q_memset(shm->buffer, clear, shm->samples * shm->samplebits/8);
}
Q_memset(shm->buffer, clear, shm->samples * shm->samplebits/8);
}
@ -844,11 +798,6 @@ void GetSoundtime(void)
void S_ExtraUpdate (void)
{
#ifdef _WIN32
IN_Accumulate ();
#endif
if (snd_noextraupdate.value)
return; // don't pollute timings
S_Update_();
@ -880,25 +829,6 @@ void S_Update_(void)
if (endtime - soundtime > samps)
endtime = soundtime + samps;
#ifdef _WIN32
// if the buffer was lost or stopped, restore it and/or restart it
{
DWORD dwStatus;
if (pDSBuf)
{
if (pDSBuf->lpVtbl->GetStatus (pDSBuf, &dwStatus) != DD_OK)
Con_Printf ("Couldn't get sound buffer status\n");
if (dwStatus & DSBSTATUS_BUFFERLOST)
pDSBuf->lpVtbl->Restore (pDSBuf);
if (!(dwStatus & DSBSTATUS_PLAYING))
pDSBuf->lpVtbl->Play(pDSBuf, 0, 0, DSBPLAY_LOOPING);
}
}
#endif
S_PaintChannels (endtime);
SNDDMA_Submit ();