stop saying samples when we mean frames

This commit is contained in:
Glenn Maynard
2004-01-12 02:19:56 +00:00
parent 843a7e4ecd
commit 3ad2c0531e
3 changed files with 8 additions and 13 deletions
+3 -8
View File
@@ -20,11 +20,6 @@ BOOL CALLBACK DSound::EnumCallback(LPGUID lpGuid, LPCSTR lpcstrDescription, LPCS
return TRUE;
}
/* The PortAudio directsound code does this. I'm not sure if it actually matters;
* it's an experiment based on some recent reports. (The default primary buffer
* mode is 22050 8-bit. However, we mix through secondary buffers, and I'm not sure
* when the primary buffer mode matters there--I'm certainly not getting 22050 8-bit
* sound.) */
void DSound::SetPrimaryBufferMode()
{
#ifndef _XBOX
@@ -397,7 +392,7 @@ bool DSoundBuf::get_output_buf(char **buffer, unsigned *bufsiz, int chunksize)
/* Increment last_cursor_pos to point at where the data we're about to
* ask for will actually be played. */
last_cursor_pos += num_bytes_empty / samplesize();
last_cursor_pos += num_bytes_empty / bytes_per_frame();
buffer_locked = true;
@@ -414,8 +409,8 @@ int DSoundBuf::GetPosition() const
{
DWORD cursor, junk;
buf->GetCurrentPosition(&cursor, &junk);
int cursor_frames = int(cursor) / samplesize();
int write_cursor_frames = write_cursor / samplesize();
int cursor_frames = int(cursor) / bytes_per_frame();
int write_cursor_frames = write_cursor / bytes_per_frame();
int frames_behind = write_cursor_frames - cursor_frames;
if(frames_behind <= 0)
+2 -2
View File
@@ -31,8 +31,8 @@ class DSoundBuf
int buffersize;
int buffersize_frames() const { return buffersize / samplesize(); }
int samplesize() const { return channels*samplebits/8; }
int buffersize_frames() const { return buffersize / bytes_per_frame(); }
int bytes_per_frame() const { return channels*samplebits/8; }
int write_cursor, buffer_bytes_filled; /* bytes */
int last_cursor_pos; /* frames */
@@ -12,10 +12,10 @@
/* samples */
const int channels = 2;
const int samplesize = channels*2; /* 16-bit */
const int bytes_per_frame = channels*2; /* 16-bit */
const int samplerate = 44100;
const int buffersize_frames = 1024*4; /* in frames */
const int buffersize = buffersize_frames * samplesize; /* in bytes */
const int buffersize = buffersize_frames * bytes_per_frame; /* in bytes */
/* We'll fill the buffer in chunks this big. This should evenly divide the
* buffer size. */
@@ -154,7 +154,7 @@ void RageSound_DSound_Software::StopMixing(RageSound *snd)
delete sounds[i];
sounds.erase(sounds.begin()+i, sounds.begin()+i+1);
/* If nothing is playing, reset the sample count; this is just to
/* If nothing is playing, reset the frame count; this is just to
* prevent eventual overflow. */
if(sounds.empty())
str_ds->Reset();