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