From 72d9253ab2e5e0630c824c7130a40b7158323bc9 Mon Sep 17 00:00:00 2001 From: wyatt8740 Date: Sun, 1 Oct 2023 23:53:17 -0400 Subject: Got X11 QuakeWorld to build (no GLQuakeWorld yet!). Added support for 24-bit color depth (ripped out of WinQuake, which appears to have a newer version of vid_x.c). Also, added SDL audio code (almost directly translated from WinQuake/netquake code). --- QW/client/snd_dma.c | 12 +++++++++++- 1 file changed, 11 insertions(+), 1 deletion(-) (limited to 'QW/client/snd_dma.c') diff --git a/QW/client/snd_dma.c b/QW/client/snd_dma.c index 4168315..8554836 100644 --- a/QW/client/snd_dma.c +++ b/QW/client/snd_dma.c @@ -77,6 +77,11 @@ cvar_t volume = {"volume", "0.7", true}; cvar_t nosound = {"nosound", "0"}; cvar_t precache = {"precache", "1"}; cvar_t loadas8bit = {"loadas8bit", "0"}; +/* for sdl */ +#if defined(USE_SDL2) +cvar_t sndspeed = {"sndspeed", "11025", CVAR_NONE}; +cvar_t snd_mixspeed = {"snd_mixspeed", "44100", CVAR_NONE}; +#endif cvar_t bgmbuffer = {"bgmbuffer", "4096"}; cvar_t ambient_level = {"ambient_level", "0.3"}; cvar_t ambient_fade = {"ambient_fade", "100"}; @@ -146,8 +151,13 @@ void S_Startup (void) if (!fakedma) { +#if defined(USE_SDL2) + /* Since I borrowed a lot of the SDL2 code from Quakespasm, I + found this to be the easiest way to retrofit it: */ + rc = SNDDMA_Init(&sn); +#else rc = SNDDMA_Init(); - +#endif if (!rc) { #ifndef _WIN32 -- cgit v1.2.3