Files
jak-project/third-party/SDL/test/testsurround.c
T
Tyler Wilding 1f6438e517 deps: update to SDL3 (#3852)
This PR updates to SDL3, and with it, adds a handful of new features.
Everything seems to work but I'm going to look over the code once last
time before merging, some of the API changes are hard to spot.

Fixes #2773

### Pressure sensitivity support for DS3 Controllers

SDL3 adds pressure sensitivity support for DS3 controllers on windows. I
have not tested on linux. The option is disabled by default.

On windows you will need https://docs.nefarius.at/projects/DsHidMini/
and to be using SXS mode.

### DualSense and Xbox One Trigger Effects

If enabled, Jak 2 will have certain trigger effects.  They are:
   - xbox1:
     - small vibrate when collecting dark eco
     - big vibrate when changing to dark jak
     - vibrate when shooting gun, proportional to gun type
   - ps5:
     - resistance when changing to dark jak
     - different gun shooting effects
       - red (resistance)
       - yellow (weapon trigger)
       - blue (vibrates)
       - purple (less resistance)
> **Gun Shooting effects are only enabled if the new "Swap R1 and R2"
option is enabled**

There are more effects that could be used in `dualsense_effects.cpp`,
but I only exposed the ones I needed to OpenGOAL. If a modder wants to
use some of the others and wires them up end-to-end, please consider
contributing that upstream.

### New ImGUI Menu

Added new imgui options for selecting the active controller, for those
people that struggle to select the initial controller.


![image](https://github.com/user-attachments/assets/48ff2985-d9ef-417a-b1f2-a25c74595935)

### Testing

The highlights of what I tested successfully:
   - display
     - [x] all mode switch permutations
     - [x] launch with all modes saved
- [x] switch monitors / unplug monitor that was active, how does it
handle it
     - [x] load with alternate monitor saved and all modes
     - [x] allowing hidpi doesnt break macos
   - controls
     - [x] keyboard and mouse still work
     - [x] pressure sensitivity on linux
2025-03-02 16:36:22 -05:00

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/*
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely.
*/
/* Program to test surround sound audio channels */
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_test.h>
static int total_channels;
static int active_channel;
#define SAMPLE_RATE_HZ 48000
#define QUICK_TEST_TIME_MSEC 100
#define CHANNEL_TEST_TIME_SEC 5
#define MAX_AMPLITUDE SDL_MAX_SINT16
#define SINE_FREQ_HZ 500
#define LFE_SINE_FREQ_HZ 50
/* The channel layout is defined in SDL_audio.h */
static const char *get_channel_name(int channel_index, int channel_count)
{
switch (channel_count) {
case 1:
return "Mono";
case 2:
switch (channel_index) {
case 0:
return "Front Left";
case 1:
return "Front Right";
}
break;
case 3:
switch (channel_index) {
case 0:
return "Front Left";
case 1:
return "Front Right";
case 2:
return "Low Frequency Effects";
}
break;
case 4:
switch (channel_index) {
case 0:
return "Front Left";
case 1:
return "Front Right";
case 2:
return "Back Left";
case 3:
return "Back Right";
}
break;
case 5:
switch (channel_index) {
case 0:
return "Front Left";
case 1:
return "Front Right";
case 2:
return "Low Frequency Effects";
case 3:
return "Back Left";
case 4:
return "Back Right";
}
break;
case 6:
switch (channel_index) {
case 0:
return "Front Left";
case 1:
return "Front Right";
case 2:
return "Front Center";
case 3:
return "Low Frequency Effects";
case 4:
return "Back Left";
case 5:
return "Back Right";
}
break;
case 7:
switch (channel_index) {
case 0:
return "Front Left";
case 1:
return "Front Right";
case 2:
return "Front Center";
case 3:
return "Low Frequency Effects";
case 4:
return "Back Center";
case 5:
return "Side Left";
case 6:
return "Side Right";
}
break;
case 8:
switch (channel_index) {
case 0:
return "Front Left";
case 1:
return "Front Right";
case 2:
return "Front Center";
case 3:
return "Low Frequency Effects";
case 4:
return "Back Left";
case 5:
return "Back Right";
case 6:
return "Side Left";
case 7:
return "Side Right";
}
break;
default:
break;
}
SDLTest_AssertCheck(false, "Invalid channel_index for channel_count: channel_count=%d channel_index=%d", channel_count, channel_index);
SDL_assert(0);
return NULL;
}
static bool is_lfe_channel(int channel_index, int channel_count)
{
return (channel_count == 3 && channel_index == 2) || (channel_count >= 6 && channel_index == 3);
}
static void SDLCALL fill_buffer(void *userdata, SDL_AudioStream *stream, int len, int totallen)
{
const int samples = len / sizeof(Sint16);
Sint16 *buffer = NULL;
static int total_samples = 0;
int i;
/* This can happen for a short time when switching devices */
if (active_channel == total_channels) {
return;
}
buffer = (Sint16 *) SDL_calloc(samples, sizeof(Sint16));
if (!buffer) {
return; /* oh well. */
}
/* Play a sine wave on the active channel only */
for (i = active_channel; i < samples; i += total_channels) {
float time = (float)total_samples++ / SAMPLE_RATE_HZ;
int sine_freq = is_lfe_channel(active_channel, total_channels) ? LFE_SINE_FREQ_HZ : SINE_FREQ_HZ;
int amplitude;
/* Gradually ramp up and down to avoid audible pops when switching between channels */
if (total_samples < SAMPLE_RATE_HZ) {
amplitude = total_samples * MAX_AMPLITUDE / SAMPLE_RATE_HZ;
} else if (total_samples > (CHANNEL_TEST_TIME_SEC - 1) * SAMPLE_RATE_HZ) {
amplitude = (CHANNEL_TEST_TIME_SEC * SAMPLE_RATE_HZ - total_samples) * MAX_AMPLITUDE / SAMPLE_RATE_HZ;
} else {
amplitude = MAX_AMPLITUDE;
}
buffer[i] = (Sint16)(SDL_sin(6.283185f * sine_freq * time) * amplitude);
/* Reset our state for next callback if this channel test is finished */
if (total_samples == CHANNEL_TEST_TIME_SEC * SAMPLE_RATE_HZ) {
total_samples = 0;
active_channel++;
break;
}
}
SDL_PutAudioStreamData(stream, buffer, samples * sizeof (Sint16));
SDL_free(buffer);
}
int main(int argc, char *argv[])
{
SDL_AudioDeviceID *devices;
SDLTest_CommonState *state;
int devcount = 0;
int i;
/* Initialize test framework */
state = SDLTest_CommonCreateState(argv, 0);
if (!state) {
return 1;
}
if (!SDLTest_CommonDefaultArgs(state, argc, argv)) {
SDLTest_CommonQuit(state);
return 1;
}
if (!SDL_Init(SDL_INIT_AUDIO)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError());
return 1;
}
/* Show the list of available drivers */
SDL_Log("Available audio drivers:");
for (i = 0; i < SDL_GetNumAudioDrivers(); ++i) {
SDL_Log("%i: %s", i, SDL_GetAudioDriver(i));
}
SDL_Log("Using audio driver: %s", SDL_GetCurrentAudioDriver());
devices = SDL_GetAudioPlaybackDevices(&devcount);
if (!devices) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GetAudioPlaybackDevices() failed: %s", SDL_GetError());
}
SDL_Log("Available audio devices:");
for (i = 0; i < devcount; i++) {
SDL_Log("%s", SDL_GetAudioDeviceName(devices[i]));
}
for (i = 0; i < devcount; i++) {
SDL_AudioStream *stream = NULL;
const char *devname = SDL_GetAudioDeviceName(devices[i]);
int j;
SDL_AudioSpec spec;
SDL_Log("Testing audio device: %s", devname);
if (!SDL_GetAudioDeviceFormat(devices[i], &spec, NULL)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GetAudioDeviceFormat() failed: %s", SDL_GetError());
continue;
}
SDL_Log(" (%d channels)", spec.channels);
spec.freq = SAMPLE_RATE_HZ;
spec.format = SDL_AUDIO_S16;
/* These are used by the fill_buffer callback */
total_channels = spec.channels;
active_channel = 0;
stream = SDL_OpenAudioDeviceStream(devices[i], &spec, fill_buffer, NULL);
if (!stream) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_OpenAudioDeviceStream() failed: %s", SDL_GetError());
continue;
}
SDL_ResumeAudioStreamDevice(stream);
for (j = 0; j < total_channels; j++) {
const int sine_freq = is_lfe_channel(j, total_channels) ? LFE_SINE_FREQ_HZ : SINE_FREQ_HZ;
SDL_Log("Playing %d Hz test tone on channel: %s", sine_freq, get_channel_name(j, total_channels));
/* fill_buffer() will increment the active channel */
if (SDL_GetEnvironmentVariable(SDL_GetEnvironment(), "SDL_TESTS_QUICK") != NULL) {
SDL_Delay(QUICK_TEST_TIME_MSEC);
} else {
SDL_Delay(CHANNEL_TEST_TIME_SEC * 1000);
}
}
SDL_DestroyAudioStream(stream);
}
SDL_free(devices);
SDL_Quit();
return 0;
}