Develop branch integration (#1091)
* [core] REDESIGNED: Implement global context * [rlgl] REDESIGNED: Implement global context * Reviewed globals for Android * Review Android globals usage * Update Android globals * Bump raylib version to 3.0 !!! * [raudio] REDESIGNED: Implement global context * [raudio] Reorder functions * [core] Tweaks on descriptions * Issues with SUPPORT_MOUSE_GESTURES * [camera] Use global context * REDESIGN: Move shapes drawing texture/rec to RLGL context * Review some issues on standalone mode * Update to use global context * [GAME] Upload RE-PAIR game from GGJ2020 -WIP- * Update game: RE-PAIR * [utils] TRACELOG macros proposal * Update config.h
This commit is contained in:
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34 changed files with 3778 additions and 1985 deletions
743
src/raudio.c
743
src/raudio.c
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@ -4,11 +4,11 @@
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*
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* FEATURES:
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* - Manage audio device (init/close)
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* - Manage raw audio context
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* - Manage mixing channels
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* - Load and unload audio files
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* - Format wave data (sample rate, size, channels)
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* - Play/Stop/Pause/Resume loaded audio
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* - Manage mixing channels
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* - Manage raw audio context
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*
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* CONFIGURATION:
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*
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@ -124,7 +124,15 @@
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// After some math, considering a sampleRate of 48000, a buffer refill rate of 1/60 seconds and a
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// standard double-buffering system, a 4096 samples buffer has been chosen, it should be enough
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// In case of music-stalls, just increase this number
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#define AUDIO_BUFFER_SIZE 4096 // PCM data samples (i.e. 16bit, Mono: 8Kb)
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#if !defined(AUDIO_BUFFER_SIZE)
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#define AUDIO_BUFFER_SIZE 4096 // PCM data samples (i.e. 16bit, Mono: 8Kb)
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#endif
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#define DEVICE_FORMAT ma_format_f32
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#define DEVICE_CHANNELS 2
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#define DEVICE_SAMPLE_RATE 44100
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#define MAX_AUDIO_BUFFER_POOL_CHANNELS 16
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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@ -155,14 +163,74 @@ typedef enum {
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} TraceLogType;
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#endif
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// NOTE: Different logic is used when feeding data to the playback device
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// depending on whether or not data is streamed (Music vs Sound)
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typedef enum {
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AUDIO_BUFFER_USAGE_STATIC = 0,
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AUDIO_BUFFER_USAGE_STREAM
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} AudioBufferUsage;
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// Audio buffer structure
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struct rAudioBuffer {
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ma_pcm_converter dsp; // PCM data converter
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float volume; // Audio buffer volume
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float pitch; // Audio buffer pitch
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bool playing; // Audio buffer state: AUDIO_PLAYING
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bool paused; // Audio buffer state: AUDIO_PAUSED
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bool looping; // Audio buffer looping, always true for AudioStreams
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int usage; // Audio buffer usage mode: STATIC or STREAM
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bool isSubBufferProcessed[2]; // SubBuffer processed (virtual double buffer)
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unsigned int sizeInFrames; // Total buffer size in frames
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unsigned int frameCursorPos; // Frame cursor position
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unsigned int totalFramesProcessed; // Total frames processed in this buffer (required for play timming)
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unsigned char *data; // Data buffer, on music stream keeps filling
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rAudioBuffer *next; // Next audio buffer on the list
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rAudioBuffer *prev; // Previous audio buffer on the list
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};
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#define AudioBuffer rAudioBuffer // HACK: To avoid CoreAudio (macOS) symbol collision
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// Audio data context
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typedef struct AudioData {
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struct {
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ma_context context; // miniaudio context data
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ma_device device; // miniaudio device
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ma_mutex lock; // miniaudio mutex lock
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bool isReady; // Check if audio device is ready
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float masterVolume; // Master volume (multiplied on output mixing)
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} System;
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struct {
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AudioBuffer *first; // Pointer to first AudioBuffer in the list
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AudioBuffer *last; // Pointer to last AudioBuffer in the list
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} Buffer;
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struct {
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AudioBuffer *pool[MAX_AUDIO_BUFFER_POOL_CHANNELS]; // Multichannel AudioBuffer pointers pool
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unsigned int poolCounter; // AudioBuffer pointers pool counter
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unsigned int channels[MAX_AUDIO_BUFFER_POOL_CHANNELS]; // AudioBuffer pool channels
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} MultiChannel;
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} AudioData;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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// ...
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static AudioData AUDIO = { 0 }; // Global CORE context
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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static void OnLog(ma_context *pContext, ma_device *pDevice, ma_uint32 logLevel, const char *message);
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static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const void *pFramesInput, ma_uint32 frameCount);
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static ma_uint32 OnAudioBufferDSPRead(ma_pcm_converter *pDSP, void *pFramesOut, ma_uint32 frameCount, void *pUserData);
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static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, float localVolume);
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static void InitAudioBufferPool(void); // Initialise the multichannel buffer pool
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static void CloseAudioBufferPool(void); // Close the audio buffers pool
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#if defined(SUPPORT_FILEFORMAT_WAV)
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static Wave LoadWAV(const char *fileName); // Load WAV file
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static int SaveWAV(Wave wave, const char *fileName); // Save wave data as WAV file
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@ -178,73 +246,15 @@ static Wave LoadMP3(const char *fileName); // Load MP3 file
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#endif
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#if defined(RAUDIO_STANDALONE)
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bool IsFileExtension(const char *fileName, const char *ext); // Check file extension
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void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
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bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
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void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
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#endif
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//----------------------------------------------------------------------------------
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// AudioBuffer Functionality
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//----------------------------------------------------------------------------------
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#define DEVICE_FORMAT ma_format_f32
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#define DEVICE_CHANNELS 2
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#define DEVICE_SAMPLE_RATE 44100
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#define MAX_AUDIO_BUFFER_POOL_CHANNELS 16
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typedef enum { AUDIO_BUFFER_USAGE_STATIC = 0, AUDIO_BUFFER_USAGE_STREAM } AudioBufferUsage;
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// Audio buffer structure
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// NOTE: Slightly different logic is used when feeding data to the
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// playback device depending on whether or not data is streamed
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struct rAudioBuffer {
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ma_pcm_converter dsp; // PCM data converter
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float volume; // Audio buffer volume
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float pitch; // Audio buffer pitch
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bool playing; // Audio buffer state: AUDIO_PLAYING
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bool paused; // Audio buffer state: AUDIO_PAUSED
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bool looping; // Audio buffer looping, always true for AudioStreams
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int usage; // Audio buffer usage mode: STATIC or STREAM
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bool isSubBufferProcessed[2]; // SubBuffer processed (virtual double buffer)
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unsigned int frameCursorPos; // Frame cursor position
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unsigned int bufferSizeInFrames; // Total buffer size in frames
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unsigned int totalFramesProcessed; // Total frames processed in this buffer (required for play timming)
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unsigned char *buffer; // Data buffer, on music stream keeps filling
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rAudioBuffer *next; // Next audio buffer on the list
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rAudioBuffer *prev; // Previous audio buffer on the list
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};
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#define AudioBuffer rAudioBuffer // HACK: To avoid CoreAudio (macOS) symbol collision
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// Audio buffers are tracked in a linked list
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static AudioBuffer *firstAudioBuffer = NULL; // Pointer to first AudioBuffer in the list
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static AudioBuffer *lastAudioBuffer = NULL; // Pointer to last AudioBuffer in the list
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// miniaudio global variables
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static ma_context context; // miniaudio context data
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static ma_device device; // miniaudio device
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static ma_mutex audioLock; // miniaudio mutex lock
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static bool isAudioInitialized = false; // Check if audio device is initialized
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static float masterVolume = 1.0f; // Master volume (multiplied on output mixing)
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// Multi channel playback global variables
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static AudioBuffer *audioBufferPool[MAX_AUDIO_BUFFER_POOL_CHANNELS] = { 0 }; // Multichannel AudioBuffer pointers pool
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static unsigned int audioBufferPoolCounter = 0; // AudioBuffer pointers pool counter
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static unsigned int audioBufferPoolChannels[MAX_AUDIO_BUFFER_POOL_CHANNELS] = { 0 }; // AudioBuffer pool channels
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// miniaudio functions declaration
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static void OnLog(ma_context *pContext, ma_device *pDevice, ma_uint32 logLevel, const char *message);
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static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const void *pFramesInput, ma_uint32 frameCount);
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static ma_uint32 OnAudioBufferDSPRead(ma_pcm_converter *pDSP, void *pFramesOut, ma_uint32 frameCount, void *pUserData);
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static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, float localVolume);
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// AudioBuffer management functions declaration
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// NOTE: Those functions are not exposed by raylib... for the moment
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AudioBuffer *InitAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sampleRate, ma_uint32 bufferSizeInFrames, int usage);
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//----------------------------------------------------------------------------------
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AudioBuffer *InitAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sampleRate, ma_uint32 sizeInFrames, int usage);
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void CloseAudioBuffer(AudioBuffer *buffer);
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bool IsAudioBufferPlaying(AudioBuffer *buffer);
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void PlayAudioBuffer(AudioBuffer *buffer);
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@ -256,248 +266,20 @@ void SetAudioBufferPitch(AudioBuffer *buffer, float pitch);
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void TrackAudioBuffer(AudioBuffer *buffer);
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void UntrackAudioBuffer(AudioBuffer *buffer);
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//----------------------------------------------------------------------------------
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// miniaudio functions definitions
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//----------------------------------------------------------------------------------
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// Log callback function
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static void OnLog(ma_context *pContext, ma_device *pDevice, ma_uint32 logLevel, const char *message)
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{
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(void)pContext;
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(void)pDevice;
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TraceLog(LOG_ERROR, message); // All log messages from miniaudio are errors
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}
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// Sending audio data to device callback function
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// NOTE: All the mixing takes place here
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static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const void *pFramesInput, ma_uint32 frameCount)
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{
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(void)pDevice;
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// Mixing is basically just an accumulation, we need to initialize the output buffer to 0
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memset(pFramesOut, 0, frameCount*pDevice->playback.channels*ma_get_bytes_per_sample(pDevice->playback.format));
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// Using a mutex here for thread-safety which makes things not real-time
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// This is unlikely to be necessary for this project, but may want to consider how you might want to avoid this
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ma_mutex_lock(&audioLock);
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{
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for (AudioBuffer *audioBuffer = firstAudioBuffer; audioBuffer != NULL; audioBuffer = audioBuffer->next)
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{
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// Ignore stopped or paused sounds
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if (!audioBuffer->playing || audioBuffer->paused) continue;
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ma_uint32 framesRead = 0;
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while (1)
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{
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if (framesRead > frameCount)
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{
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TraceLog(LOG_DEBUG, "Mixed too many frames from audio buffer");
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break;
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}
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if (framesRead == frameCount) break;
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// Just read as much data as we can from the stream
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ma_uint32 framesToRead = (frameCount - framesRead);
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while (framesToRead > 0)
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{
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float tempBuffer[1024]; // 512 frames for stereo
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ma_uint32 framesToReadRightNow = framesToRead;
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if (framesToReadRightNow > sizeof(tempBuffer)/sizeof(tempBuffer[0])/DEVICE_CHANNELS)
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{
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framesToReadRightNow = sizeof(tempBuffer)/sizeof(tempBuffer[0])/DEVICE_CHANNELS;
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}
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ma_uint32 framesJustRead = (ma_uint32)ma_pcm_converter_read(&audioBuffer->dsp, tempBuffer, framesToReadRightNow);
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if (framesJustRead > 0)
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{
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float *framesOut = (float *)pFramesOut + (framesRead*device.playback.channels);
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float *framesIn = tempBuffer;
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MixAudioFrames(framesOut, framesIn, framesJustRead, audioBuffer->volume);
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framesToRead -= framesJustRead;
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framesRead += framesJustRead;
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}
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if (!audioBuffer->playing)
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{
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framesRead = frameCount;
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break;
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}
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// If we weren't able to read all the frames we requested, break
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if (framesJustRead < framesToReadRightNow)
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{
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if (!audioBuffer->looping)
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{
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StopAudioBuffer(audioBuffer);
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break;
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}
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else
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{
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// Should never get here, but just for safety,
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// move the cursor position back to the start and continue the loop
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audioBuffer->frameCursorPos = 0;
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continue;
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}
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}
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}
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// If for some reason we weren't able to read every frame we'll need to break from the loop
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// Not doing this could theoretically put us into an infinite loop
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if (framesToRead > 0) break;
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}
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}
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}
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ma_mutex_unlock(&audioLock);
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}
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// DSP read from audio buffer callback function
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static ma_uint32 OnAudioBufferDSPRead(ma_pcm_converter *pDSP, void *pFramesOut, ma_uint32 frameCount, void *pUserData)
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{
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AudioBuffer *audioBuffer = (AudioBuffer *)pUserData;
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ma_uint32 subBufferSizeInFrames = (audioBuffer->bufferSizeInFrames > 1)? audioBuffer->bufferSizeInFrames/2 : audioBuffer->bufferSizeInFrames;
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ma_uint32 currentSubBufferIndex = audioBuffer->frameCursorPos/subBufferSizeInFrames;
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if (currentSubBufferIndex > 1)
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{
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TraceLog(LOG_DEBUG, "Frame cursor position moved too far forward in audio stream");
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return 0;
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}
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// Another thread can update the processed state of buffers so
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// we just take a copy here to try and avoid potential synchronization problems
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bool isSubBufferProcessed[2];
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isSubBufferProcessed[0] = audioBuffer->isSubBufferProcessed[0];
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isSubBufferProcessed[1] = audioBuffer->isSubBufferProcessed[1];
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ma_uint32 frameSizeInBytes = ma_get_bytes_per_sample(audioBuffer->dsp.formatConverterIn.config.formatIn)*audioBuffer->dsp.formatConverterIn.config.channels;
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// Fill out every frame until we find a buffer that's marked as processed. Then fill the remainder with 0
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ma_uint32 framesRead = 0;
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while (1)
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{
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// We break from this loop differently depending on the buffer's usage
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// - For static buffers, we simply fill as much data as we can
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// - For streaming buffers we only fill the halves of the buffer that are processed
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// Unprocessed halves must keep their audio data in-tact
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if (audioBuffer->usage == AUDIO_BUFFER_USAGE_STATIC)
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{
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if (framesRead >= frameCount) break;
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}
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else
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{
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if (isSubBufferProcessed[currentSubBufferIndex]) break;
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}
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ma_uint32 totalFramesRemaining = (frameCount - framesRead);
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if (totalFramesRemaining == 0) break;
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ma_uint32 framesRemainingInOutputBuffer;
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if (audioBuffer->usage == AUDIO_BUFFER_USAGE_STATIC)
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{
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framesRemainingInOutputBuffer = audioBuffer->bufferSizeInFrames - audioBuffer->frameCursorPos;
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}
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else
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{
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ma_uint32 firstFrameIndexOfThisSubBuffer = subBufferSizeInFrames*currentSubBufferIndex;
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framesRemainingInOutputBuffer = subBufferSizeInFrames - (audioBuffer->frameCursorPos - firstFrameIndexOfThisSubBuffer);
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}
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ma_uint32 framesToRead = totalFramesRemaining;
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if (framesToRead > framesRemainingInOutputBuffer) framesToRead = framesRemainingInOutputBuffer;
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memcpy((unsigned char *)pFramesOut + (framesRead*frameSizeInBytes), audioBuffer->buffer + (audioBuffer->frameCursorPos*frameSizeInBytes), framesToRead*frameSizeInBytes);
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audioBuffer->frameCursorPos = (audioBuffer->frameCursorPos + framesToRead)%audioBuffer->bufferSizeInFrames;
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framesRead += framesToRead;
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// If we've read to the end of the buffer, mark it as processed
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if (framesToRead == framesRemainingInOutputBuffer)
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{
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audioBuffer->isSubBufferProcessed[currentSubBufferIndex] = true;
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isSubBufferProcessed[currentSubBufferIndex] = true;
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currentSubBufferIndex = (currentSubBufferIndex + 1)%2;
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// We need to break from this loop if we're not looping
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if (!audioBuffer->looping)
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{
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StopAudioBuffer(audioBuffer);
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break;
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}
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}
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}
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// Zero-fill excess
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ma_uint32 totalFramesRemaining = (frameCount - framesRead);
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if (totalFramesRemaining > 0)
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{
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memset((unsigned char *)pFramesOut + (framesRead*frameSizeInBytes), 0, totalFramesRemaining*frameSizeInBytes);
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// For static buffers we can fill the remaining frames with silence for safety, but we don't want
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// to report those frames as "read". The reason for this is that the caller uses the return value
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// to know whether or not a non-looping sound has finished playback.
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if (audioBuffer->usage != AUDIO_BUFFER_USAGE_STATIC) framesRead += totalFramesRemaining;
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}
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return framesRead;
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}
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// This is the main mixing function. Mixing is pretty simple in this project - it's just an accumulation.
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// NOTE: framesOut is both an input and an output. It will be initially filled with zeros outside of this function.
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static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, float localVolume)
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{
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for (ma_uint32 iFrame = 0; iFrame < frameCount; ++iFrame)
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{
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for (ma_uint32 iChannel = 0; iChannel < device.playback.channels; ++iChannel)
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{
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float *frameOut = framesOut + (iFrame*device.playback.channels);
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const float *frameIn = framesIn + (iFrame*device.playback.channels);
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frameOut[iChannel] += (frameIn[iChannel]*masterVolume*localVolume);
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}
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}
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}
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// Initialise the multichannel buffer pool
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static void InitAudioBufferPool()
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{
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// Dummy buffers
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for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
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{
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audioBufferPool[i] = InitAudioBuffer(DEVICE_FORMAT, DEVICE_CHANNELS, DEVICE_SAMPLE_RATE, 0, AUDIO_BUFFER_USAGE_STATIC);
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}
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}
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// Close the audio buffers pool
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static void CloseAudioBufferPool()
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{
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for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
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{
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RL_FREE(audioBufferPool[i]->buffer);
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RL_FREE(audioBufferPool[i]);
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}
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Audio Device initialization and Closing
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//----------------------------------------------------------------------------------
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// Initialize audio device
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void InitAudioDevice(void)
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{
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// TODO: Load AUDIO context memory dynamically?
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AUDIO.System.masterVolume = 1.0f;
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// Init audio context
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ma_context_config contextConfig = ma_context_config_init();
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contextConfig.logCallback = OnLog;
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ma_context_config ctxConfig = ma_context_config_init();
|
||||
ctxConfig.logCallback = OnLog;
|
||||
|
||||
ma_result result = ma_context_init(NULL, 0, &contextConfig, &context);
|
||||
ma_result result = ma_context_init(NULL, 0, &ctxConfig, &AUDIO.System.context);
|
||||
if (result != MA_SUCCESS)
|
||||
{
|
||||
TraceLog(LOG_ERROR, "Failed to initialize audio context");
|
||||
|
@ -507,78 +289,78 @@ void InitAudioDevice(void)
|
|||
// Init audio device
|
||||
// NOTE: Using the default device. Format is floating point because it simplifies mixing.
|
||||
ma_device_config config = ma_device_config_init(ma_device_type_playback);
|
||||
config.playback.pDeviceID = NULL; // NULL for the default playback device.
|
||||
config.playback.pDeviceID = NULL; // NULL for the default playback AUDIO.System.device.
|
||||
config.playback.format = DEVICE_FORMAT;
|
||||
config.playback.channels = DEVICE_CHANNELS;
|
||||
config.capture.pDeviceID = NULL; // NULL for the default capture device.
|
||||
config.capture.pDeviceID = NULL; // NULL for the default capture AUDIO.System.device.
|
||||
config.capture.format = ma_format_s16;
|
||||
config.capture.channels = 1;
|
||||
config.sampleRate = DEVICE_SAMPLE_RATE;
|
||||
config.dataCallback = OnSendAudioDataToDevice;
|
||||
config.pUserData = NULL;
|
||||
|
||||
result = ma_device_init(&context, &config, &device);
|
||||
result = ma_device_init(&AUDIO.System.context, &config, &AUDIO.System.device);
|
||||
if (result != MA_SUCCESS)
|
||||
{
|
||||
TraceLog(LOG_ERROR, "Failed to initialize audio playback device");
|
||||
ma_context_uninit(&context);
|
||||
TraceLog(LOG_ERROR, "Failed to initialize audio playback AUDIO.System.device");
|
||||
ma_context_uninit(&AUDIO.System.context);
|
||||
return;
|
||||
}
|
||||
|
||||
// Keep the device running the whole time. May want to consider doing something a bit smarter and only have the device running
|
||||
// while there's at least one sound being played.
|
||||
result = ma_device_start(&device);
|
||||
result = ma_device_start(&AUDIO.System.device);
|
||||
if (result != MA_SUCCESS)
|
||||
{
|
||||
TraceLog(LOG_ERROR, "Failed to start audio playback device");
|
||||
ma_device_uninit(&device);
|
||||
ma_context_uninit(&context);
|
||||
TraceLog(LOG_ERROR, "Failed to start audio playback AUDIO.System.device");
|
||||
ma_device_uninit(&AUDIO.System.device);
|
||||
ma_context_uninit(&AUDIO.System.context);
|
||||
return;
|
||||
}
|
||||
|
||||
// Mixing happens on a seperate thread which means we need to synchronize. I'm using a mutex here to make things simple, but may
|
||||
// want to look at something a bit smarter later on to keep everything real-time, if that's necessary.
|
||||
if (ma_mutex_init(&context, &audioLock) != MA_SUCCESS)
|
||||
if (ma_mutex_init(&AUDIO.System.context, &AUDIO.System.lock) != MA_SUCCESS)
|
||||
{
|
||||
TraceLog(LOG_ERROR, "Failed to create mutex for audio mixing");
|
||||
ma_device_uninit(&device);
|
||||
ma_context_uninit(&context);
|
||||
ma_device_uninit(&AUDIO.System.device);
|
||||
ma_context_uninit(&AUDIO.System.context);
|
||||
return;
|
||||
}
|
||||
|
||||
TraceLog(LOG_INFO, "Audio device initialized successfully");
|
||||
TraceLog(LOG_INFO, "Audio backend: miniaudio / %s", ma_get_backend_name(context.backend));
|
||||
TraceLog(LOG_INFO, "Audio format: %s -> %s", ma_get_format_name(device.playback.format), ma_get_format_name(device.playback.internalFormat));
|
||||
TraceLog(LOG_INFO, "Audio channels: %d -> %d", device.playback.channels, device.playback.internalChannels);
|
||||
TraceLog(LOG_INFO, "Audio sample rate: %d -> %d", device.sampleRate, device.playback.internalSampleRate);
|
||||
TraceLog(LOG_INFO, "Audio buffer size: %d", device.playback.internalBufferSizeInFrames);
|
||||
TraceLog(LOG_INFO, "Audio backend: miniaudio / %s", ma_get_backend_name(AUDIO.System.context.backend));
|
||||
TraceLog(LOG_INFO, "Audio format: %s -> %s", ma_get_format_name(AUDIO.System.device.playback.format), ma_get_format_name(AUDIO.System.device.playback.internalFormat));
|
||||
TraceLog(LOG_INFO, "Audio channels: %d -> %d", AUDIO.System.device.playback.channels, AUDIO.System.device.playback.internalChannels);
|
||||
TraceLog(LOG_INFO, "Audio sample rate: %d -> %d", AUDIO.System.device.sampleRate, AUDIO.System.device.playback.internalSampleRate);
|
||||
TraceLog(LOG_INFO, "Audio buffer size: %d", AUDIO.System.device.playback.internalBufferSizeInFrames);
|
||||
|
||||
InitAudioBufferPool();
|
||||
TraceLog(LOG_INFO, "Audio multichannel pool size: %i", MAX_AUDIO_BUFFER_POOL_CHANNELS);
|
||||
|
||||
isAudioInitialized = true;
|
||||
AUDIO.System.isReady = true;
|
||||
}
|
||||
|
||||
// Close the audio device for all contexts
|
||||
void CloseAudioDevice(void)
|
||||
{
|
||||
if (isAudioInitialized)
|
||||
if (AUDIO.System.isReady)
|
||||
{
|
||||
ma_mutex_uninit(&audioLock);
|
||||
ma_device_uninit(&device);
|
||||
ma_context_uninit(&context);
|
||||
ma_mutex_uninit(&AUDIO.System.lock);
|
||||
ma_device_uninit(&AUDIO.System.device);
|
||||
ma_context_uninit(&AUDIO.System.context);
|
||||
|
||||
CloseAudioBufferPool();
|
||||
|
||||
TraceLog(LOG_INFO, "Audio device closed successfully");
|
||||
TraceLog(LOG_INFO, "Audio AUDIO.System.device closed successfully");
|
||||
}
|
||||
else TraceLog(LOG_WARNING, "Could not close audio device because it is not currently initialized");
|
||||
else TraceLog(LOG_WARNING, "Could not close audio AUDIO.System.device because it is not currently initialized");
|
||||
}
|
||||
|
||||
// Check if device has been initialized successfully
|
||||
bool IsAudioDeviceReady(void)
|
||||
{
|
||||
return isAudioInitialized;
|
||||
return AUDIO.System.isReady;
|
||||
}
|
||||
|
||||
// Set master volume (listener)
|
||||
|
@ -587,7 +369,7 @@ void SetMasterVolume(float volume)
|
|||
if (volume < 0.0f) volume = 0.0f;
|
||||
else if (volume > 1.0f) volume = 1.0f;
|
||||
|
||||
masterVolume = volume;
|
||||
AUDIO.System.masterVolume = volume;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -595,7 +377,7 @@ void SetMasterVolume(float volume)
|
|||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Initialize a new audio buffer (filled with silence)
|
||||
AudioBuffer *InitAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sampleRate, ma_uint32 bufferSizeInFrames, int usage)
|
||||
AudioBuffer *InitAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sampleRate, ma_uint32 sizeInFrames, int usage)
|
||||
{
|
||||
AudioBuffer *audioBuffer = (AudioBuffer *)RL_CALLOC(1, sizeof(AudioBuffer));
|
||||
|
||||
|
@ -605,7 +387,7 @@ AudioBuffer *InitAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sam
|
|||
return NULL;
|
||||
}
|
||||
|
||||
audioBuffer->buffer = RL_CALLOC(bufferSizeInFrames*channels*ma_get_bytes_per_sample(format), 1);
|
||||
audioBuffer->data = RL_CALLOC(sizeInFrames*channels*ma_get_bytes_per_sample(format), 1);
|
||||
|
||||
// Audio data runs through a format converter
|
||||
ma_pcm_converter_config dspConfig;
|
||||
|
@ -637,7 +419,7 @@ AudioBuffer *InitAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sam
|
|||
audioBuffer->looping = false;
|
||||
audioBuffer->usage = usage;
|
||||
audioBuffer->frameCursorPos = 0;
|
||||
audioBuffer->bufferSizeInFrames = bufferSizeInFrames;
|
||||
audioBuffer->sizeInFrames = sizeInFrames;
|
||||
|
||||
// Buffers should be marked as processed by default so that a call to
|
||||
// UpdateAudioStream() immediately after initialization works correctly
|
||||
|
@ -656,7 +438,7 @@ void CloseAudioBuffer(AudioBuffer *buffer)
|
|||
if (buffer != NULL)
|
||||
{
|
||||
UntrackAudioBuffer(buffer);
|
||||
RL_FREE(buffer->buffer);
|
||||
RL_FREE(buffer->data);
|
||||
RL_FREE(buffer);
|
||||
}
|
||||
else TraceLog(LOG_ERROR, "CloseAudioBuffer() : No audio buffer");
|
||||
|
@ -748,35 +530,35 @@ void SetAudioBufferPitch(AudioBuffer *buffer, float pitch)
|
|||
// Track audio buffer to linked list next position
|
||||
void TrackAudioBuffer(AudioBuffer *buffer)
|
||||
{
|
||||
ma_mutex_lock(&audioLock);
|
||||
ma_mutex_lock(&AUDIO.System.lock);
|
||||
{
|
||||
if (firstAudioBuffer == NULL) firstAudioBuffer = buffer;
|
||||
if (AUDIO.Buffer.first == NULL) AUDIO.Buffer.first = buffer;
|
||||
else
|
||||
{
|
||||
lastAudioBuffer->next = buffer;
|
||||
buffer->prev = lastAudioBuffer;
|
||||
AUDIO.Buffer.last->next = buffer;
|
||||
buffer->prev = AUDIO.Buffer.last;
|
||||
}
|
||||
|
||||
lastAudioBuffer = buffer;
|
||||
AUDIO.Buffer.last = buffer;
|
||||
}
|
||||
ma_mutex_unlock(&audioLock);
|
||||
ma_mutex_unlock(&AUDIO.System.lock);
|
||||
}
|
||||
|
||||
// Untrack audio buffer from linked list
|
||||
void UntrackAudioBuffer(AudioBuffer *buffer)
|
||||
{
|
||||
ma_mutex_lock(&audioLock);
|
||||
ma_mutex_lock(&AUDIO.System.lock);
|
||||
{
|
||||
if (buffer->prev == NULL) firstAudioBuffer = buffer->next;
|
||||
if (buffer->prev == NULL) AUDIO.Buffer.first = buffer->next;
|
||||
else buffer->prev->next = buffer->next;
|
||||
|
||||
if (buffer->next == NULL) lastAudioBuffer = buffer->prev;
|
||||
if (buffer->next == NULL) AUDIO.Buffer.last = buffer->prev;
|
||||
else buffer->next->prev = buffer->prev;
|
||||
|
||||
buffer->prev = NULL;
|
||||
buffer->next = NULL;
|
||||
}
|
||||
ma_mutex_unlock(&audioLock);
|
||||
ma_mutex_unlock(&AUDIO.System.lock);
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -829,7 +611,7 @@ Sound LoadSoundFromWave(Wave wave)
|
|||
{
|
||||
// When using miniaudio we need to do our own mixing.
|
||||
// To simplify this we need convert the format of each sound to be consistent with
|
||||
// the format used to open the playback device. We can do this two ways:
|
||||
// the format used to open the playback AUDIO.System.device. We can do this two ways:
|
||||
//
|
||||
// 1) Convert the whole sound in one go at load time (here).
|
||||
// 2) Convert the audio data in chunks at mixing time.
|
||||
|
@ -845,7 +627,7 @@ Sound LoadSoundFromWave(Wave wave)
|
|||
AudioBuffer *audioBuffer = InitAudioBuffer(DEVICE_FORMAT, DEVICE_CHANNELS, DEVICE_SAMPLE_RATE, frameCount, AUDIO_BUFFER_USAGE_STATIC);
|
||||
if (audioBuffer == NULL) TraceLog(LOG_WARNING, "LoadSoundFromWave() : Failed to create audio buffer");
|
||||
|
||||
frameCount = (ma_uint32)ma_convert_frames(audioBuffer->buffer, audioBuffer->dsp.formatConverterIn.config.formatIn, audioBuffer->dsp.formatConverterIn.config.channels, audioBuffer->dsp.src.config.sampleRateIn, wave.data, formatIn, wave.channels, wave.sampleRate, frameCountIn);
|
||||
frameCount = (ma_uint32)ma_convert_frames(audioBuffer->data, audioBuffer->dsp.formatConverterIn.config.formatIn, audioBuffer->dsp.formatConverterIn.config.channels, audioBuffer->dsp.src.config.sampleRateIn, wave.data, formatIn, wave.channels, wave.sampleRate, frameCountIn);
|
||||
if (frameCount == 0) TraceLog(LOG_WARNING, "LoadSoundFromWave() : Format conversion failed");
|
||||
|
||||
sound.sampleCount = frameCount*DEVICE_CHANNELS;
|
||||
|
@ -884,7 +666,7 @@ void UpdateSound(Sound sound, const void *data, int samplesCount)
|
|||
StopAudioBuffer(audioBuffer);
|
||||
|
||||
// TODO: May want to lock/unlock this since this data buffer is read at mixing time
|
||||
memcpy(audioBuffer->buffer, data, samplesCount*audioBuffer->dsp.formatConverterIn.config.channels*ma_get_bytes_per_sample(audioBuffer->dsp.formatConverterIn.config.formatIn));
|
||||
memcpy(audioBuffer->data, data, samplesCount*audioBuffer->dsp.formatConverterIn.config.channels*ma_get_bytes_per_sample(audioBuffer->dsp.formatConverterIn.config.formatIn));
|
||||
}
|
||||
else TraceLog(LOG_ERROR, "UpdateSound() : Invalid sound - no audio buffer");
|
||||
}
|
||||
|
@ -973,13 +755,13 @@ void PlaySoundMulti(Sound sound)
|
|||
// find the first non playing pool entry
|
||||
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
|
||||
{
|
||||
if (audioBufferPoolChannels[i] > oldAge)
|
||||
if (AUDIO.MultiChannel.channels[i] > oldAge)
|
||||
{
|
||||
oldAge = audioBufferPoolChannels[i];
|
||||
oldAge = AUDIO.MultiChannel.channels[i];
|
||||
oldIndex = i;
|
||||
}
|
||||
|
||||
if (!IsAudioBufferPlaying(audioBufferPool[i]))
|
||||
if (!IsAudioBufferPlaying(AUDIO.MultiChannel.pool[i]))
|
||||
{
|
||||
index = i;
|
||||
break;
|
||||
|
@ -989,7 +771,7 @@ void PlaySoundMulti(Sound sound)
|
|||
// If no none playing pool members can be index choose the oldest
|
||||
if (index == -1)
|
||||
{
|
||||
TraceLog(LOG_WARNING,"pool age %i ended a sound early no room in buffer pool", audioBufferPoolCounter);
|
||||
TraceLog(LOG_WARNING,"pool age %i ended a sound early no room in buffer pool", AUDIO.MultiChannel.poolCounter);
|
||||
|
||||
if (oldIndex == -1)
|
||||
{
|
||||
|
@ -1002,32 +784,32 @@ void PlaySoundMulti(Sound sound)
|
|||
index = oldIndex;
|
||||
|
||||
// Just in case...
|
||||
StopAudioBuffer(audioBufferPool[index]);
|
||||
StopAudioBuffer(AUDIO.MultiChannel.pool[index]);
|
||||
}
|
||||
|
||||
// Experimentally mutex lock doesn't seem to be needed this makes sense
|
||||
// as audioBufferPool[index] isn't playing and the only stuff we're copying
|
||||
// as AUDIO.MultiChannel.pool[index] isn't playing and the only stuff we're copying
|
||||
// shouldn't be changing...
|
||||
|
||||
audioBufferPoolChannels[index] = audioBufferPoolCounter;
|
||||
audioBufferPoolCounter++;
|
||||
AUDIO.MultiChannel.channels[index] = AUDIO.MultiChannel.poolCounter;
|
||||
AUDIO.MultiChannel.poolCounter++;
|
||||
|
||||
audioBufferPool[index]->volume = sound.stream.buffer->volume;
|
||||
audioBufferPool[index]->pitch = sound.stream.buffer->pitch;
|
||||
audioBufferPool[index]->looping = sound.stream.buffer->looping;
|
||||
audioBufferPool[index]->usage = sound.stream.buffer->usage;
|
||||
audioBufferPool[index]->isSubBufferProcessed[0] = false;
|
||||
audioBufferPool[index]->isSubBufferProcessed[1] = false;
|
||||
audioBufferPool[index]->bufferSizeInFrames = sound.stream.buffer->bufferSizeInFrames;
|
||||
audioBufferPool[index]->buffer = sound.stream.buffer->buffer;
|
||||
AUDIO.MultiChannel.pool[index]->volume = sound.stream.buffer->volume;
|
||||
AUDIO.MultiChannel.pool[index]->pitch = sound.stream.buffer->pitch;
|
||||
AUDIO.MultiChannel.pool[index]->looping = sound.stream.buffer->looping;
|
||||
AUDIO.MultiChannel.pool[index]->usage = sound.stream.buffer->usage;
|
||||
AUDIO.MultiChannel.pool[index]->isSubBufferProcessed[0] = false;
|
||||
AUDIO.MultiChannel.pool[index]->isSubBufferProcessed[1] = false;
|
||||
AUDIO.MultiChannel.pool[index]->sizeInFrames = sound.stream.buffer->sizeInFrames;
|
||||
AUDIO.MultiChannel.pool[index]->data = sound.stream.buffer->data;
|
||||
|
||||
PlayAudioBuffer(audioBufferPool[index]);
|
||||
PlayAudioBuffer(AUDIO.MultiChannel.pool[index]);
|
||||
}
|
||||
|
||||
// Stop any sound played with PlaySoundMulti()
|
||||
void StopSoundMulti(void)
|
||||
{
|
||||
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++) StopAudioBuffer(audioBufferPool[i]);
|
||||
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++) StopAudioBuffer(AUDIO.MultiChannel.pool[i]);
|
||||
}
|
||||
|
||||
// Get number of sounds playing in the multichannel buffer pool
|
||||
|
@ -1037,7 +819,7 @@ int GetSoundsPlaying(void)
|
|||
|
||||
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
|
||||
{
|
||||
if (IsAudioBufferPlaying(audioBufferPool[i])) counter++;
|
||||
if (IsAudioBufferPlaying(AUDIO.MultiChannel.pool[i])) counter++;
|
||||
}
|
||||
|
||||
return counter;
|
||||
|
@ -1243,7 +1025,7 @@ Music LoadMusicStream(const char *fileName)
|
|||
|
||||
int result = jar_xm_create_context_from_file(&ctxXm, 48000, fileName);
|
||||
|
||||
if (result == 0) // XM context created successfully
|
||||
if (result == 0) // XM AUDIO.System.context created successfully
|
||||
{
|
||||
music.ctxType = MUSIC_MODULE_XM;
|
||||
jar_xm_set_max_loop_count(ctxXm, 0); // Set infinite number of loops
|
||||
|
@ -1374,7 +1156,6 @@ void StopMusicStream(Music music)
|
|||
{
|
||||
StopAudioStream(music.stream);
|
||||
|
||||
// Restart music context
|
||||
switch (music.ctxType)
|
||||
{
|
||||
#if defined(SUPPORT_FILEFORMAT_OGG)
|
||||
|
@ -1401,7 +1182,7 @@ void UpdateMusicStream(Music music)
|
|||
{
|
||||
bool streamEnding = false;
|
||||
|
||||
unsigned int subBufferSizeInFrames = music.stream.buffer->bufferSizeInFrames/2;
|
||||
unsigned int subBufferSizeInFrames = music.stream.buffer->sizeInFrames/2;
|
||||
|
||||
// NOTE: Using dynamic allocation because it could require more than 16KB
|
||||
void *pcm = RL_CALLOC(subBufferSizeInFrames*music.stream.channels*music.stream.sampleSize/8, 1);
|
||||
|
@ -1559,7 +1340,7 @@ AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, un
|
|||
ma_format formatIn = ((stream.sampleSize == 8)? ma_format_u8 : ((stream.sampleSize == 16)? ma_format_s16 : ma_format_f32));
|
||||
|
||||
// The size of a streaming buffer must be at least double the size of a period
|
||||
unsigned int periodSize = device.playback.internalBufferSizeInFrames/device.playback.internalPeriods;
|
||||
unsigned int periodSize = AUDIO.System.device.playback.internalBufferSizeInFrames/AUDIO.System.device.playback.internalPeriods;
|
||||
unsigned int subBufferSize = AUDIO_BUFFER_SIZE;
|
||||
|
||||
if (subBufferSize < periodSize) subBufferSize = periodSize;
|
||||
|
@ -1610,8 +1391,8 @@ void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount)
|
|||
subBufferToUpdate = (audioBuffer->isSubBufferProcessed[0])? 0 : 1;
|
||||
}
|
||||
|
||||
ma_uint32 subBufferSizeInFrames = audioBuffer->bufferSizeInFrames/2;
|
||||
unsigned char *subBuffer = audioBuffer->buffer + ((subBufferSizeInFrames*stream.channels*(stream.sampleSize/8))*subBufferToUpdate);
|
||||
ma_uint32 subBufferSizeInFrames = audioBuffer->sizeInFrames/2;
|
||||
unsigned char *subBuffer = audioBuffer->data + ((subBufferSizeInFrames*stream.channels*(stream.sampleSize/8))*subBufferToUpdate);
|
||||
|
||||
// TODO: Get total frames processed on this buffer... DOES NOT WORK.
|
||||
audioBuffer->totalFramesProcessed += subBufferSizeInFrames;
|
||||
|
@ -1697,6 +1478,232 @@ void SetAudioStreamPitch(AudioStream stream, float pitch)
|
|||
// Module specific Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Log callback function
|
||||
static void OnLog(ma_context *pContext, ma_device *pDevice, ma_uint32 logLevel, const char *message)
|
||||
{
|
||||
(void)pContext;
|
||||
(void)pDevice;
|
||||
|
||||
TraceLog(LOG_ERROR, message); // All log messages from miniaudio are errors
|
||||
}
|
||||
|
||||
// Sending audio data to device callback function
|
||||
// NOTE: All the mixing takes place here
|
||||
static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const void *pFramesInput, ma_uint32 frameCount)
|
||||
{
|
||||
(void)pDevice;
|
||||
|
||||
// Mixing is basically just an accumulation, we need to initialize the output buffer to 0
|
||||
memset(pFramesOut, 0, frameCount*pDevice->playback.channels*ma_get_bytes_per_sample(pDevice->playback.format));
|
||||
|
||||
// Using a mutex here for thread-safety which makes things not real-time
|
||||
// This is unlikely to be necessary for this project, but may want to consider how you might want to avoid this
|
||||
ma_mutex_lock(&AUDIO.System.lock);
|
||||
{
|
||||
for (AudioBuffer *audioBuffer = AUDIO.Buffer.first; audioBuffer != NULL; audioBuffer = audioBuffer->next)
|
||||
{
|
||||
// Ignore stopped or paused sounds
|
||||
if (!audioBuffer->playing || audioBuffer->paused) continue;
|
||||
|
||||
ma_uint32 framesRead = 0;
|
||||
|
||||
while (1)
|
||||
{
|
||||
if (framesRead > frameCount)
|
||||
{
|
||||
TraceLog(LOG_DEBUG, "Mixed too many frames from audio buffer");
|
||||
break;
|
||||
}
|
||||
|
||||
if (framesRead == frameCount) break;
|
||||
|
||||
// Just read as much data as we can from the stream
|
||||
ma_uint32 framesToRead = (frameCount - framesRead);
|
||||
|
||||
while (framesToRead > 0)
|
||||
{
|
||||
float tempBuffer[1024]; // 512 frames for stereo
|
||||
|
||||
ma_uint32 framesToReadRightNow = framesToRead;
|
||||
if (framesToReadRightNow > sizeof(tempBuffer)/sizeof(tempBuffer[0])/DEVICE_CHANNELS)
|
||||
{
|
||||
framesToReadRightNow = sizeof(tempBuffer)/sizeof(tempBuffer[0])/DEVICE_CHANNELS;
|
||||
}
|
||||
|
||||
ma_uint32 framesJustRead = (ma_uint32)ma_pcm_converter_read(&audioBuffer->dsp, tempBuffer, framesToReadRightNow);
|
||||
if (framesJustRead > 0)
|
||||
{
|
||||
float *framesOut = (float *)pFramesOut + (framesRead*AUDIO.System.device.playback.channels);
|
||||
float *framesIn = tempBuffer;
|
||||
|
||||
MixAudioFrames(framesOut, framesIn, framesJustRead, audioBuffer->volume);
|
||||
|
||||
framesToRead -= framesJustRead;
|
||||
framesRead += framesJustRead;
|
||||
}
|
||||
|
||||
if (!audioBuffer->playing)
|
||||
{
|
||||
framesRead = frameCount;
|
||||
break;
|
||||
}
|
||||
|
||||
// If we weren't able to read all the frames we requested, break
|
||||
if (framesJustRead < framesToReadRightNow)
|
||||
{
|
||||
if (!audioBuffer->looping)
|
||||
{
|
||||
StopAudioBuffer(audioBuffer);
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Should never get here, but just for safety,
|
||||
// move the cursor position back to the start and continue the loop
|
||||
audioBuffer->frameCursorPos = 0;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If for some reason we weren't able to read every frame we'll need to break from the loop
|
||||
// Not doing this could theoretically put us into an infinite loop
|
||||
if (framesToRead > 0) break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ma_mutex_unlock(&AUDIO.System.lock);
|
||||
}
|
||||
|
||||
// DSP read from audio buffer callback function
|
||||
static ma_uint32 OnAudioBufferDSPRead(ma_pcm_converter *pDSP, void *pFramesOut, ma_uint32 frameCount, void *pUserData)
|
||||
{
|
||||
AudioBuffer *audioBuffer = (AudioBuffer *)pUserData;
|
||||
|
||||
ma_uint32 subBufferSizeInFrames = (audioBuffer->sizeInFrames > 1)? audioBuffer->sizeInFrames/2 : audioBuffer->sizeInFrames;
|
||||
ma_uint32 currentSubBufferIndex = audioBuffer->frameCursorPos/subBufferSizeInFrames;
|
||||
|
||||
if (currentSubBufferIndex > 1)
|
||||
{
|
||||
TraceLog(LOG_DEBUG, "Frame cursor position moved too far forward in audio stream");
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Another thread can update the processed state of buffers so
|
||||
// we just take a copy here to try and avoid potential synchronization problems
|
||||
bool isSubBufferProcessed[2];
|
||||
isSubBufferProcessed[0] = audioBuffer->isSubBufferProcessed[0];
|
||||
isSubBufferProcessed[1] = audioBuffer->isSubBufferProcessed[1];
|
||||
|
||||
ma_uint32 frameSizeInBytes = ma_get_bytes_per_sample(audioBuffer->dsp.formatConverterIn.config.formatIn)*audioBuffer->dsp.formatConverterIn.config.channels;
|
||||
|
||||
// Fill out every frame until we find a buffer that's marked as processed. Then fill the remainder with 0
|
||||
ma_uint32 framesRead = 0;
|
||||
while (1)
|
||||
{
|
||||
// We break from this loop differently depending on the buffer's usage
|
||||
// - For static buffers, we simply fill as much data as we can
|
||||
// - For streaming buffers we only fill the halves of the buffer that are processed
|
||||
// Unprocessed halves must keep their audio data in-tact
|
||||
if (audioBuffer->usage == AUDIO_BUFFER_USAGE_STATIC)
|
||||
{
|
||||
if (framesRead >= frameCount) break;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (isSubBufferProcessed[currentSubBufferIndex]) break;
|
||||
}
|
||||
|
||||
ma_uint32 totalFramesRemaining = (frameCount - framesRead);
|
||||
if (totalFramesRemaining == 0) break;
|
||||
|
||||
ma_uint32 framesRemainingInOutputBuffer;
|
||||
if (audioBuffer->usage == AUDIO_BUFFER_USAGE_STATIC)
|
||||
{
|
||||
framesRemainingInOutputBuffer = audioBuffer->sizeInFrames - audioBuffer->frameCursorPos;
|
||||
}
|
||||
else
|
||||
{
|
||||
ma_uint32 firstFrameIndexOfThisSubBuffer = subBufferSizeInFrames*currentSubBufferIndex;
|
||||
framesRemainingInOutputBuffer = subBufferSizeInFrames - (audioBuffer->frameCursorPos - firstFrameIndexOfThisSubBuffer);
|
||||
}
|
||||
|
||||
ma_uint32 framesToRead = totalFramesRemaining;
|
||||
if (framesToRead > framesRemainingInOutputBuffer) framesToRead = framesRemainingInOutputBuffer;
|
||||
|
||||
memcpy((unsigned char *)pFramesOut + (framesRead*frameSizeInBytes), audioBuffer->data + (audioBuffer->frameCursorPos*frameSizeInBytes), framesToRead*frameSizeInBytes);
|
||||
audioBuffer->frameCursorPos = (audioBuffer->frameCursorPos + framesToRead)%audioBuffer->sizeInFrames;
|
||||
framesRead += framesToRead;
|
||||
|
||||
// If we've read to the end of the buffer, mark it as processed
|
||||
if (framesToRead == framesRemainingInOutputBuffer)
|
||||
{
|
||||
audioBuffer->isSubBufferProcessed[currentSubBufferIndex] = true;
|
||||
isSubBufferProcessed[currentSubBufferIndex] = true;
|
||||
|
||||
currentSubBufferIndex = (currentSubBufferIndex + 1)%2;
|
||||
|
||||
// We need to break from this loop if we're not looping
|
||||
if (!audioBuffer->looping)
|
||||
{
|
||||
StopAudioBuffer(audioBuffer);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Zero-fill excess
|
||||
ma_uint32 totalFramesRemaining = (frameCount - framesRead);
|
||||
if (totalFramesRemaining > 0)
|
||||
{
|
||||
memset((unsigned char *)pFramesOut + (framesRead*frameSizeInBytes), 0, totalFramesRemaining*frameSizeInBytes);
|
||||
|
||||
// For static buffers we can fill the remaining frames with silence for safety, but we don't want
|
||||
// to report those frames as "read". The reason for this is that the caller uses the return value
|
||||
// to know whether or not a non-looping sound has finished playback.
|
||||
if (audioBuffer->usage != AUDIO_BUFFER_USAGE_STATIC) framesRead += totalFramesRemaining;
|
||||
}
|
||||
|
||||
return framesRead;
|
||||
}
|
||||
|
||||
// This is the main mixing function. Mixing is pretty simple in this project - it's just an accumulation.
|
||||
// NOTE: framesOut is both an input and an output. It will be initially filled with zeros outside of this function.
|
||||
static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, float localVolume)
|
||||
{
|
||||
for (ma_uint32 iFrame = 0; iFrame < frameCount; ++iFrame)
|
||||
{
|
||||
for (ma_uint32 iChannel = 0; iChannel < AUDIO.System.device.playback.channels; ++iChannel)
|
||||
{
|
||||
float *frameOut = framesOut + (iFrame*AUDIO.System.device.playback.channels);
|
||||
const float *frameIn = framesIn + (iFrame*AUDIO.System.device.playback.channels);
|
||||
|
||||
frameOut[iChannel] += (frameIn[iChannel]*AUDIO.System.masterVolume*localVolume);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Initialise the multichannel buffer pool
|
||||
static void InitAudioBufferPool(void)
|
||||
{
|
||||
// Dummy buffers
|
||||
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
|
||||
{
|
||||
AUDIO.MultiChannel.pool[i] = InitAudioBuffer(DEVICE_FORMAT, DEVICE_CHANNELS, DEVICE_SAMPLE_RATE, 0, AUDIO_BUFFER_USAGE_STATIC);
|
||||
}
|
||||
}
|
||||
|
||||
// Close the audio buffers pool
|
||||
static void CloseAudioBufferPool(void)
|
||||
{
|
||||
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
|
||||
{
|
||||
RL_FREE(AUDIO.MultiChannel.pool[i]->data);
|
||||
RL_FREE(AUDIO.MultiChannel.pool[i]);
|
||||
}
|
||||
}
|
||||
|
||||
#if defined(SUPPORT_FILEFORMAT_WAV)
|
||||
// Load WAV file into Wave structure
|
||||
static Wave LoadWAV(const char *fileName)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue