add multi channel audio to raudio (#895)

* added multi channel sound replay to raudio
added -fPIC to Makefile for Linux
added simple lighting and audio multi channel to examples Makefile

* not properly reporting audio buffer pool size...
This commit is contained in:
chriscamacho 2019-06-29 09:49:42 +01:00 committed by Ray
parent a4e307ed96
commit 83a4eb0852
6 changed files with 259 additions and 14 deletions

View file

@ -178,10 +178,11 @@ typedef enum {
} TraceLogType;
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
@ -230,7 +231,7 @@ struct rAudioBuffer {
unsigned int bufferSizeInFrames;
rAudioBuffer *next;
rAudioBuffer *prev;
unsigned char buffer[1];
unsigned char *buffer;
};
// HACK: To avoid CoreAudio (macOS) symbol collision
@ -268,6 +269,24 @@ void SetAudioBufferPitch(AudioBuffer *audioBuffer, float pitch);
void TrackAudioBuffer(AudioBuffer *audioBuffer);
void UntrackAudioBuffer(AudioBuffer *audioBuffer);
//----------------------------------------------------------------------------------
// multi channel playback globals
//----------------------------------------------------------------------------------
// number of channels in the pool
#define PLAY_POOL_SIZE 16
// the buffer pool
AudioBuffer* PlayBufferPool[PLAY_POOL_SIZE];
// these are used to determine the oldest playing channel
unsigned long PlayPoolAge = 0;
unsigned long PlayPoolAges[PLAY_POOL_SIZE] = {0};
//----------------------------------------------------------------------------------
// Log callback function
static void OnLog(ma_context *pContext, ma_device *pDevice, ma_uint32 logLevel, const char *message)
{
@ -462,6 +481,15 @@ static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 fr
}
}
// initialise the multichannel buffer pool
static void InitPlayBufferPool()
{
// dummy buffers
for (int i=0; i<PLAY_POOL_SIZE; i++) {
PlayBufferPool[i] = CreateAudioBuffer(DEVICE_FORMAT, DEVICE_CHANNELS, DEVICE_SAMPLE_RATE, 0, AUDIO_BUFFER_USAGE_STATIC);
}
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Audio Device initialization and Closing
//----------------------------------------------------------------------------------
@ -526,9 +554,21 @@ void InitAudioDevice(void)
TraceLog(LOG_INFO, "Audio sample rate: %d -> %d", device.sampleRate, device.playback.internalSampleRate);
TraceLog(LOG_INFO, "Audio buffer size: %d", device.playback.internalBufferSizeInFrames);
InitPlayBufferPool();
TraceLog(LOG_INFO, "Audio multichannel pool size: %i", PLAY_POOL_SIZE);
isAudioInitialized = MA_TRUE;
}
// internal
static void FreePlayBufferPool() {
for (int i = 0; i < PLAY_POOL_SIZE; i++) {
// NB important free only the buffer struct not the attached data...!
RL_FREE(PlayBufferPool[i]);
}
}
// Close the audio device for all contexts
void CloseAudioDevice(void)
{
@ -542,6 +582,8 @@ void CloseAudioDevice(void)
ma_device_uninit(&device);
ma_context_uninit(&context);
FreePlayBufferPool();
TraceLog(LOG_INFO, "Audio device closed successfully");
}
@ -567,7 +609,8 @@ void SetMasterVolume(float volume)
// Create a new audio buffer. Initially filled with silence
AudioBuffer *CreateAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sampleRate, ma_uint32 bufferSizeInFrames, AudioBufferUsage usage)
{
AudioBuffer *audioBuffer = (AudioBuffer *)RL_CALLOC(sizeof(*audioBuffer) + (bufferSizeInFrames*channels*ma_get_bytes_per_sample(format)), 1);
AudioBuffer *audioBuffer = (AudioBuffer *)RL_CALLOC(sizeof(*audioBuffer), 1);
audioBuffer->buffer = RL_CALLOC((bufferSizeInFrames*channels*ma_get_bytes_per_sample(format)), 1);
if (audioBuffer == NULL)
{
TraceLog(LOG_ERROR, "CreateAudioBuffer() : Failed to allocate memory for audio buffer");
@ -623,6 +666,7 @@ void DeleteAudioBuffer(AudioBuffer *audioBuffer)
}
UntrackAudioBuffer(audioBuffer);
RL_FREE(audioBuffer->buffer);
RL_FREE(audioBuffer);
}
@ -966,6 +1010,79 @@ void PlaySound(Sound sound)
PlayAudioBuffer((AudioBuffer *)sound.audioBuffer);
}
// play a sound in the multichannel buffer pool
void PlaySoundEx(Sound s)
{
int found = -1;
unsigned long oldAge = 0;
int oldIndex = -1;
// find the first non playing pool entry
for (int i=0; i<PLAY_POOL_SIZE; i++) {
if (PlayPoolAges[i] > oldAge) {
oldAge = PlayPoolAges[i];
oldIndex = i;
}
if (!IsAudioBufferPlaying(PlayBufferPool[i])) {
found = i;
break;
}
}
// if no none playing pool members can be found choose the oldest
if (found == -1) {
TraceLog(LOG_WARNING,"pool age %i ended a sound early no room in buffer pool",PlayPoolAge);
if (oldIndex == -1) {
// shouldn't be able to get here... but just in case something odd happens!
TraceLog(LOG_ERROR,"sound buffer pool couldn't determine oldest buffer not playing sound");
return;
}
found = oldIndex;
// just in case...
StopAudioBuffer(PlayBufferPool[found]);
}
// experimentally mutex lock doesn't seem to be needed this makes sense
// as PlayBufferPool[found] isn't playing and the only stuff we're copying
// shouldn't be changing...
PlayPoolAges[found] = PlayPoolAge;
PlayPoolAge++;
PlayBufferPool[found]->volume = ((AudioBuffer*)s.audioBuffer)->volume;
PlayBufferPool[found]->pitch = ((AudioBuffer*)s.audioBuffer)->pitch;
PlayBufferPool[found]->looping = ((AudioBuffer*)s.audioBuffer)->looping;
PlayBufferPool[found]->usage = ((AudioBuffer*)s.audioBuffer)->usage;
PlayBufferPool[found]->isSubBufferProcessed[0] = false;
PlayBufferPool[found]->isSubBufferProcessed[1] = false;
PlayBufferPool[found]->bufferSizeInFrames = ((AudioBuffer*)s.audioBuffer)->bufferSizeInFrames;
PlayBufferPool[found]->buffer = ((AudioBuffer*)s.audioBuffer)->buffer;
PlayAudioBuffer(PlayBufferPool[found]);
}
// MUST be called before UnLoadSound is used on any sound played with PlaySoundEx
void StopPlayBufferPool()
{
for (int i = 0; i < PLAY_POOL_SIZE; i++) {
StopAudioBuffer(PlayBufferPool[i]);
}
}
// number of sounds playing in the multichannel buffer pool
int ConcurrentPlayChannels()
{
int n = 0;
for (int i=0; i<PLAY_POOL_SIZE; i++) {
if (IsAudioBufferPlaying(PlayBufferPool[i])) {
n++;
}
}
return n;
}
// Pause a sound
void PauseSound(Sound sound)
{