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...
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6 changed files with 259 additions and 14 deletions
123
src/raudio.c
123
src/raudio.c
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@ -178,10 +178,11 @@ typedef enum {
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} TraceLogType;
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#endif
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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@ -230,7 +231,7 @@ struct rAudioBuffer {
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unsigned int bufferSizeInFrames;
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rAudioBuffer *next;
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rAudioBuffer *prev;
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unsigned char buffer[1];
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unsigned char *buffer;
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};
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// HACK: To avoid CoreAudio (macOS) symbol collision
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@ -268,6 +269,24 @@ void SetAudioBufferPitch(AudioBuffer *audioBuffer, float pitch);
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void TrackAudioBuffer(AudioBuffer *audioBuffer);
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void UntrackAudioBuffer(AudioBuffer *audioBuffer);
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//----------------------------------------------------------------------------------
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// multi channel playback globals
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//----------------------------------------------------------------------------------
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// number of channels in the pool
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#define PLAY_POOL_SIZE 16
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// the buffer pool
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AudioBuffer* PlayBufferPool[PLAY_POOL_SIZE];
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// these are used to determine the oldest playing channel
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unsigned long PlayPoolAge = 0;
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unsigned long PlayPoolAges[PLAY_POOL_SIZE] = {0};
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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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@ -462,6 +481,15 @@ static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 fr
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}
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}
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// initialise the multichannel buffer pool
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static void InitPlayBufferPool()
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{
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// dummy buffers
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for (int i=0; i<PLAY_POOL_SIZE; i++) {
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PlayBufferPool[i] = CreateAudioBuffer(DEVICE_FORMAT, DEVICE_CHANNELS, DEVICE_SAMPLE_RATE, 0, AUDIO_BUFFER_USAGE_STATIC);
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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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@ -526,9 +554,21 @@ void InitAudioDevice(void)
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TraceLog(LOG_INFO, "Audio sample rate: %d -> %d", device.sampleRate, device.playback.internalSampleRate);
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TraceLog(LOG_INFO, "Audio buffer size: %d", device.playback.internalBufferSizeInFrames);
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InitPlayBufferPool();
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TraceLog(LOG_INFO, "Audio multichannel pool size: %i", PLAY_POOL_SIZE);
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isAudioInitialized = MA_TRUE;
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}
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// internal
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static void FreePlayBufferPool() {
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for (int i = 0; i < PLAY_POOL_SIZE; i++) {
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// NB important free only the buffer struct not the attached data...!
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RL_FREE(PlayBufferPool[i]);
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}
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}
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// Close the audio device for all contexts
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void CloseAudioDevice(void)
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{
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@ -542,6 +582,8 @@ void CloseAudioDevice(void)
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ma_device_uninit(&device);
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ma_context_uninit(&context);
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FreePlayBufferPool();
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TraceLog(LOG_INFO, "Audio device closed successfully");
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}
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@ -567,7 +609,8 @@ void SetMasterVolume(float volume)
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// Create a new audio buffer. Initially filled with silence
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AudioBuffer *CreateAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sampleRate, ma_uint32 bufferSizeInFrames, AudioBufferUsage usage)
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{
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AudioBuffer *audioBuffer = (AudioBuffer *)RL_CALLOC(sizeof(*audioBuffer) + (bufferSizeInFrames*channels*ma_get_bytes_per_sample(format)), 1);
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AudioBuffer *audioBuffer = (AudioBuffer *)RL_CALLOC(sizeof(*audioBuffer), 1);
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audioBuffer->buffer = RL_CALLOC((bufferSizeInFrames*channels*ma_get_bytes_per_sample(format)), 1);
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if (audioBuffer == NULL)
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{
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TraceLog(LOG_ERROR, "CreateAudioBuffer() : Failed to allocate memory for audio buffer");
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@ -623,6 +666,7 @@ void DeleteAudioBuffer(AudioBuffer *audioBuffer)
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}
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UntrackAudioBuffer(audioBuffer);
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RL_FREE(audioBuffer->buffer);
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RL_FREE(audioBuffer);
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}
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@ -966,6 +1010,79 @@ void PlaySound(Sound sound)
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PlayAudioBuffer((AudioBuffer *)sound.audioBuffer);
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}
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// play a sound in the multichannel buffer pool
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void PlaySoundEx(Sound s)
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{
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int found = -1;
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unsigned long oldAge = 0;
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int oldIndex = -1;
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// find the first non playing pool entry
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for (int i=0; i<PLAY_POOL_SIZE; i++) {
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if (PlayPoolAges[i] > oldAge) {
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oldAge = PlayPoolAges[i];
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oldIndex = i;
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}
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if (!IsAudioBufferPlaying(PlayBufferPool[i])) {
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found = i;
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break;
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}
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}
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// if no none playing pool members can be found choose the oldest
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if (found == -1) {
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TraceLog(LOG_WARNING,"pool age %i ended a sound early no room in buffer pool",PlayPoolAge);
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if (oldIndex == -1) {
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// shouldn't be able to get here... but just in case something odd happens!
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TraceLog(LOG_ERROR,"sound buffer pool couldn't determine oldest buffer not playing sound");
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return;
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}
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found = oldIndex;
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// just in case...
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StopAudioBuffer(PlayBufferPool[found]);
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}
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// experimentally mutex lock doesn't seem to be needed this makes sense
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// as PlayBufferPool[found] isn't playing and the only stuff we're copying
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// shouldn't be changing...
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PlayPoolAges[found] = PlayPoolAge;
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PlayPoolAge++;
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PlayBufferPool[found]->volume = ((AudioBuffer*)s.audioBuffer)->volume;
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PlayBufferPool[found]->pitch = ((AudioBuffer*)s.audioBuffer)->pitch;
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PlayBufferPool[found]->looping = ((AudioBuffer*)s.audioBuffer)->looping;
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PlayBufferPool[found]->usage = ((AudioBuffer*)s.audioBuffer)->usage;
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PlayBufferPool[found]->isSubBufferProcessed[0] = false;
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PlayBufferPool[found]->isSubBufferProcessed[1] = false;
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PlayBufferPool[found]->bufferSizeInFrames = ((AudioBuffer*)s.audioBuffer)->bufferSizeInFrames;
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PlayBufferPool[found]->buffer = ((AudioBuffer*)s.audioBuffer)->buffer;
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PlayAudioBuffer(PlayBufferPool[found]);
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}
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// MUST be called before UnLoadSound is used on any sound played with PlaySoundEx
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void StopPlayBufferPool()
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{
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for (int i = 0; i < PLAY_POOL_SIZE; i++) {
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StopAudioBuffer(PlayBufferPool[i]);
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}
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}
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// number of sounds playing in the multichannel buffer pool
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int ConcurrentPlayChannels()
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{
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int n = 0;
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for (int i=0; i<PLAY_POOL_SIZE; i++) {
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if (IsAudioBufferPlaying(PlayBufferPool[i])) {
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n++;
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}
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}
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return n;
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}
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// Pause a sound
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void PauseSound(Sound sound)
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{
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