mirror of
https://github.com/raysan5/raylib.git
synced 2025-12-25 10:22:33 -05:00
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:
12
src/Makefile
12
src/Makefile
@ -161,7 +161,7 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
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# Starting at 2019 using ARM64 is mandatory for published apps
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ANDROID_ARCH ?= ARM
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ANDROID_API_VERSION = 21
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# Android required path variables
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# NOTE: Android NDK is just required to generate the standalone toolchain,
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# in case is not already provided
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@ -169,7 +169,7 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
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# Android standalone toolchain path
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ANDROID_TOOLCHAIN = C:/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION)
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ifeq ($(ANDROID_ARCH),ARM)
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ANDROID_ARCH_NAME = armeabi-v7a
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endif
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@ -258,6 +258,10 @@ endif
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# -fno-strict-aliasing jar_xm.h does shady stuff (breaks strict aliasing)
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CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Werror=pointer-arith -fno-strict-aliasing
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ifeq ($(PLATFORM_OS),LINUX)
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CFLAGS += -fPIC
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endif
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ifeq ($(RAYLIB_BUILD_MODE),DEBUG)
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CFLAGS += -g
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endif
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@ -528,14 +532,14 @@ models.o : models.c raylib.h rlgl.h raymath.h
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# Compile audio module
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raudio.o : raudio.c raylib.h
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$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
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# Compile raygui module
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# NOTE: raygui header should be distributed with raylib.h
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raygui.o : raygui.c raygui.h
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@echo #define RAYGUI_IMPLEMENTATION > raygui.c
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@echo #include "$(RAYLIB_MODULE_RAYGUI_PATH)/raygui.h" > raygui.c
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$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM) -DRAYGUI_IMPLEMENTATION
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# Compile physac module
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# NOTE: physac header should be distributed with raylib.h
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physac.o : physac.c physac.h
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123
src/raudio.c
123
src/raudio.c
@ -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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@ -139,6 +139,9 @@ void UpdateSound(Sound sound, const void *data, int samplesCount);// Update soun
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void UnloadWave(Wave wave); // Unload wave data
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void UnloadSound(Sound sound); // Unload sound
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void PlaySound(Sound sound); // Play a sound
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void PlaySoundEx(Sound s); // Play a sound using the multi channel buffer pool
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void StopPlayBufferPool(); // MUST be called before UnLoadSound is used on any sound played with PlaySoundEx
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int ConcurrentPlayChannels(); // Number of sounds playing in the multichannel buffer pool
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void PauseSound(Sound sound); // Pause a sound
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void ResumeSound(Sound sound); // Resume a paused sound
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void StopSound(Sound sound); // Stop playing a sound
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@ -164,7 +167,7 @@ float GetMusicTimeLength(Music music); // Get music tim
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float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
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// AudioStream management functions
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AudioStream InitAudioStream(unsigned int sampleRate,
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AudioStream InitAudioStream(unsigned int sampleRate,
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unsigned int sampleSize,
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unsigned int channels); // Init audio stream (to stream raw audio pcm data)
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void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
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@ -182,4 +185,4 @@ void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for
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}
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#endif
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#endif // RAUDIO_H
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#endif // RAUDIO_H
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@ -631,7 +631,7 @@ typedef enum {
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GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
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GAMEPAD_BUTTON_LEFT_FACE_DOWN,
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GAMEPAD_BUTTON_LEFT_FACE_LEFT,
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// This is normally a DPAD
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GAMEPAD_BUTTON_RIGHT_FACE_UP,
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GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
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@ -1327,7 +1327,7 @@ RLAPI void EndScissorMode(void); // End
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RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters
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RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
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RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
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RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
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RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
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RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
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RLAPI void ToggleVrMode(void); // Enable/Disable VR experience
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RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
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@ -1356,6 +1356,9 @@ RLAPI void ExportWaveAsCode(Wave wave, const char *fileName); // Export
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// Wave/Sound management functions
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RLAPI void PlaySound(Sound sound); // Play a sound
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RLAPI void PlaySoundEx(Sound s); // Play a sound using the multi channel buffer pool
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RLAPI void StopPlayBufferPool(); // MUST be called before UnLoadSound is used on any sound played with PlaySoundEx
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RLAPI int ConcurrentPlayChannels(); // Number of sounds playing in the multichannel buffer pool
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RLAPI void PauseSound(Sound sound); // Pause a sound
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RLAPI void ResumeSound(Sound sound); // Resume a paused sound
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RLAPI void StopSound(Sound sound); // Stop playing a sound
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