/********************************************************************************************* * * raylib.audio * * Basic functions to manage Audio: InitAudioDevice, LoadAudioFiles, PlayAudioFiles * * Uses external lib: * OpenAL - Audio device management lib * TODO: stb_vorbis - Ogg audio files loading * * Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ #include "raylib.h" #include // OpenAL basic header #include // OpenAL context header (like OpenGL, OpenAL requires a context to work) #include // To use exit() function #include // Used for .WAV loading //#include "stb_vorbis.h" // TODO: OGG loading functions //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- // Nop... //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- // Wave file data typedef struct Wave { unsigned char *data; // Buffer data pointer unsigned int sampleRate; unsigned int dataSize; short channels; short format; } Wave; //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- // Nop... //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- static Wave LoadWAV(char *fileName); static void UnloadWAV(Wave wave); //static Ogg LoadOGG(char *fileName); //---------------------------------------------------------------------------------- // Module Functions Definition - Window and OpenGL Context Functions //---------------------------------------------------------------------------------- // Initialize audio device and context void InitAudioDevice() { // Open and initialize a device with default settings ALCdevice *device = alcOpenDevice(NULL); if(!device) { fprintf(stderr, "Could not open a device!\n"); exit(1); } ALCcontext *context = alcCreateContext(device, NULL); if(context == NULL || alcMakeContextCurrent(context) == ALC_FALSE) { if(context != NULL) alcDestroyContext(context); alcCloseDevice(device); fprintf(stderr, "Could not set a context!\n"); exit(1); } printf("Opened \"%s\"\n", alcGetString(device, ALC_DEVICE_SPECIFIER)); // Listener definition (just for 2D) alListener3f(AL_POSITION, 0, 0, 0); alListener3f(AL_VELOCITY, 0, 0, 0); alListener3f(AL_ORIENTATION, 0, 0, -1); } // Close the audio device for the current context, and destroys the context void CloseAudioDevice() { ALCdevice *device; ALCcontext *context = alcGetCurrentContext(); if (context == NULL) return; device = alcGetContextsDevice(context); alcMakeContextCurrent(NULL); alcDestroyContext(context); alcCloseDevice(device); } // Load sound to memory Sound LoadSound(char *fileName) { Sound sound; // NOTE: The entire file is loaded to memory to play it all at once (no-streaming) // WAV file loading // NOTE: Buffer space is allocated inside LoadWAV, Wave must be freed Wave wave = LoadWAV(fileName); ALenum format; // The OpenAL format is worked out by looking at the number of channels and the bits per sample if (wave.channels == 1) { if (wave.sampleRate == 8 ) format = AL_FORMAT_MONO8; else if (wave.sampleRate == 16) format = AL_FORMAT_MONO16; } else if (wave.channels == 2) { if (wave.sampleRate == 8 ) format = AL_FORMAT_STEREO8; else if (wave.sampleRate == 16) format = AL_FORMAT_STEREO16; } // Create an audio source ALuint source; alGenSources(1, &source); // Generate pointer to audio source alSourcef(source, AL_PITCH, 1); alSourcef(source, AL_GAIN, 1); alSource3f(source, AL_POSITION, 0, 0, 0); alSource3f(source, AL_VELOCITY, 0, 0, 0); alSourcei(source, AL_LOOPING, AL_FALSE); // Convert loaded data to OpenAL buffer //---------------------------------------- ALuint buffer; alGenBuffers(1, &buffer); // Generate pointer to buffer // Upload sound data to buffer alBufferData(buffer, format, wave.data, wave.dataSize, wave.sampleRate); // Attach sound buffer to source alSourcei(source, AL_BUFFER, buffer); // Unallocate WAV data UnloadWAV(wave); printf("Sample rate: %i\n", wave.sampleRate); printf("Channels: %i\n", wave.channels); printf("Format: %i\n", wave.format); printf("Audio file loaded...!\n"); sound.source = source; sound.buffer = buffer; return sound; } // Unload sound void UnloadSound(Sound sound) { alDeleteSources(1, &sound.source); alDeleteBuffers(1, &sound.buffer); } // Play a sound void PlaySound(Sound sound) { alSourcePlay(sound.source); // Play the sound printf("Playing sound!\n"); // Find the current position of the sound being played // NOTE: Only work when the entire file is in a single buffer //int byteOffset; //alGetSourcei(sound.source, AL_BYTE_OFFSET, &byteOffset); //float seconds = (float)byteOffset / sampleRate; // Number of seconds since the beginning of the sound } // Play a sound with extended options void PlaySoundEx(Sound sound, float timePosition, bool loop) { // TODO: Review // Change the current position (e.g. skip some part of the sound) // NOTE: Only work when the entire file is in a single buffer //alSourcei(sound.source, AL_BYTE_OFFSET, int(position * sampleRate)); alSourcePlay(sound.source); // Play the sound if (loop) alSourcei(sound.source, AL_LOOPING, AL_TRUE); else alSourcei(sound.source, AL_LOOPING, AL_FALSE); } // Pause a sound void PauseSound(Sound sound) { alSourcePause(sound.source); } // Stop reproducing a sound void StopSound(Sound sound) { alSourceStop(sound.source); } // Load WAV file into Wave structure static Wave LoadWAV(char *fileName) { Wave wave; FILE *wavFile; wavFile = fopen(fileName, "rb"); if (!wavFile) { printf("Could not load WAV file.\n"); exit(1); } unsigned char id[4]; // Four bytes to hold 'RIFF' and 'WAVE' (and other ids) unsigned int size = 0; // File size (useless) short format; short channels; short blockAlign; short bitsPerSample; unsigned int formatLength; unsigned int sampleRate; unsigned int avgBytesSec; unsigned int dataSize; fread(id, sizeof(unsigned char), 4, wavFile); // Read the first four bytes if ((id[0] != 'R') || (id[1] != 'I') || (id[2] != 'F') || (id[3] != 'F')) { printf("Invalid RIFF file.\n"); // If not "RIFF" id, exit exit(1); } fread(&size, sizeof(unsigned int), 1, wavFile); // Read file size fread(id, sizeof(unsigned char), 4, wavFile); // Read the next id if ((id[0] != 'W') || (id[1] != 'A') || (id[2] != 'V') || (id[3] != 'E')) { printf("Invalid WAVE file.\n"); // If not "WAVE" id, exit exit(1); } fread(id, sizeof(unsigned char), 4, wavFile); // Read 4 bytes id "fmt " fread(&formatLength, sizeof(unsigned int),1,wavFile); // Read format lenght fread(&format, sizeof(short), 1, wavFile); // Read format tag fread(&channels, sizeof(short), 1, wavFile); // Read num channels (1 mono, 2 stereo) fread(&sampleRate, sizeof(unsigned int), 1, wavFile); // Read sample rate (44100, 22050, etc...) fread(&avgBytesSec, sizeof(short), 1, wavFile); // Read average bytes per second (probably won't need this) fread(&blockAlign, sizeof(short), 1, wavFile); // Read block alignment (probably won't need this) fread(&bitsPerSample, sizeof(short), 1, wavFile); // Read bits per sample (8 bit or 16 bit) fread(id, sizeof(unsigned char), 4, wavFile); // Read 4 bytes id "data" fread(&dataSize, sizeof(unsigned int), 1, wavFile); // Read data size (in bytes) wave.sampleRate = sampleRate; wave.dataSize = dataSize; wave.channels = channels; wave.format = format; wave.data = (unsigned char *)malloc(sizeof(unsigned char) * dataSize); // Allocate the required bytes to store data fread(wave.data, sizeof(unsigned char), dataSize, wavFile); // Read the whole sound data chunk return wave; } // Unload WAV file data static void UnloadWAV(Wave wave) { free(wave.data); } // TODO: Ogg data loading //static Ogg LoadOGG(char *fileName) { }