Merge pull request #112 from kd7tck/develop

Base Audio Context System
This commit is contained in:
Ray 2016-05-11 20:14:12 +02:00
commit 454b422fd6
4 changed files with 214 additions and 43 deletions

View File

@ -37,6 +37,7 @@
#include "AL/al.h" // OpenAL basic header
#include "AL/alc.h" // OpenAL context header (like OpenGL, OpenAL requires a context to work)
#include "AL/alext.h" // extensions for other format types
#include <stdlib.h> // Declares malloc() and free() for memory management
#include <string.h> // Required for strcmp()
@ -58,15 +59,17 @@
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define MUSIC_STREAM_BUFFERS 2
#define MAX_AUDIO_CONTEXTS 4
#define MAX_STREAM_BUFFERS 2
#define MAX_AUDIO_CONTEXTS 4 // Number of open AL sources
#if defined(PLATFORM_RPI) || defined(PLATFORM_ANDROID)
// NOTE: On RPI and Android should be lower to avoid frame-stalls
#define MUSIC_BUFFER_SIZE 4096*2 // PCM data buffer (short) - 16Kb (RPI)
#define MUSIC_BUFFER_SIZE_SHORT 4096*2 // PCM data buffer (short) - 16Kb (RPI)
#define MUSIC_BUFFER_SIZE_FLOAT 4096 // PCM data buffer (float) - 16Kb (RPI)
#else
// NOTE: On HTML5 (emscripten) this is allocated on heap, by default it's only 16MB!...just take care...
#define MUSIC_BUFFER_SIZE 4096*8 // PCM data buffer (short) - 64Kb
#define MUSIC_BUFFER_SIZE_SHORT 4096*8 // PCM data buffer (short) - 64Kb
#define MUSIC_BUFFER_SIZE_FLOAT 4096*4 // PCM data buffer (float) - 64Kb
#endif
//----------------------------------------------------------------------------------
@ -79,7 +82,7 @@ typedef struct Music {
stb_vorbis *stream;
jar_xm_context_t *chipctx; // Stores jar_xm context
ALuint buffers[MUSIC_STREAM_BUFFERS];
ALuint buffers[MAX_STREAM_BUFFERS];
ALuint source;
ALenum format;
@ -93,15 +96,16 @@ typedef struct Music {
// Audio Context, used to create custom audio streams that are not bound to a sound file. There can be
// no more than 4 concurrent audio contexts in use. This is due to each active context being tied to
// a dedicated mix channel.
// a dedicated mix channel. All audio is 32bit floating point in stereo.
typedef struct AudioContext_t {
unsigned short sampleRate; // default is 48000
unsigned char bitsPerSample; // 16 is default
unsigned char mixChannel; // 0-3 or mixA-mixD, each mix channel can receive up to one dedicated audio stream
unsigned char channels; // 1=mono, 2=stereo
ALenum alFormat; // openAL format specifier
ALuint alSource; // openAL source
ALuint alBuffer[2]; // openAL sample buffer
unsigned short sampleRate; // default is 48000
unsigned char channels; // 1=mono,2=stereo
unsigned char mixChannel; // 0-3 or mixA-mixD, each mix channel can receive up to one dedicated audio stream
bool floatingPoint; // if false then the short datatype is used instead
bool playing;
ALenum alFormat; // openAL format specifier
ALuint alSource; // openAL source
ALuint alBuffer[MAX_STREAM_BUFFERS]; // openAL sample buffer
} AudioContext_t;
#if defined(AUDIO_STANDALONE)
@ -111,11 +115,10 @@ typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static AudioContext_t* mixChannelsActive_g[MAX_AUDIO_CONTEXTS]; // What mix channels are currently active
static AudioContext_t* mixChannelsActive_g[MAX_AUDIO_CONTEXTS]; // What mix channels are currently active
static bool musicEnabled = false;
static Music currentMusic; // Current music loaded
// NOTE: Only one music file playing at a time
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
@ -126,6 +129,10 @@ static void UnloadWave(Wave wave); // Unload wave data
static bool BufferMusicStream(ALuint buffer); // Fill music buffers with data
static void EmptyMusicStream(void); // Empty music buffers
static unsigned short FillAlBufferWithSilence(AudioContext_t *context, ALuint buffer);// fill buffer with zeros, returns number processed
static void ResampleShortToFloat(short *shorts, float *floats, unsigned short len); // pass two arrays of the same legnth in
static void ResampleByteToFloat(char *chars, float *floats, unsigned short len); // pass two arrays of same length in
#if defined(AUDIO_STANDALONE)
const char *GetExtension(const char *fileName); // Get the extension for a filename
void TraceLog(int msgType, const char *text, ...); // Outputs a trace log message (INFO, ERROR, WARNING)
@ -197,31 +204,35 @@ bool IsAudioDeviceReady(void)
// Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing
// The mixChannel is what mix channel you want to operate on, 0-3 are the ones available. Each mix channel can only be used one at a time.
// exmple usage is InitAudioContext(48000, 16, 0, 2); // stereo, mixchannel 1, 16bit, 48khz
AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, unsigned char mixChannel, unsigned char channels)
// exmple usage is InitAudioContext(48000, 0, 2, true); // mixchannel 1, 48khz, stereo, floating point
AudioContext InitAudioContext(unsigned short sampleRate, unsigned char mixChannel, unsigned char channels, bool floatingPoint)
{
if(mixChannel > MAX_AUDIO_CONTEXTS) return NULL;
if(mixChannel >= MAX_AUDIO_CONTEXTS) return NULL;
if(!IsAudioDeviceReady()) InitAudioDevice();
else StopMusicStream();
if(!mixChannelsActive_g[mixChannel]){
AudioContext_t *ac = malloc(sizeof(AudioContext_t));
AudioContext_t *ac = (AudioContext_t*)malloc(sizeof(AudioContext_t));
ac->sampleRate = sampleRate;
ac->bitsPerSample = bitsPerSample;
ac->mixChannel = mixChannel;
ac->channels = channels;
ac->mixChannel = mixChannel;
ac->floatingPoint = floatingPoint;
mixChannelsActive_g[mixChannel] = ac;
// setup openAL format
if (channels == 1)
if(channels == 1)
{
if (bitsPerSample == 8 ) ac->alFormat = AL_FORMAT_MONO8;
else if (bitsPerSample == 16) ac->alFormat = AL_FORMAT_MONO16;
if(floatingPoint)
ac->alFormat = AL_FORMAT_MONO_FLOAT32;
else
ac->alFormat = AL_FORMAT_MONO16;
}
else if (channels == 2)
else if(channels == 2)
{
if (bitsPerSample == 8 ) ac->alFormat = AL_FORMAT_STEREO8;
else if (bitsPerSample == 16) ac->alFormat = AL_FORMAT_STEREO16;
if(floatingPoint)
ac->alFormat = AL_FORMAT_STEREO_FLOAT32;
else
ac->alFormat = AL_FORMAT_STEREO16;
}
// Create an audio source
@ -232,8 +243,16 @@ AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSa
alSource3f(ac->alSource, AL_VELOCITY, 0, 0, 0);
// Create Buffer
alGenBuffers(2, ac->alBuffer);
alGenBuffers(MAX_STREAM_BUFFERS, ac->alBuffer);
//fill buffers
int x;
for(x=0;x<MAX_STREAM_BUFFERS;x++)
FillAlBufferWithSilence(ac, ac->alBuffer[x]);
alSourceQueueBuffers(ac->alSource, MAX_STREAM_BUFFERS, ac->alBuffer);
alSourcePlay(ac->alSource);
ac->playing = true;
return ac;
}
@ -245,21 +264,156 @@ void CloseAudioContext(AudioContext ctx)
{
AudioContext_t *context = (AudioContext_t*)ctx;
if(context){
alSourceStop(context->alSource);
context->playing = false;
//flush out all queued buffers
ALuint buffer = 0;
int queued = 0;
alGetSourcei(context->alSource, AL_BUFFERS_QUEUED, &queued);
while (queued > 0)
{
alSourceUnqueueBuffers(context->alSource, 1, &buffer);
queued--;
}
//delete source and buffers
alDeleteSources(1, &context->alSource);
alDeleteBuffers(2, context->alBuffer);
alDeleteBuffers(MAX_STREAM_BUFFERS, context->alBuffer);
mixChannelsActive_g[context->mixChannel] = NULL;
free(context);
ctx = NULL;
}
}
// Pushes more audio data into context mix channel, if none are ever pushed then zeros are fed in
void UpdateAudioContext(AudioContext ctx, void *data, unsigned short *dataLength)
// Pushes more audio data into context mix channel, if none are ever pushed then zeros are fed in.
// Call "UpdateAudioContext(ctx, NULL, 0)" if you want to pause the audio.
// @Returns number of samples that where processed.
unsigned short UpdateAudioContext(AudioContext ctx, void *data, unsigned short numberElements)
{
AudioContext_t *context = (AudioContext_t*)ctx;
if(!musicEnabled && context && mixChannelsActive_g[context->mixChannel] == context)
if(!context || (context->channels == 2 && numberElements % 2 != 0)) return 0; // when there is two channels there must be an even number of samples
if (!data || !numberElements)
{ // pauses audio until data is given
alSourcePause(context->alSource);
context->playing = false;
return 0;
}
else
{ // restart audio otherwise
ALint state;
alGetSourcei(context->alSource, AL_SOURCE_STATE, &state);
if (state != AL_PLAYING){
alSourcePlay(context->alSource);
context->playing = true;
}
}
if (context && context->playing && mixChannelsActive_g[context->mixChannel] == context)
{
;
ALint processed = 0;
ALuint buffer = 0;
unsigned short numberProcessed = 0;
unsigned short numberRemaining = numberElements;
alGetSourcei(context->alSource, AL_BUFFERS_PROCESSED, &processed); // Get the number of already processed buffers (if any)
if(!processed) return 0; // nothing to process, queue is still full
while (processed > 0)
{
if(context->floatingPoint) // process float buffers
{
float *ptr = (float*)data;
alSourceUnqueueBuffers(context->alSource, 1, &buffer);
if(numberRemaining >= MUSIC_BUFFER_SIZE_FLOAT)
{
alBufferData(buffer, context->alFormat, &ptr[numberProcessed], MUSIC_BUFFER_SIZE_FLOAT*sizeof(float), context->sampleRate);
numberProcessed+=MUSIC_BUFFER_SIZE_FLOAT;
numberRemaining-=MUSIC_BUFFER_SIZE_FLOAT;
}
else
{
alBufferData(buffer, context->alFormat, &ptr[numberProcessed], numberRemaining*sizeof(float), context->sampleRate);
numberProcessed+=numberRemaining;
numberRemaining=0;
}
alSourceQueueBuffers(context->alSource, 1, &buffer);
processed--;
}
else if(!context->floatingPoint) // process short buffers
{
short *ptr = (short*)data;
alSourceUnqueueBuffers(context->alSource, 1, &buffer);
if(numberRemaining >= MUSIC_BUFFER_SIZE_SHORT)
{
alBufferData(buffer, context->alFormat, &ptr[numberProcessed], MUSIC_BUFFER_SIZE_FLOAT*sizeof(short), context->sampleRate);
numberProcessed+=MUSIC_BUFFER_SIZE_SHORT;
numberRemaining-=MUSIC_BUFFER_SIZE_SHORT;
}
else
{
alBufferData(buffer, context->alFormat, &ptr[numberProcessed], numberRemaining*sizeof(short), context->sampleRate);
numberProcessed+=numberRemaining;
numberRemaining=0;
}
alSourceQueueBuffers(context->alSource, 1, &buffer);
processed--;
}
else
break;
}
return numberProcessed;
}
return 0;
}
// fill buffer with zeros, returns number processed
static unsigned short FillAlBufferWithSilence(AudioContext_t *context, ALuint buffer)
{
if(context->floatingPoint){
float pcm[MUSIC_BUFFER_SIZE_FLOAT] = {0.f};
alBufferData(buffer, context->alFormat, pcm, MUSIC_BUFFER_SIZE_FLOAT*sizeof(float), context->sampleRate);
return MUSIC_BUFFER_SIZE_FLOAT;
}
else
{
short pcm[MUSIC_BUFFER_SIZE_SHORT] = {0};
alBufferData(buffer, context->alFormat, pcm, MUSIC_BUFFER_SIZE_SHORT*sizeof(short), context->sampleRate);
return MUSIC_BUFFER_SIZE_SHORT;
}
}
// example usage:
// short sh[3] = {1,2,3};float fl[3];
// ResampleShortToFloat(sh,fl,3);
static void ResampleShortToFloat(short *shorts, float *floats, unsigned short len)
{
int x;
for(x=0;x<len;x++)
{
if(shorts[x] < 0)
floats[x] = (float)shorts[x] / 32766.f;
else
floats[x] = (float)shorts[x] / 32767.f;
}
}
// example usage:
// char ch[3] = {1,2,3};float fl[3];
// ResampleByteToFloat(ch,fl,3);
static void ResampleByteToFloat(char *chars, float *floats, unsigned short len)
{
int x;
for(x=0;x<len;x++)
{
if(chars[x] < 0)
floats[x] = (float)chars[x] / 127.f;
else
floats[x] = (float)chars[x] / 128.f;
}
}
@ -825,7 +979,7 @@ float GetMusicTimePlayed(void)
// Fill music buffers with new data from music stream
static bool BufferMusicStream(ALuint buffer)
{
short pcm[MUSIC_BUFFER_SIZE];
short pcm[MUSIC_BUFFER_SIZE_SHORT];
int size = 0; // Total size of data steamed (in bytes)
int streamedBytes = 0; // samples of data obtained, channels are not included in calculation
@ -835,15 +989,15 @@ static bool BufferMusicStream(ALuint buffer)
{
if (currentMusic.chipTune) // There is no end of stream for xmfiles, once the end is reached zeros are generated for non looped chiptunes.
{
int readlen = MUSIC_BUFFER_SIZE / 2;
int readlen = MUSIC_BUFFER_SIZE_SHORT / 2;
jar_xm_generate_samples_16bit(currentMusic.chipctx, pcm, readlen); // reads 2*readlen shorts and moves them to buffer+size memory location
size += readlen * currentMusic.channels; // Not sure if this is what it needs
}
else
{
while (size < MUSIC_BUFFER_SIZE)
while (size < MUSIC_BUFFER_SIZE_SHORT)
{
streamedBytes = stb_vorbis_get_samples_short_interleaved(currentMusic.stream, currentMusic.channels, pcm + size, MUSIC_BUFFER_SIZE - size);
streamedBytes = stb_vorbis_get_samples_short_interleaved(currentMusic.stream, currentMusic.channels, pcm + size, MUSIC_BUFFER_SIZE_SHORT - size);
if (streamedBytes > 0) size += (streamedBytes*currentMusic.channels);
else break;
}

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@ -84,10 +84,10 @@ bool IsAudioDeviceReady(void); // True if call
// Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing
// The mixChannel is what mix channel you want to operate on, 0-3 are the ones available. Each mix channel can only be used one at a time.
// exmple usage is InitAudioContext(48000, 16, 0, 2); // stereo, mixchannel 1, 16bit, 48khz
AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, unsigned char mixChannel, unsigned char channels);
// exmple usage is InitAudioContext(48000, 0, 2, true); // mixchannel 1, 48khz, stereo, floating point
AudioContext InitAudioContext(unsigned short sampleRate, unsigned char mixChannel, unsigned char channels, bool floatingPoint);
void CloseAudioContext(AudioContext ctx); // Frees audio context
void UpdateAudioContext(AudioContext ctx, void *data, unsigned short *dataLength); // Pushes more audio data into context mix channel, if none are ever pushed then zeros are fed in
unsigned short UpdateAudioContext(AudioContext ctx, void *data, unsigned short numberElements); // Pushes more audio data into context mix channel, if NULL is passed to data then zeros are played
Sound LoadSound(char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data

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@ -7,6 +7,23 @@
* This header uses:
* #define EASINGS_STATIC_INLINE // Inlines all functions code, so it runs faster.
* // This requires lots of memory on system.
* How to use:
* The four inputs t,b,c,d are defined as follows:
* t = current time in milliseconds
* b = starting position in only one dimension [X || Y || Z] your choice
* c = the total change in value of b that needs to occur
* d = total time it should take to complete
*
* Example:
* float speed = 1.f;
* float currentTime = 0.f;
* float currentPos[2] = {0,0};
* float newPos[2] = {1,1};
* float tempPosition[2] = currentPos;//x,y positions
* while(currentPos[0] < newPos[0])
* currentPos[0] = EaseSineIn(currentTime, tempPosition[0], tempPosition[0]-newPos[0], speed);
* currentPos[1] = EaseSineIn(currentTime, tempPosition[1], tempPosition[1]-newPos[0], speed);
* currentTime += diffTime();
*
* A port of Robert Penner's easing equations to C (http://robertpenner.com/easing/)
*

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@ -878,10 +878,10 @@ bool IsAudioDeviceReady(void); // True if call
// Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing
// The mixChannel is what mix channel you want to operate on, 0-3 are the ones available. Each mix channel can only be used one at a time.
// exmple usage is InitAudioContext(48000, 16, 0, 2); // stereo, mixchannel 1, 16bit, 48khz
AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, unsigned char mixChannel, unsigned char channels);
// exmple usage is InitAudioContext(48000, 0, 2, true); // mixchannel 1, 48khz, stereo, floating point
AudioContext InitAudioContext(unsigned short sampleRate, unsigned char mixChannel, unsigned char channels, bool floatingPoint);
void CloseAudioContext(AudioContext ctx); // Frees audio context
void UpdateAudioContext(AudioContext ctx, void *data, unsigned short *dataLength); // Pushes more audio data into context mix channel, if none are ever pushed then zeros are fed in
unsigned short UpdateAudioContext(AudioContext ctx, void *data, unsigned short numberElements); // Pushes more audio data into context mix channel, if NULL is passed to data then zeros are played
Sound LoadSound(char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data