Merge pull request #111 from kd7tck/develop
First stage of audio API update
This commit is contained in:
commit
6ca1fd59a9
105
src/audio.c
105
src/audio.c
@ -59,6 +59,7 @@
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define MUSIC_STREAM_BUFFERS 2
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#define MAX_AUDIO_CONTEXTS 4
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#if defined(PLATFORM_RPI) || defined(PLATFORM_ANDROID)
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// NOTE: On RPI and Android should be lower to avoid frame-stalls
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@ -90,6 +91,19 @@ typedef struct Music {
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bool chipTune; // True if chiptune is loaded
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} Music;
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// Audio Context, used to create custom audio streams that are not bound to a sound file. There can be
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// no more than 4 concurrent audio contexts in use. This is due to each active context being tied to
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// a dedicated mix channel.
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typedef struct AudioContext_t {
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unsigned short sampleRate; // default is 48000
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unsigned char bitsPerSample; // 16 is default
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unsigned char mixChannel; // 0-3 or mixA-mixD, each mix channel can receive up to one dedicated audio stream
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unsigned char channels; // 1=mono, 2=stereo
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ALenum alFormat; // openAL format specifier
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ALuint alSource; // openAL source
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ALuint alBuffer[2]; // openAL sample buffer
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} AudioContext_t;
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#if defined(AUDIO_STANDALONE)
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typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
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#endif
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@ -97,9 +111,10 @@ typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static AudioContext_t* mixChannelsActive_g[MAX_AUDIO_CONTEXTS]; // What mix channels are currently active
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static bool musicEnabled = false;
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static Music currentMusic; // Current music loaded
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// NOTE: Only one music file playing at a time
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static Music currentMusic; // Current music loaded
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// NOTE: Only one music file playing at a time
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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@ -164,6 +179,92 @@ void CloseAudioDevice(void)
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alcCloseDevice(device);
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}
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// True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
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bool IsAudioDeviceReady(void)
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{
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ALCcontext *context = alcGetCurrentContext();
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if (context == NULL) return false;
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else{
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ALCdevice *device = alcGetContextsDevice(context);
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if (device == NULL) return false;
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else return true;
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}
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Custom audio output
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//----------------------------------------------------------------------------------
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// Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing
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// 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.
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// exmple usage is InitAudioContext(48000, 16, 0, 2); // stereo, mixchannel 1, 16bit, 48khz
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AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, unsigned char mixChannel, unsigned char channels)
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{
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if(mixChannel > MAX_AUDIO_CONTEXTS) return NULL;
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if(!IsAudioDeviceReady()) InitAudioDevice();
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else StopMusicStream();
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if(!mixChannelsActive_g[mixChannel]){
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AudioContext_t *ac = malloc(sizeof(AudioContext_t));
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ac->sampleRate = sampleRate;
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ac->bitsPerSample = bitsPerSample;
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ac->mixChannel = mixChannel;
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ac->channels = channels;
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mixChannelsActive_g[mixChannel] = ac;
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// setup openAL format
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if (channels == 1)
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{
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if (bitsPerSample == 8 ) ac->alFormat = AL_FORMAT_MONO8;
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else if (bitsPerSample == 16) ac->alFormat = AL_FORMAT_MONO16;
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}
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else if (channels == 2)
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{
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if (bitsPerSample == 8 ) ac->alFormat = AL_FORMAT_STEREO8;
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else if (bitsPerSample == 16) ac->alFormat = AL_FORMAT_STEREO16;
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}
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// Create an audio source
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alGenSources(1, &ac->alSource);
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alSourcef(ac->alSource, AL_PITCH, 1);
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alSourcef(ac->alSource, AL_GAIN, 1);
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alSource3f(ac->alSource, AL_POSITION, 0, 0, 0);
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alSource3f(ac->alSource, AL_VELOCITY, 0, 0, 0);
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// Create Buffer
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alGenBuffers(2, &ac->alBuffer);
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return ac;
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}
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return NULL;
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}
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// Frees buffer in audio context
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void CloseAudioContext(AudioContext ctx)
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{
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AudioContext_t *context = (AudioContext_t*)ctx;
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if(context){
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alDeleteSources(1, &context->alSource);
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alDeleteBuffers(2, &context->alBuffer);
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mixChannelsActive_g[context->mixChannel] = NULL;
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free(context);
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ctx = NULL;
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}
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}
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// Pushes more audio data into context mix channel, if none are ever pushed then zeros are fed in
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void UpdateAudioContext(AudioContext ctx, void *data, unsigned short *dataLength)
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{
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AudioContext_t *context = (AudioContext_t*)ctx;
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if(!musicEnabled && context && mixChannelsActive_g[context->mixChannel] == context)
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{
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;
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}
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Sounds loading and playing (.WAV)
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//----------------------------------------------------------------------------------
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19
src/audio.h
19
src/audio.h
@ -41,7 +41,9 @@
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//----------------------------------------------------------------------------------
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#ifndef __cplusplus
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// Boolean type
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typedef enum { false, true } bool;
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#ifndef true
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typedef enum { false, true } bool;
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#endif
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#endif
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// Sound source type
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@ -59,6 +61,11 @@ typedef struct Wave {
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short channels;
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} Wave;
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// Audio Context, used to create custom audio streams that are not bound to a sound file. There can be
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// no more than 4 concurrent audio contexts in use. This is due to each active context being tied to
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// a dedicated mix channel.
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typedef void* AudioContext;
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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@ -73,6 +80,14 @@ extern "C" { // Prevents name mangling of functions
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//----------------------------------------------------------------------------------
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void InitAudioDevice(void); // Initialize audio device and context
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void CloseAudioDevice(void); // Close the audio device and context (and music stream)
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bool IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
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// Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing
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// 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.
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// exmple usage is InitAudioContext(48000, 16, 0, 2); // stereo, mixchannel 1, 16bit, 48khz
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AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, unsigned char mixChannel, unsigned char channels);
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void CloseAudioContext(AudioContext ctx); // Frees audio context
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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
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Sound LoadSound(char *fileName); // Load sound to memory
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Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
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@ -92,7 +107,7 @@ void PauseMusicStream(void); // Pause music p
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void ResumeMusicStream(void); // Resume playing paused music
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bool MusicIsPlaying(void); // Check if music is playing
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void SetMusicVolume(float volume); // Set volume for music (1.0 is max level)
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float GetMusicTimeLength(void); // Get current music time length (in seconds)
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float GetMusicTimeLength(void); // Get music time length (in seconds)
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float GetMusicTimePlayed(void); // Get current music time played (in seconds)
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#ifdef __cplusplus
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13
src/raylib.h
13
src/raylib.h
@ -446,6 +446,11 @@ typedef struct Wave {
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short channels;
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} Wave;
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// Audio Context, used to create custom audio streams that are not bound to a sound file. There can be
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// no more than 4 concurrent audio contexts in use. This is due to each active context being tied to
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// a dedicated mix channel.
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typedef void* AudioContext;
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// Texture formats
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// NOTE: Support depends on OpenGL version and platform
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typedef enum {
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@ -863,6 +868,14 @@ void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize);
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//------------------------------------------------------------------------------------
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void InitAudioDevice(void); // Initialize audio device and context
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void CloseAudioDevice(void); // Close the audio device and context (and music stream)
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bool IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
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// Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing
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// 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.
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// exmple usage is InitAudioContext(48000, 16, 0, 2); // stereo, mixchannel 1, 16bit, 48khz
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AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, unsigned char mixChannel, unsigned char channels);
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void CloseAudioContext(AudioContext ctx); // Frees audio context
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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
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Sound LoadSound(char *fileName); // Load sound to memory
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Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
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