Merge pull request #111 from kd7tck/develop

First stage of audio API update
This commit is contained in:
Ray 2016-05-01 01:49:40 +02:00
commit 6ca1fd59a9
3 changed files with 133 additions and 4 deletions

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@ -59,6 +59,7 @@
// Defines and Macros
//----------------------------------------------------------------------------------
#define MUSIC_STREAM_BUFFERS 2
#define MAX_AUDIO_CONTEXTS 4
#if defined(PLATFORM_RPI) || defined(PLATFORM_ANDROID)
// NOTE: On RPI and Android should be lower to avoid frame-stalls
@ -90,6 +91,19 @@ typedef struct Music {
bool chipTune; // True if chiptune is loaded
} 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.
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
} AudioContext_t;
#if defined(AUDIO_STANDALONE)
typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
#endif
@ -97,9 +111,10 @@ 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 bool musicEnabled = false;
static Music currentMusic; // Current music loaded
// NOTE: Only one music file playing at a time
static Music currentMusic; // Current music loaded
// NOTE: Only one music file playing at a time
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
@ -164,6 +179,92 @@ void CloseAudioDevice(void)
alcCloseDevice(device);
}
// True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
bool IsAudioDeviceReady(void)
{
ALCcontext *context = alcGetCurrentContext();
if (context == NULL) return false;
else{
ALCdevice *device = alcGetContextsDevice(context);
if (device == NULL) return false;
else return true;
}
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Custom audio output
//----------------------------------------------------------------------------------
// 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)
{
if(mixChannel > MAX_AUDIO_CONTEXTS) return NULL;
if(!IsAudioDeviceReady()) InitAudioDevice();
else StopMusicStream();
if(!mixChannelsActive_g[mixChannel]){
AudioContext_t *ac = malloc(sizeof(AudioContext_t));
ac->sampleRate = sampleRate;
ac->bitsPerSample = bitsPerSample;
ac->mixChannel = mixChannel;
ac->channels = channels;
mixChannelsActive_g[mixChannel] = ac;
// setup openAL format
if (channels == 1)
{
if (bitsPerSample == 8 ) ac->alFormat = AL_FORMAT_MONO8;
else if (bitsPerSample == 16) ac->alFormat = AL_FORMAT_MONO16;
}
else if (channels == 2)
{
if (bitsPerSample == 8 ) ac->alFormat = AL_FORMAT_STEREO8;
else if (bitsPerSample == 16) ac->alFormat = AL_FORMAT_STEREO16;
}
// Create an audio source
alGenSources(1, &ac->alSource);
alSourcef(ac->alSource, AL_PITCH, 1);
alSourcef(ac->alSource, AL_GAIN, 1);
alSource3f(ac->alSource, AL_POSITION, 0, 0, 0);
alSource3f(ac->alSource, AL_VELOCITY, 0, 0, 0);
// Create Buffer
alGenBuffers(2, &ac->alBuffer);
return ac;
}
return NULL;
}
// Frees buffer in audio context
void CloseAudioContext(AudioContext ctx)
{
AudioContext_t *context = (AudioContext_t*)ctx;
if(context){
alDeleteSources(1, &context->alSource);
alDeleteBuffers(2, &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)
{
AudioContext_t *context = (AudioContext_t*)ctx;
if(!musicEnabled && context && mixChannelsActive_g[context->mixChannel] == context)
{
;
}
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Sounds loading and playing (.WAV)
//----------------------------------------------------------------------------------

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@ -41,7 +41,9 @@
//----------------------------------------------------------------------------------
#ifndef __cplusplus
// Boolean type
typedef enum { false, true } bool;
#ifndef true
typedef enum { false, true } bool;
#endif
#endif
// Sound source type
@ -59,6 +61,11 @@ typedef struct Wave {
short channels;
} Wave;
// 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.
typedef void* AudioContext;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
@ -73,6 +80,14 @@ extern "C" { // Prevents name mangling of functions
//----------------------------------------------------------------------------------
void InitAudioDevice(void); // Initialize audio device and context
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
bool IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
// 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);
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
Sound LoadSound(char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
@ -92,7 +107,7 @@ void PauseMusicStream(void); // Pause music p
void ResumeMusicStream(void); // Resume playing paused music
bool MusicIsPlaying(void); // Check if music is playing
void SetMusicVolume(float volume); // Set volume for music (1.0 is max level)
float GetMusicTimeLength(void); // Get current music time length (in seconds)
float GetMusicTimeLength(void); // Get music time length (in seconds)
float GetMusicTimePlayed(void); // Get current music time played (in seconds)
#ifdef __cplusplus

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@ -446,6 +446,11 @@ typedef struct Wave {
short channels;
} Wave;
// 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.
typedef void* AudioContext;
// Texture formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
@ -863,6 +868,14 @@ void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize);
//------------------------------------------------------------------------------------
void InitAudioDevice(void); // Initialize audio device and context
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
bool IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
// 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);
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
Sound LoadSound(char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data