diff --git a/src/audio.c b/src/audio.c index 0be257d9..8a8ca4ef 100644 --- a/src/audio.c +++ b/src/audio.c @@ -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) //---------------------------------------------------------------------------------- diff --git a/src/audio.h b/src/audio.h index ed156532..9c681044 100644 --- a/src/audio.h +++ b/src/audio.h @@ -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 diff --git a/src/raylib.h b/src/raylib.h index 699fbbdb..8390d176 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -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