Review multichannel PR addition
- Capital letters at beginning - for loop spacing and brackets - Functions naming for consistency - Example following examples template - Other tweaks
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@ -1,25 +1,17 @@
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/*
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* This example was coded to demonstrate multi channel audio changes added to raylib
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/*******************************************************************************************
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*
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* This example has been created using raylib (www.raylib.com)
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* raylib [audio] example - Multichannel sound playing
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*
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* This example has been created using raylib 2.6 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* This example Copyright (c) 2018 Chris Camacho (codifies) http://bedroomcoders.co.uk/captcha/
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* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
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*
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* THIS EXAMPLE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
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*
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* This example may be freely redistributed.
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*/
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********************************************************************************************/
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#include "raylib.h"
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#include <stdio.h> // sprintf
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int main(void)
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{
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@ -28,69 +20,65 @@ int main(void)
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [audio] abuse!");
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - Multichannel sound playing");
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InitAudioDevice(); // Initialize audio device
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Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
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Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
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//InitPlayBufferPool();
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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int frame = 0;
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// Main game loop
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// old system still works alongside
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SetSoundVolume(fxWav, 0.2); // effects all mutltiplay replay (really annoying sound!!!)
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SetSoundVolume(fxWav, 0.2);
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PlaySound(fxOgg);
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bool inhibitWav = false;
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bool inhibitOgg = false;
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int maxFrame = 60;
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int numberPlaying = 0;
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int soundsCounter = 0;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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frame++;
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if (IsKeyDown(KEY_ENTER)) { inhibitWav=true; } else { inhibitWav=false; }
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if (IsKeyDown(KEY_SPACE)) { inhibitOgg=true; } else { inhibitOgg=false; }
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if (IsKeyDown(KEY_ENTER)) inhibitWav = !inhibitWav;
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if (IsKeyDown(KEY_SPACE)) inhibitOgg = !inhibitOgg;
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// deliberatly hammer the play pool to see what dropping old
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// pool entries sounds like....
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if (frame % 5==0) {
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if (!inhibitWav) PlaySoundEx(fxWav);
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// Deliberatly hammer the play pool to see what dropping old pool entries sounds like....
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if ((frame%5) == 0)
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{
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if (!inhibitWav) PlaySoundMulti(fxWav);
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}
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if (frame==maxFrame) {
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if (!inhibitOgg) PlaySoundEx(fxOgg);
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if (frame == maxFrame)
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{
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if (!inhibitOgg) PlaySoundMulti(fxOgg);
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frame = 0;
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maxFrame = GetRandomValue(6,12);
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}
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numberPlaying = ConcurrentPlayChannels();
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soundsCounter = GetSoundsPlaying();
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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char msg[1024];
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DrawText("multichannel sound abuse!", 200, 180, 20, LIGHTGRAY);
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DrawText("Multichannel sound abuse!", 200, 180, 20, LIGHTGRAY);
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DrawText("Space to inhibit new ogg triggering", 200, 200, 20, LIGHTGRAY);
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DrawText("Enter to inhibit new wav triggering", 200, 220, 20, LIGHTGRAY);
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sprintf(msg,"concurrently playing %i", numberPlaying);
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DrawText(msg, 200, 280, 20, LIGHTGRAY);
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DrawText(FormatText("Number of concurrentsounds: %i", soundsCounter), 200, 280, 20, LIGHTGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -98,11 +86,7 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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// you MUST stop the buffer pool before unloading
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// any Sounds it might have used...
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StopPlayBufferPool();
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StopSoundMulti(); // We must stop the buffer pool before unloading
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UnloadSound(fxWav); // Unload sound data
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UnloadSound(fxOgg); // Unload sound data
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140
src/raudio.c
140
src/raudio.c
@ -207,7 +207,7 @@ void TraceLog(int msgType, const char *text, ...); // Show trace lo
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#endif
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//----------------------------------------------------------------------------------
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// miniaudio AudioBuffer Functionality
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// AudioBuffer Functionality
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//----------------------------------------------------------------------------------
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#define DEVICE_FORMAT ma_format_f32
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#define DEVICE_CHANNELS 2
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@ -269,24 +269,21 @@ void SetAudioBufferPitch(AudioBuffer *audioBuffer, float pitch);
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void TrackAudioBuffer(AudioBuffer *audioBuffer);
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void UntrackAudioBuffer(AudioBuffer *audioBuffer);
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//----------------------------------------------------------------------------------
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// multi channel playback globals
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// Multi channel playback globals
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//----------------------------------------------------------------------------------
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// number of channels in the pool
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#define PLAY_POOL_SIZE 16
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// Number of channels in the audio pool
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#define MAX_AUDIO_BUFFER_POOL_CHANNELS 16
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// the buffer pool
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AudioBuffer* PlayBufferPool[PLAY_POOL_SIZE];
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// these are used to determine the oldest playing channel
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unsigned long PlayPoolAge = 0;
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unsigned long PlayPoolAges[PLAY_POOL_SIZE] = {0};
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// Audio buffer pool
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AudioBuffer *audioBufferPool[MAX_AUDIO_BUFFER_POOL_CHANNELS] = { 0 };
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// These are used to determine the oldest playing channel
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unsigned long audioBufferPoolCounter = 0;
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unsigned long audioBufferPoolChannels[MAX_AUDIO_BUFFER_POOL_CHANNELS] = { 0 };
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//----------------------------------------------------------------------------------
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// Log callback function
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static void OnLog(ma_context *pContext, ma_device *pDevice, ma_uint32 logLevel, const char *message)
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{
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@ -481,12 +478,13 @@ static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 fr
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}
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}
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// initialise the multichannel buffer pool
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static void InitPlayBufferPool()
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// Initialise the multichannel buffer pool
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static void InitAudioBufferPool()
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{
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// dummy buffers
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for (int i=0; i<PLAY_POOL_SIZE; i++) {
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PlayBufferPool[i] = CreateAudioBuffer(DEVICE_FORMAT, DEVICE_CHANNELS, DEVICE_SAMPLE_RATE, 0, AUDIO_BUFFER_USAGE_STATIC);
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// Dummy buffers
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for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
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{
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audioBufferPool[i] = CreateAudioBuffer(DEVICE_FORMAT, DEVICE_CHANNELS, DEVICE_SAMPLE_RATE, 0, AUDIO_BUFFER_USAGE_STATIC);
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}
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}
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@ -554,17 +552,17 @@ void InitAudioDevice(void)
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TraceLog(LOG_INFO, "Audio sample rate: %d -> %d", device.sampleRate, device.playback.internalSampleRate);
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TraceLog(LOG_INFO, "Audio buffer size: %d", device.playback.internalBufferSizeInFrames);
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InitPlayBufferPool();
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TraceLog(LOG_INFO, "Audio multichannel pool size: %i", PLAY_POOL_SIZE);
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InitAudioBufferPool();
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TraceLog(LOG_INFO, "Audio multichannel pool size: %i", MAX_AUDIO_BUFFER_POOL_CHANNELS);
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isAudioInitialized = MA_TRUE;
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}
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// internal
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static void FreePlayBufferPool() {
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for (int i = 0; i < PLAY_POOL_SIZE; i++) {
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static void FreeaudioBufferPool() {
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for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++) {
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// NB important free only the buffer struct not the attached data...!
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RL_FREE(PlayBufferPool[i]);
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RL_FREE(audioBufferPool[i]);
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}
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}
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@ -582,7 +580,7 @@ void CloseAudioDevice(void)
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ma_device_uninit(&device);
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ma_context_uninit(&context);
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FreePlayBufferPool();
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FreeaudioBufferPool();
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TraceLog(LOG_INFO, "Audio device closed successfully");
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}
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@ -1010,78 +1008,86 @@ void PlaySound(Sound sound)
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PlayAudioBuffer((AudioBuffer *)sound.audioBuffer);
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}
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// play a sound in the multichannel buffer pool
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void PlaySoundEx(Sound s)
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// Play a sound in the multichannel buffer pool
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void PlaySoundMulti(Sound sound)
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{
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int found = -1;
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int index = -1;
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unsigned long oldAge = 0;
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int oldIndex = -1;
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// find the first non playing pool entry
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for (int i=0; i<PLAY_POOL_SIZE; i++) {
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if (PlayPoolAges[i] > oldAge) {
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oldAge = PlayPoolAges[i];
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for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
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{
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if (audioBufferPoolChannels[i] > oldAge)
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{
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oldAge = audioBufferPoolChannels[i];
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oldIndex = i;
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}
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if (!IsAudioBufferPlaying(PlayBufferPool[i])) {
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found = i;
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if (!IsAudioBufferPlaying(audioBufferPool[i]))
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{
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index = i;
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break;
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}
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}
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// if no none playing pool members can be found choose the oldest
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if (found == -1) {
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TraceLog(LOG_WARNING,"pool age %i ended a sound early no room in buffer pool",PlayPoolAge);
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if (oldIndex == -1) {
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// shouldn't be able to get here... but just in case something odd happens!
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// If no none playing pool members can be index choose the oldest
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if (index == -1)
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{
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TraceLog(LOG_WARNING,"pool age %i ended a sound early no room in buffer pool", audioBufferPoolCounter);
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if (oldIndex == -1)
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{
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// Shouldn't be able to get here... but just in case something odd happens!
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TraceLog(LOG_ERROR,"sound buffer pool couldn't determine oldest buffer not playing sound");
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return;
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}
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found = oldIndex;
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// just in case...
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StopAudioBuffer(PlayBufferPool[found]);
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index = oldIndex;
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// Just in case...
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StopAudioBuffer(audioBufferPool[index]);
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}
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// experimentally mutex lock doesn't seem to be needed this makes sense
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// as PlayBufferPool[found] isn't playing and the only stuff we're copying
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// Experimentally mutex lock doesn't seem to be needed this makes sense
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// as audioBufferPool[index] isn't playing and the only stuff we're copying
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// shouldn't be changing...
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PlayPoolAges[found] = PlayPoolAge;
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PlayPoolAge++;
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PlayBufferPool[found]->volume = ((AudioBuffer*)s.audioBuffer)->volume;
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PlayBufferPool[found]->pitch = ((AudioBuffer*)s.audioBuffer)->pitch;
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PlayBufferPool[found]->looping = ((AudioBuffer*)s.audioBuffer)->looping;
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PlayBufferPool[found]->usage = ((AudioBuffer*)s.audioBuffer)->usage;
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PlayBufferPool[found]->isSubBufferProcessed[0] = false;
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PlayBufferPool[found]->isSubBufferProcessed[1] = false;
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PlayBufferPool[found]->bufferSizeInFrames = ((AudioBuffer*)s.audioBuffer)->bufferSizeInFrames;
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PlayBufferPool[found]->buffer = ((AudioBuffer*)s.audioBuffer)->buffer;
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audioBufferPoolChannels[index] = audioBufferPoolCounter;
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audioBufferPoolCounter++;
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PlayAudioBuffer(PlayBufferPool[found]);
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audioBufferPool[index]->volume = ((AudioBuffer*)sound.audioBuffer)->volume;
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audioBufferPool[index]->pitch = ((AudioBuffer*)sound.audioBuffer)->pitch;
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audioBufferPool[index]->looping = ((AudioBuffer*)sound.audioBuffer)->looping;
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audioBufferPool[index]->usage = ((AudioBuffer*)sound.audioBuffer)->usage;
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audioBufferPool[index]->isSubBufferProcessed[0] = false;
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audioBufferPool[index]->isSubBufferProcessed[1] = false;
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audioBufferPool[index]->bufferSizeInFrames = ((AudioBuffer*)sound.audioBuffer)->bufferSizeInFrames;
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audioBufferPool[index]->buffer = ((AudioBuffer*)sound.audioBuffer)->buffer;
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PlayAudioBuffer(audioBufferPool[index]);
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}
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// MUST be called before UnLoadSound is used on any sound played with PlaySoundEx
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void StopPlayBufferPool()
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// Stop any sound played with PlaySoundMulti()
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void StopSoundMulti(void)
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{
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for (int i = 0; i < PLAY_POOL_SIZE; i++) {
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StopAudioBuffer(PlayBufferPool[i]);
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}
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for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++) StopAudioBuffer(audioBufferPool[i]);
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}
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// number of sounds playing in the multichannel buffer pool
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int ConcurrentPlayChannels()
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// Get number of sounds playing in the multichannel buffer pool
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int GetSoundsPlaying(void)
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{
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int n = 0;
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for (int i=0; i<PLAY_POOL_SIZE; i++) {
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if (IsAudioBufferPlaying(PlayBufferPool[i])) {
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n++;
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}
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}
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return n;
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int counter = 0;
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for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
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{
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if (IsAudioBufferPlaying(audioBufferPool[i])) counter++;
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}
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return counter;
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}
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// Pause a sound
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void PauseSound(Sound sound)
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@ -139,12 +139,12 @@ void UpdateSound(Sound sound, const void *data, int samplesCount);// Update soun
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void UnloadWave(Wave wave); // Unload wave data
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void UnloadSound(Sound sound); // Unload sound
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void PlaySound(Sound sound); // Play a sound
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void PlaySoundEx(Sound s); // Play a sound using the multi channel buffer pool
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void StopPlayBufferPool(); // MUST be called before UnLoadSound is used on any sound played with PlaySoundEx
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int ConcurrentPlayChannels(); // Number of sounds playing in the multichannel buffer pool
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void PlaySoundMulti(Sound sound); // Play a sound using the multi channel buffer pool
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int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel buffer pool
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void PauseSound(Sound sound); // Pause a sound
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void ResumeSound(Sound sound); // Resume a paused sound
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void StopSound(Sound sound); // Stop playing a sound
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void StopSoundMulti(void); // Stop any sound played with PlaySoundMulti()
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bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
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void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
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void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
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@ -1356,12 +1356,12 @@ RLAPI void ExportWaveAsCode(Wave wave, const char *fileName); // Export
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// Wave/Sound management functions
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RLAPI void PlaySound(Sound sound); // Play a sound
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RLAPI void PlaySoundEx(Sound s); // Play a sound using the multi channel buffer pool
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RLAPI void StopPlayBufferPool(); // MUST be called before UnLoadSound is used on any sound played with PlaySoundEx
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RLAPI int ConcurrentPlayChannels(); // Number of sounds playing in the multichannel buffer pool
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RLAPI void PlaySoundMulti(Sound sound); // Play a sound using the multi channel buffer pool
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RLAPI int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel buffer pool
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RLAPI void PauseSound(Sound sound); // Pause a sound
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RLAPI void ResumeSound(Sound sound); // Resume a paused sound
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RLAPI void StopSound(Sound sound); // Stop playing a sound
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RLAPI void StopSoundMulti(void); // Stop any sound played with PlaySoundMulti()
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RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
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RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
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RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
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