Review multichannel PR addition

- Capital letters at beginning
- for loop spacing and brackets
- Functions naming for consistency
- Example following examples template
- Other tweaks
This commit is contained in:
Ray 2019-06-29 11:26:08 +02:00
parent 83a4eb0852
commit 892813de76
4 changed files with 112 additions and 122 deletions

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@ -1,25 +1,17 @@
/*
* This example was coded to demonstrate multi channel audio changes added to raylib
/*******************************************************************************************
*
* This example has been created using raylib (www.raylib.com)
* raylib [audio] example - Multichannel sound playing
*
* This example has been created using raylib 2.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* This example Copyright (c) 2018 Chris Camacho (codifies) http://bedroomcoders.co.uk/captcha/
* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
*
* THIS EXAMPLE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
*
* This example may be freely redistributed.
*/
********************************************************************************************/
#include "raylib.h"
#include <stdio.h> // sprintf
int main(void)
{
@ -28,69 +20,65 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] abuse!");
InitWindow(screenWidth, screenHeight, "raylib [audio] example - Multichannel sound playing");
InitAudioDevice(); // Initialize audio device
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
//InitPlayBufferPool();
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
int frame = 0;
// Main game loop
// old system still works alongside
SetSoundVolume(fxWav, 0.2); // effects all mutltiplay replay (really annoying sound!!!)
SetSoundVolume(fxWav, 0.2);
PlaySound(fxOgg);
bool inhibitWav = false;
bool inhibitOgg = false;
int maxFrame = 60;
int numberPlaying = 0;
int soundsCounter = 0;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
frame++;
if (IsKeyDown(KEY_ENTER)) { inhibitWav=true; } else { inhibitWav=false; }
if (IsKeyDown(KEY_SPACE)) { inhibitOgg=true; } else { inhibitOgg=false; }
if (IsKeyDown(KEY_ENTER)) inhibitWav = !inhibitWav;
if (IsKeyDown(KEY_SPACE)) inhibitOgg = !inhibitOgg;
// deliberatly hammer the play pool to see what dropping old
// pool entries sounds like....
if (frame % 5==0) {
if (!inhibitWav) PlaySoundEx(fxWav);
// Deliberatly hammer the play pool to see what dropping old pool entries sounds like....
if ((frame%5) == 0)
{
if (!inhibitWav) PlaySoundMulti(fxWav);
}
if (frame==maxFrame) {
if (!inhibitOgg) PlaySoundEx(fxOgg);
if (frame == maxFrame)
{
if (!inhibitOgg) PlaySoundMulti(fxOgg);
frame = 0;
maxFrame = GetRandomValue(6,12);
}
numberPlaying = ConcurrentPlayChannels();
soundsCounter = GetSoundsPlaying();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
char msg[1024];
DrawText("multichannel sound abuse!", 200, 180, 20, LIGHTGRAY);
DrawText("Multichannel sound abuse!", 200, 180, 20, LIGHTGRAY);
DrawText("Space to inhibit new ogg triggering", 200, 200, 20, LIGHTGRAY);
DrawText("Enter to inhibit new wav triggering", 200, 220, 20, LIGHTGRAY);
sprintf(msg,"concurrently playing %i", numberPlaying);
DrawText(msg, 200, 280, 20, LIGHTGRAY);
DrawText(FormatText("Number of concurrentsounds: %i", soundsCounter), 200, 280, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
@ -98,11 +86,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
// you MUST stop the buffer pool before unloading
// any Sounds it might have used...
StopPlayBufferPool();
StopSoundMulti(); // We must stop the buffer pool before unloading
UnloadSound(fxWav); // Unload sound data
UnloadSound(fxOgg); // Unload sound data

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@ -207,7 +207,7 @@ void TraceLog(int msgType, const char *text, ...); // Show trace lo
#endif
//----------------------------------------------------------------------------------
// miniaudio AudioBuffer Functionality
// AudioBuffer Functionality
//----------------------------------------------------------------------------------
#define DEVICE_FORMAT ma_format_f32
#define DEVICE_CHANNELS 2
@ -269,24 +269,21 @@ void SetAudioBufferPitch(AudioBuffer *audioBuffer, float pitch);
void TrackAudioBuffer(AudioBuffer *audioBuffer);
void UntrackAudioBuffer(AudioBuffer *audioBuffer);
//----------------------------------------------------------------------------------
// multi channel playback globals
// Multi channel playback globals
//----------------------------------------------------------------------------------
// number of channels in the pool
#define PLAY_POOL_SIZE 16
// Number of channels in the audio pool
#define MAX_AUDIO_BUFFER_POOL_CHANNELS 16
// the buffer pool
AudioBuffer* PlayBufferPool[PLAY_POOL_SIZE];
// these are used to determine the oldest playing channel
unsigned long PlayPoolAge = 0;
unsigned long PlayPoolAges[PLAY_POOL_SIZE] = {0};
// Audio buffer pool
AudioBuffer *audioBufferPool[MAX_AUDIO_BUFFER_POOL_CHANNELS] = { 0 };
// These are used to determine the oldest playing channel
unsigned long audioBufferPoolCounter = 0;
unsigned long audioBufferPoolChannels[MAX_AUDIO_BUFFER_POOL_CHANNELS] = { 0 };
//----------------------------------------------------------------------------------
// Log callback function
static void OnLog(ma_context *pContext, ma_device *pDevice, ma_uint32 logLevel, const char *message)
{
@ -481,12 +478,13 @@ static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 fr
}
}
// initialise the multichannel buffer pool
static void InitPlayBufferPool()
// Initialise the multichannel buffer pool
static void InitAudioBufferPool()
{
// dummy buffers
for (int i=0; i<PLAY_POOL_SIZE; i++) {
PlayBufferPool[i] = CreateAudioBuffer(DEVICE_FORMAT, DEVICE_CHANNELS, DEVICE_SAMPLE_RATE, 0, AUDIO_BUFFER_USAGE_STATIC);
// Dummy buffers
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{
audioBufferPool[i] = CreateAudioBuffer(DEVICE_FORMAT, DEVICE_CHANNELS, DEVICE_SAMPLE_RATE, 0, AUDIO_BUFFER_USAGE_STATIC);
}
}
@ -554,17 +552,17 @@ void InitAudioDevice(void)
TraceLog(LOG_INFO, "Audio sample rate: %d -> %d", device.sampleRate, device.playback.internalSampleRate);
TraceLog(LOG_INFO, "Audio buffer size: %d", device.playback.internalBufferSizeInFrames);
InitPlayBufferPool();
TraceLog(LOG_INFO, "Audio multichannel pool size: %i", PLAY_POOL_SIZE);
InitAudioBufferPool();
TraceLog(LOG_INFO, "Audio multichannel pool size: %i", MAX_AUDIO_BUFFER_POOL_CHANNELS);
isAudioInitialized = MA_TRUE;
}
// internal
static void FreePlayBufferPool() {
for (int i = 0; i < PLAY_POOL_SIZE; i++) {
static void FreeaudioBufferPool() {
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++) {
// NB important free only the buffer struct not the attached data...!
RL_FREE(PlayBufferPool[i]);
RL_FREE(audioBufferPool[i]);
}
}
@ -582,7 +580,7 @@ void CloseAudioDevice(void)
ma_device_uninit(&device);
ma_context_uninit(&context);
FreePlayBufferPool();
FreeaudioBufferPool();
TraceLog(LOG_INFO, "Audio device closed successfully");
}
@ -1010,78 +1008,86 @@ void PlaySound(Sound sound)
PlayAudioBuffer((AudioBuffer *)sound.audioBuffer);
}
// play a sound in the multichannel buffer pool
void PlaySoundEx(Sound s)
// Play a sound in the multichannel buffer pool
void PlaySoundMulti(Sound sound)
{
int found = -1;
int index = -1;
unsigned long oldAge = 0;
int oldIndex = -1;
// find the first non playing pool entry
for (int i=0; i<PLAY_POOL_SIZE; i++) {
if (PlayPoolAges[i] > oldAge) {
oldAge = PlayPoolAges[i];
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{
if (audioBufferPoolChannels[i] > oldAge)
{
oldAge = audioBufferPoolChannels[i];
oldIndex = i;
}
if (!IsAudioBufferPlaying(PlayBufferPool[i])) {
found = i;
if (!IsAudioBufferPlaying(audioBufferPool[i]))
{
index = i;
break;
}
}
// if no none playing pool members can be found choose the oldest
if (found == -1) {
TraceLog(LOG_WARNING,"pool age %i ended a sound early no room in buffer pool",PlayPoolAge);
if (oldIndex == -1) {
// shouldn't be able to get here... but just in case something odd happens!
// If no none playing pool members can be index choose the oldest
if (index == -1)
{
TraceLog(LOG_WARNING,"pool age %i ended a sound early no room in buffer pool", audioBufferPoolCounter);
if (oldIndex == -1)
{
// Shouldn't be able to get here... but just in case something odd happens!
TraceLog(LOG_ERROR,"sound buffer pool couldn't determine oldest buffer not playing sound");
return;
}
found = oldIndex;
// just in case...
StopAudioBuffer(PlayBufferPool[found]);
index = oldIndex;
// Just in case...
StopAudioBuffer(audioBufferPool[index]);
}
// experimentally mutex lock doesn't seem to be needed this makes sense
// as PlayBufferPool[found] isn't playing and the only stuff we're copying
// Experimentally mutex lock doesn't seem to be needed this makes sense
// as audioBufferPool[index] isn't playing and the only stuff we're copying
// shouldn't be changing...
PlayPoolAges[found] = PlayPoolAge;
PlayPoolAge++;
PlayBufferPool[found]->volume = ((AudioBuffer*)s.audioBuffer)->volume;
PlayBufferPool[found]->pitch = ((AudioBuffer*)s.audioBuffer)->pitch;
PlayBufferPool[found]->looping = ((AudioBuffer*)s.audioBuffer)->looping;
PlayBufferPool[found]->usage = ((AudioBuffer*)s.audioBuffer)->usage;
PlayBufferPool[found]->isSubBufferProcessed[0] = false;
PlayBufferPool[found]->isSubBufferProcessed[1] = false;
PlayBufferPool[found]->bufferSizeInFrames = ((AudioBuffer*)s.audioBuffer)->bufferSizeInFrames;
PlayBufferPool[found]->buffer = ((AudioBuffer*)s.audioBuffer)->buffer;
audioBufferPoolChannels[index] = audioBufferPoolCounter;
audioBufferPoolCounter++;
PlayAudioBuffer(PlayBufferPool[found]);
audioBufferPool[index]->volume = ((AudioBuffer*)sound.audioBuffer)->volume;
audioBufferPool[index]->pitch = ((AudioBuffer*)sound.audioBuffer)->pitch;
audioBufferPool[index]->looping = ((AudioBuffer*)sound.audioBuffer)->looping;
audioBufferPool[index]->usage = ((AudioBuffer*)sound.audioBuffer)->usage;
audioBufferPool[index]->isSubBufferProcessed[0] = false;
audioBufferPool[index]->isSubBufferProcessed[1] = false;
audioBufferPool[index]->bufferSizeInFrames = ((AudioBuffer*)sound.audioBuffer)->bufferSizeInFrames;
audioBufferPool[index]->buffer = ((AudioBuffer*)sound.audioBuffer)->buffer;
PlayAudioBuffer(audioBufferPool[index]);
}
// MUST be called before UnLoadSound is used on any sound played with PlaySoundEx
void StopPlayBufferPool()
// Stop any sound played with PlaySoundMulti()
void StopSoundMulti(void)
{
for (int i = 0; i < PLAY_POOL_SIZE; i++) {
StopAudioBuffer(PlayBufferPool[i]);
}
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++) StopAudioBuffer(audioBufferPool[i]);
}
// number of sounds playing in the multichannel buffer pool
int ConcurrentPlayChannels()
// Get number of sounds playing in the multichannel buffer pool
int GetSoundsPlaying(void)
{
int n = 0;
for (int i=0; i<PLAY_POOL_SIZE; i++) {
if (IsAudioBufferPlaying(PlayBufferPool[i])) {
n++;
}
}
return n;
int counter = 0;
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{
if (IsAudioBufferPlaying(audioBufferPool[i])) counter++;
}
return counter;
}
// Pause a sound
void PauseSound(Sound sound)

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@ -139,12 +139,12 @@ void UpdateSound(Sound sound, const void *data, int samplesCount);// Update soun
void UnloadWave(Wave wave); // Unload wave data
void UnloadSound(Sound sound); // Unload sound
void PlaySound(Sound sound); // Play a sound
void PlaySoundEx(Sound s); // Play a sound using the multi channel buffer pool
void StopPlayBufferPool(); // MUST be called before UnLoadSound is used on any sound played with PlaySoundEx
int ConcurrentPlayChannels(); // Number of sounds playing in the multichannel buffer pool
void PlaySoundMulti(Sound sound); // Play a sound using the multi channel buffer pool
int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel buffer pool
void PauseSound(Sound sound); // Pause a sound
void ResumeSound(Sound sound); // Resume a paused sound
void StopSound(Sound sound); // Stop playing a sound
void StopSoundMulti(void); // Stop any sound played with PlaySoundMulti()
bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
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
// Wave/Sound management functions
RLAPI void PlaySound(Sound sound); // Play a sound
RLAPI void PlaySoundEx(Sound s); // Play a sound using the multi channel buffer pool
RLAPI void StopPlayBufferPool(); // MUST be called before UnLoadSound is used on any sound played with PlaySoundEx
RLAPI int ConcurrentPlayChannels(); // Number of sounds playing in the multichannel buffer pool
RLAPI void PlaySoundMulti(Sound sound); // Play a sound using the multi channel buffer pool
RLAPI int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel buffer pool
RLAPI void PauseSound(Sound sound); // Pause a sound
RLAPI void ResumeSound(Sound sound); // Resume a paused sound
RLAPI void StopSound(Sound sound); // Stop playing a sound
RLAPI void StopSoundMulti(void); // Stop any sound played with PlaySoundMulti()
RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)