new silence generator
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src/audio.c
74
src/audio.c
@ -37,6 +37,7 @@
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#include "AL/al.h" // OpenAL basic header
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#include "AL/alc.h" // OpenAL context header (like OpenGL, OpenAL requires a context to work)
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#include "AL/alext.h" // extensions for other format types
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#include <stdlib.h> // Declares malloc() and free() for memory management
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#include <string.h> // Required for strcmp()
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@ -93,12 +94,10 @@ typedef struct 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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// a dedicated mix channel. All audio is 32bit floating point in stereo.
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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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@ -126,6 +125,9 @@ static void UnloadWave(Wave wave); // Unload wave data
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static bool BufferMusicStream(ALuint buffer); // Fill music buffers with data
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static void EmptyMusicStream(void); // Empty music buffers
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// fill buffer with zeros
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static void FillAlBufferWithSilence(AudioContext_t *ac, ALuint buffer);
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#if defined(AUDIO_STANDALONE)
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const char *GetExtension(const char *fileName); // Get the extension for a filename
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void TraceLog(int msgType, const char *text, ...); // Outputs a trace log message (INFO, ERROR, WARNING)
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@ -197,8 +199,9 @@ bool IsAudioDeviceReady(void)
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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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// exmple usage is InitAudioContext(48000, 0); // mixchannel 1, 48khz
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// all samples are floating point stereo by default
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AudioContext InitAudioContext(unsigned short sampleRate, unsigned char mixChannel)
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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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@ -207,22 +210,11 @@ AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSa
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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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ac->alFormat = AL_FORMAT_STEREO_FLOAT32;
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// Create an audio source
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alGenSources(1, &ac->alSource);
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@ -232,7 +224,14 @@ AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSa
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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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alGenBuffers(2, ac->alBuffer);
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//fill buffers
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FillAlBufferWithSilence(ac, ac->alBuffer[0]);
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FillAlBufferWithSilence(ac, ac->alBuffer[1]);
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alSourceQueueBuffers(ac->alSource, 2, ac->alBuffer);
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alSourcei(ac->alSource, AL_LOOPING, AL_FALSE); // this could cause errors
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alSourcePlay(ac->alSource);
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return ac;
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@ -245,8 +244,20 @@ 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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alSourceStop(context->alSource);
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//flush out all queued buffers
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ALuint buffer = 0;
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int queued = 0;
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alGetSourcei(context->alSource, AL_BUFFERS_QUEUED, &queued);
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while (queued > 0)
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{
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alSourceUnqueueBuffers(context->alSource, 1, &buffer);
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queued--;
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}
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alDeleteSources(1, &context->alSource);
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alDeleteBuffers(2, &context->alBuffer);
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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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@ -254,15 +265,34 @@ void CloseAudioContext(AudioContext ctx)
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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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// Call "UpdateAudioContext(ctx, NULL, 0)" every game tick if you want to pause the audio
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void UpdateAudioContext(AudioContext ctx, float *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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if (context && mixChannelsActive_g[context->mixChannel] == context)
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{
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;
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ALint processed = 0;
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ALuint buffer = 0;
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alGetSourcei(context->alSource, AL_BUFFERS_PROCESSED, &processed); // Get the number of already processed buffers (if any)
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if (!data || !dataLength)// play silence
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while (processed > 0)
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{
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alSourceUnqueueBuffers(context->alSource, 1, &buffer);
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FillAlBufferWithSilence(context, buffer);
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alSourceQueueBuffers(context->alSource, 1, &buffer);
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processed--;
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}
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}
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}
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// fill buffer with zeros
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static void FillAlBufferWithSilence(AudioContext_t *ac, ALuint buffer)
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{
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float pcm[MUSIC_BUFFER_SIZE] = {0.f};
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alBufferData(buffer, ac->alFormat, pcm, MUSIC_BUFFER_SIZE*sizeof(float), ac->sampleRate);
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}
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//----------------------------------------------------------------------------------
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@ -84,10 +84,11 @@ bool IsAudioDeviceReady(void); // True if call
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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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// exmple usage is InitAudioContext(48000, 0); // mixchannel 1, 48khz
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// all samples are floating point stereo by default
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AudioContext InitAudioContext(unsigned short sampleRate, unsigned char mixChannel);
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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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void UpdateAudioContext(AudioContext ctx, float *data, unsigned short dataLength); // Pushes more audio data into context mix channel, if NULL is passed to data then zeros are played
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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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@ -872,10 +872,11 @@ bool IsAudioDeviceReady(void); // True if call
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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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// exmple usage is InitAudioContext(48000, 0); // mixchannel 1, 48khz
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// all samples are floating point stereo by default
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AudioContext InitAudioContext(unsigned short sampleRate, unsigned char mixChannel);
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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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void UpdateAudioContext(AudioContext ctx, float *data, unsigned short dataLength); // Pushes more audio data into context mix channel, if NULL is passed to data then zeros are played
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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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