REVIEWED: Multichannel sound system #1548
I don't like this solution but I think it's valid in the meantime....
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49
src/raudio.c
49
src/raudio.c
@ -367,9 +367,6 @@ static void OnLog(ma_context *pContext, ma_device *pDevice, ma_uint32 logLevel,
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static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const void *pFramesInput, ma_uint32 frameCount);
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static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, float localVolume);
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static void InitAudioBufferPool(void); // Initialise the multichannel buffer pool
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static void CloseAudioBufferPool(void); // Close the audio buffers pool
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#if defined(SUPPORT_FILEFORMAT_WAV)
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static Wave LoadWAV(const unsigned char *fileData, unsigned int fileSize); // Load WAV file
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static int SaveWAV(Wave wave, const char *fileName); // Save wave data as WAV file
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@ -468,6 +465,14 @@ void InitAudioDevice(void)
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ma_context_uninit(&AUDIO.System.context);
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return;
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}
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// Init dummy audio buffers pool for multichannel sound playing
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for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
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{
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// WARNING: An empty audioBuffer is created (data = 0)
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// AudioBuffer data just points to loaded sound data
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AUDIO.MultiChannel.pool[i] = LoadAudioBuffer(AUDIO_DEVICE_FORMAT, AUDIO_DEVICE_CHANNELS, AUDIO_DEVICE_SAMPLE_RATE, 0, AUDIO_BUFFER_USAGE_STATIC);
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}
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TRACELOG(LOG_INFO, "AUDIO: Device initialized successfully");
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TRACELOG(LOG_INFO, " > Backend: miniaudio / %s", ma_get_backend_name(AUDIO.System.context.backend));
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@ -476,8 +481,6 @@ void InitAudioDevice(void)
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TRACELOG(LOG_INFO, " > Sample rate: %d -> %d", AUDIO.System.device.sampleRate, AUDIO.System.device.playback.internalSampleRate);
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TRACELOG(LOG_INFO, " > Periods size: %d", AUDIO.System.device.playback.internalPeriodSizeInFrames*AUDIO.System.device.playback.internalPeriods);
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InitAudioBufferPool();
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AUDIO.System.isReady = true;
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}
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@ -486,12 +489,24 @@ void CloseAudioDevice(void)
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{
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if (AUDIO.System.isReady)
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{
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// Unload dummy audio buffers pool
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// WARNING: They can be pointing to already unloaded data
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for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
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{
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//UnloadAudioBuffer(AUDIO.MultiChannel.pool[i]);
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if (AUDIO.MultiChannel.pool[i] != NULL)
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{
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ma_data_converter_uninit(&AUDIO.MultiChannel.pool[i]->converter);
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UntrackAudioBuffer(AUDIO.MultiChannel.pool[i]);
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//RL_FREE(buffer->data); // Already unloaded by UnloadSound()
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RL_FREE(AUDIO.MultiChannel.pool[i]);
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}
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}
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ma_mutex_uninit(&AUDIO.System.lock);
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ma_device_uninit(&AUDIO.System.device);
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ma_context_uninit(&AUDIO.System.context);
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CloseAudioBufferPool();
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AUDIO.System.isReady = false;
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TRACELOG(LOG_INFO, "AUDIO: Device closed successfully");
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@ -1909,26 +1924,6 @@ 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 InitAudioBufferPool(void)
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{
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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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// WARNING: An empty audioBuffer is created (data = 0)
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AUDIO.MultiChannel.pool[i] = LoadAudioBuffer(AUDIO_DEVICE_FORMAT, AUDIO_DEVICE_CHANNELS, AUDIO_DEVICE_SAMPLE_RATE, 0, AUDIO_BUFFER_USAGE_STATIC);
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}
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// TODO: Verification required for log
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TRACELOG(LOG_INFO, "AUDIO: Multichannel pool size: %i", MAX_AUDIO_BUFFER_POOL_CHANNELS);
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}
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// Close the audio buffers pool
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static void CloseAudioBufferPool(void)
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{
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for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++) UnloadAudioBuffer(AUDIO.MultiChannel.pool[i]);
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}
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#if defined(SUPPORT_FILEFORMAT_WAV)
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// Load WAV file data into Wave structure
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// NOTE: Using dr_wav library
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