FAudioGMS/src/FAudioGMS.c

1680 lines
50 KiB
C

/* FAudioGMS - Game Maker FAudio bindings in C
*
* Copyright (c) 2021 Evan Hemsley
*
* This software is provided 'as-is', without any express or implied warranty.
* In no event will the authors be held liable for any damages arising from
* the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software in a
* product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
* Evan "cosmonaut" Hemsley <evan@moonside.games>
*
*/
#include "SDL.h"
#define DISABLE_XNASONG
#include "FAudioGMS.h"
#include "FAPOBase.h"
#include "FAudioFX.h"
#include "F3DAudio.h"
#include "FAudio.h"
#define DR_WAV_IMPLEMENTATION
#define DRWAV_MALLOC(sz) SDL_malloc((sz))
#define DRWAV_REALLOC(p, sz) SDL_realloc((p), (sz))
#define DRWAV_FREE(p) SDL_free((p))
#define DRWAV_COPY_MEMORY(dst, src, sz) SDL_memcpy((dst), (src), (sz))
#define DRWAV_ZERO_MEMORY(p, sz) SDL_memset((p), 0, (sz))
#include "../lib/dr_wav.h"
/* stb vorbis defines. this is kind of a mess but oh well */
#include "../lib/FAudio/src/FAudio_internal.h"
#define malloc FAudio_malloc
#define realloc FAudio_realloc
#define free FAudio_free
#ifdef memset /* Thanks, Apple! */
#undef memset
#endif
#define memset SDL_memset
#ifdef memcpy /* Thanks, Apple! */
#undef memcpy
#endif
#define memcpy SDL_memcpy
#define memcmp FAudio_memcmp
#define pow FAudio_pow
#define log(x) FAudio_log(x)
#define sin(x) FAudio_sin(x)
#define cos(x) FAudio_cos(x)
#define floor FAudio_floor
#define abs(x) FAudio_abs(x)
#define ldexp(v, e) FAudio_ldexp((v), (e))
#define exp(x) FAudio_exp(x)
#define qsort FAudio_qsort
#ifdef assert
#undef assert
#endif
#define assert FAudio_assert
#define FILE FAudioIOStream
#ifdef SEEK_SET
#undef SEEK_SET
#endif
#ifdef SEEK_END
#undef SEEK_END
#endif
#ifdef EOF
#undef EOF
#endif
#define SEEK_SET FAUDIO_SEEK_SET
#define SEEK_END FAUDIO_SEEK_END
#define EOF FAUDIO_EOF
#define fopen(path, mode) FAudio_fopen(path)
#define fopen_s(io, path, mode) (!(*io = FAudio_fopen(path)))
#define fclose(io) FAudio_close(io)
#define fread(dst, size, count, io) io->read(io->data, dst, size, count)
#define fseek(io, offset, whence) io->seek(io->data, offset, whence)
#define ftell(io) io->seek(io->data, 0, FAUDIO_SEEK_CUR)
#define STB_VORBIS_NO_PUSHDATA_API 1
#define STB_VORBIS_NO_INTEGER_CONVERSION 1
#include "../lib/FAudio/src/stb_vorbis.h"
#include <stdio.h>
static inline void Log(char *string)
{
printf("%s\n", string);
fflush(stdout);
}
typedef struct IdStack
{
uint32_t* array;
uint32_t count;
uint32_t capacity;
} IdStack;
static inline void IdStack_Init(IdStack *stack)
{
stack->array = NULL;
stack->capacity = 0;
stack->count = 0;
}
static inline void IdStack_Push(IdStack *stack, uint32_t id)
{
if (stack->count >= stack->capacity)
{
stack->array = SDL_realloc(stack->array, (stack->capacity + 1) * sizeof(uint32_t));
stack->capacity += 1;
}
stack->array[stack->count] = id;
stack->count += 1;
}
static inline uint32_t IdStack_Pop(IdStack* stack)
{
stack->count -= 1;
return stack->array[stack->count];
}
typedef enum FAudioGMS_SoundState
{
SoundState_Playing,
SoundState_Paused,
SoundState_Stopped
} FAudioGMS_SoundState;
typedef struct FAudioGMS_StaticSound
{
uint32_t id;
FAudioBuffer buffer;
uint32_t channels;
uint32_t samplesPerSecond;
uint32_t loopStart;
uint32_t loopLength;
uint32_t lengthInSeconds;
} FAudioGMS_StaticSound;
typedef struct FAudioGMS_StreamingSound
{
stb_vorbis* fileHandle;
stb_vorbis_info info;
float* streamBuffer;
uint32_t streamBufferSize;
} FAudioGMS_StreamingSound;
typedef struct FAudioGMS_SoundInstance
{
uint32_t id;
FAudioSourceVoice *handle;
FAudioWaveFormatEx format;
uint8_t loop; /* bool */
FAudioGMS_SoundState soundState;
F3DAUDIO_DSP_SETTINGS dspSettings;
float pan;
float pitch;
float volume;
float lowPassFilter;
float highPassFilter;
float bandPassFilter;
uint8_t effectChainAttached;
FAudioSubmixVoice* effectVoice;
FAudioVoiceSends effectSends;
float effectGain;
uint8_t adjustingVolumeOverTime;
float targetVolume;
float volumeDelta;
uint8_t isStatic;
uint8_t destroyOnFinish;
uint8_t is3D;
F3DAUDIO_EMITTER* emitter; /* must not be NULL if is3D */
float stereoAzimuth[2];
union
{
FAudioGMS_StaticSound *staticSound; /* static sounds are loaded separately, so they do not belong to the instance */
FAudioGMS_StreamingSound streamingSound;
} soundData;
} FAudioGMS_SoundInstance;
typedef enum FAudioGMS_EffectType
{
EffectType_Reverb
} FAudioGMS_EffectType;
typedef union FAudioGMS_EffectParameters
{
FAudioFXReverbParameters reverbParameters;
} FAudioGMS_EffectParameters;
typedef struct FAudioGMS_EffectChain
{
uint32_t id;
uint32_t effectCount;
FAudioGMS_EffectType *effectTypes; /* length equal to effectCount */
union FAudioGMS_EffectParameters *effectParameters; /* length equal to effectCount */
} FAudioGMS_EffectChain;
static const float SPEED_OF_SOUND = 343.5f;
static const float DOPPLER_SCALE = 1.0f;
typedef struct FAudioGMS_Device
{
FAudio* handle;
F3DAUDIO_HANDLE handle3D;
FAudioDeviceDetails deviceDetails;
FAudioMasteringVoice *masteringVoice;
F3DAUDIO_LISTENER listener;
float spatialDistanceScale;
FAudioVoiceCallback voiceCallbacks;
FAudioGMS_StaticSound **staticSounds;
uint32_t staticSoundCount;
IdStack staticSoundIndexStack;
FAudioGMS_SoundInstance **soundInstances;
uint32_t soundInstanceCount;
IdStack soundInstanceIndexStack;
FAudioGMS_EffectChain** effectChains;
uint32_t effectChainCount;
IdStack effectChainIndexStack;
double timestep;
} FAudioGMS_Device;
static FAudioGMS_Device* device = NULL;
/* Game Maker doesn't let us control execution order on clean up so we have this stupid macro to help us not crash on exit */
#define RETURN_ON_NULL_DEVICE(x) if (device == NULL) { return x; }
static inline FAudioGMS_StaticSound* FAudioGMS_INTERNAL_LookupStaticSound(uint32_t id)
{
if (id >= 0 && id < device->staticSoundCount)
{
return device->staticSounds[id];
}
else
{
Log("Invalid StaticSound ID!");
return NULL;
}
}
static inline FAudioGMS_SoundInstance* FAudioGMS_INTERNAL_LookupSoundInstance(uint32_t id)
{
if (id >= 0 && id < device->soundInstanceCount)
{
return device->soundInstances[id];
}
else
{
Log("Invalid SoundInstance ID!");
return NULL;
}
}
static inline FAudioGMS_EffectChain* FAudioGMS_INTERNAL_LookupEffectChain(uint32_t id)
{
if (id >= 0 && id < device->effectChainCount)
{
return device->effectChains[id];
}
else
{
Log("Invalid EffectChain ID!");
return NULL;
}
}
/* Forward declare this to avoid annoying BS */
static void FAudioGMS_INTERNAL_SoundInstance_AddBuffer(FAudioGMS_SoundInstance* instance);
static void FAudioGMS_INTERNAL_StreamingBufferEndCallback(FAudioVoiceCallback* callback, FAudioGMS_SoundInstance *instance)
{
if (instance->soundState == SoundState_Playing)
{
FAudioGMS_INTERNAL_SoundInstance_AddBuffer(instance);
}
}
void FAudioGMS_Init(double spatialDistanceScale, double timestep)
{
device = SDL_malloc(sizeof(FAudioGMS_Device));
uint32_t result = FAudioCreate(&device->handle, 0, FAUDIO_DEFAULT_PROCESSOR);
if (result != 0)
{
Log("Failed to create device! Bailing!");
SDL_free(device);
device = NULL;
return;
}
/* Find a suitable device */
uint32_t deviceCount;
FAudio_GetDeviceCount(device->handle, &deviceCount);
if (deviceCount == 0)
{
Log("No audio devices found! Bailing!");
FAudio_Release(device->handle);
SDL_free(device);
device = NULL;
return;
}
FAudioDeviceDetails deviceDetails;
uint32_t i = 0;
for (i = 0; i < deviceCount; i += 1)
{
FAudio_GetDeviceDetails(
device->handle,
i,
&deviceDetails);
if ((deviceDetails.Role & FAudioDefaultGameDevice) == FAudioDefaultGameDevice)
{
device->deviceDetails = deviceDetails;
break;
}
}
if (i == deviceCount)
{
i = 0; /* whatever we'll just use the first one i guess */
FAudio_GetDeviceDetails(
device->handle,
i,
&deviceDetails);
device->deviceDetails = deviceDetails;
}
if (FAudio_CreateMasteringVoice(
device->handle,
&device->masteringVoice,
FAUDIO_DEFAULT_CHANNELS,
FAUDIO_DEFAULT_SAMPLERATE,
0,
i,
NULL
) != 0)
{
Log("No mastering voice found! Bailing!");
FAudio_Release(device->handle);
SDL_free(device);
device = NULL;
return;
}
device->spatialDistanceScale = spatialDistanceScale;
F3DAudioInitialize(
device->deviceDetails.OutputFormat.dwChannelMask,
SPEED_OF_SOUND,
device->handle3D
);
device->listener.OrientFront.x = 0;
device->listener.OrientFront.y = 0;
device->listener.OrientFront.z = 1;
device->listener.OrientTop.x = 0;
device->listener.OrientTop.y = 1;
device->listener.OrientTop.z = 0;
device->listener.Position.x = 0;
device->listener.Position.y = 0;
device->listener.Position.z = 0;
device->listener.Velocity.x = 0;
device->listener.Velocity.y = 0;
device->listener.Velocity.z = 0;
device->listener.pCone = NULL;
device->voiceCallbacks.OnBufferEnd = FAudioGMS_INTERNAL_StreamingBufferEndCallback;
device->voiceCallbacks.OnBufferStart = NULL;
device->voiceCallbacks.OnLoopEnd = NULL;
device->voiceCallbacks.OnStreamEnd = NULL;
device->voiceCallbacks.OnVoiceError = NULL;
device->voiceCallbacks.OnVoiceProcessingPassEnd = NULL;
device->voiceCallbacks.OnVoiceProcessingPassStart = NULL;
device->staticSounds = NULL;
device->staticSoundCount = 0;
IdStack_Init(&device->staticSoundIndexStack);
device->soundInstances = NULL;
device->soundInstanceCount = 0;
IdStack_Init(&device->soundInstanceIndexStack);
device->effectChains = NULL;
device->effectChainCount = 0;
IdStack_Init(&device->effectChainIndexStack);
device->timestep = timestep;
Log("FAudio initialized successfully!");
printf("Device: %ls\n", device->deviceDetails.DisplayName);
fflush(stdout);
}
/* Taken from https://github.com/FNA-XNA/FNA/blob/master/src/Audio/SoundEffectInstance.cs */
static void SetPanMatrixCoefficients(FAudioGMS_SoundInstance *instance)
{
/* Two major things to notice:
* 1. The spec assumes any speaker count >= 2 has Front Left/Right.
* 2. Stereo panning is WAY more complicated than you think.
* The main thing is that hard panning does NOT eliminate an
* entire channel; the two channels are blended on each side.
* -flibit
*/
float* outputMatrix = (float*) instance->dspSettings.pMatrixCoefficients;
if (instance->dspSettings.SrcChannelCount == 1)
{
if (instance->dspSettings.DstChannelCount == 1)
{
outputMatrix[0] = 1.0f;
}
else
{
outputMatrix[0] = (instance->pan > 0.0f) ? (1.0f - instance->pan) : 1.0f;
outputMatrix[1] = (instance->pan < 0.0f) ? (1.0f + instance->pan) : 1.0f;
}
}
else
{
if (instance->dspSettings.DstChannelCount == 1)
{
outputMatrix[0] = 1.0f;
outputMatrix[1] = 1.0f;
}
else
{
if (instance->pan <= 0.0f)
{
// Left speaker blends left/right channels
outputMatrix[0] = 0.5f * instance->pan + 1.0f;
outputMatrix[1] = 0.5f * -instance->pan;
// Right speaker gets less of the right channel
outputMatrix[2] = 0.0f;
outputMatrix[3] = instance->pan + 1.0f;
}
else
{
// Left speaker gets less of the left channel
outputMatrix[0] = -instance->pan + 1.0f;
outputMatrix[1] = 0.0f;
// Right speaker blends right/left channels
outputMatrix[2] = 0.5f * instance->pan;
outputMatrix[3] = 0.5f * -instance->pan + 1.0f;
}
}
}
}
double FAudioGMS_StaticSound_LoadWAV(char *filePath)
{
RETURN_ON_NULL_DEVICE(-1.0)
drwav_uint64 frameCount;
FAudioGMS_StaticSound *sound = SDL_malloc(sizeof(FAudioGMS_StaticSound));
float *pSampleData = drwav_open_file_and_read_pcm_frames_f32(filePath, &sound->channels, &sound->samplesPerSecond, &frameCount, NULL);
if (pSampleData == NULL)
{
Log("Error opening WAV file: ");
Log(filePath);
SDL_free(sound);
return -1;
}
sound->buffer.AudioBytes = (uint32_t)(frameCount * sound->channels * sizeof(float));
sound->buffer.Flags = FAUDIO_END_OF_STREAM;
sound->buffer.LoopBegin = 0;
sound->buffer.LoopCount = 0;
sound->buffer.LoopLength = 0;
sound->buffer.pAudioData = (uint8_t*) pSampleData;
sound->buffer.pContext = NULL;
sound->buffer.PlayBegin = 0;
sound->buffer.PlayLength = frameCount;
sound->loopStart = 0;
sound->loopLength = 0;
sound->lengthInSeconds = frameCount / sound->samplesPerSecond;
if (device->staticSoundIndexStack.count > 0)
{
sound->id = IdStack_Pop(&device->staticSoundIndexStack);
}
else
{
sound->id = device->staticSoundCount;
device->staticSounds = SDL_realloc(device->staticSounds, (device->staticSoundCount + 1) * sizeof(FAudioGMS_StaticSound*));
device->staticSoundCount += 1;
}
device->staticSounds[sound->id] = sound;
return (double)sound->id;
}
static void FAudioGMS_INTERNAL_SoundInstance_SetPan(FAudioGMS_SoundInstance* instance, float pan)
{
instance->pan = pan;
SetPanMatrixCoefficients(instance);
FAudioVoice_SetOutputMatrix(
instance->handle,
device->masteringVoice,
instance->dspSettings.SrcChannelCount,
instance->dspSettings.DstChannelCount,
instance->dspSettings.pMatrixCoefficients,
0
);
}
static void FAudioGMS_INTERNAL_SoundInstance_UpdatePitch(FAudioGMS_SoundInstance* instance)
{
float doppler = 1.0f;
if (!instance->is3D || DOPPLER_SCALE == 0.0f)
{
doppler = 1.0f;
}
else
{
doppler = instance->dspSettings.DopplerFactor * DOPPLER_SCALE;
}
FAudioSourceVoice_SetFrequencyRatio(
instance->handle,
SDL_powf(2.0f, instance->pitch - 1) * doppler, /* FAudio expects pitch range to be -1.0 to 1.0 while GM uses 0.0 to 2.0 so we adjust here */
0
);
}
static void FAudioGMS_INTERNAL_SoundInstance_SetPitch(FAudioGMS_SoundInstance* instance, float pitch)
{
pitch = SDL_max(0.0, SDL_min(2.0, pitch));
instance->pitch = pitch;
FAudioGMS_INTERNAL_SoundInstance_UpdatePitch(instance);
}
static void FAudioGMS_INTERNAL_SoundInstance_SetVolume(FAudioGMS_SoundInstance* instance, float volume)
{
instance->volume = volume;
FAudioVoice_SetVolume(instance->handle, volume, 0);
}
static void FAudioGMS_INTERNAL_SoundInstance_SetProperties(FAudioGMS_SoundInstance* instance, double pan, double pitch, double volume)
{
FAudioGMS_INTERNAL_SoundInstance_SetPan(instance, pan);
FAudioGMS_INTERNAL_SoundInstance_SetPitch(instance, pitch);
FAudioGMS_INTERNAL_SoundInstance_SetVolume(instance, volume);
}
static FAudioGMS_SoundInstance* FAudioGMS_INTERNAL_SoundInstance_Init(
uint32_t channelCount,
uint32_t samplesPerSecond,
uint8_t isStatic
) {
FAudioGMS_SoundInstance* instance = SDL_malloc(sizeof(FAudioGMS_SoundInstance));
instance->handle = NULL;
instance->isStatic = isStatic;
instance->loop = 0;
instance->destroyOnFinish = 0;
instance->format.wFormatTag = FAUDIO_FORMAT_IEEE_FLOAT;
instance->format.wBitsPerSample = 32;
instance->format.nChannels = channelCount;
instance->format.nBlockAlign = (uint16_t)(4 * channelCount);
instance->format.nSamplesPerSec = samplesPerSecond;
instance->format.nAvgBytesPerSec = instance->format.nBlockAlign * samplesPerSecond;
FAudio_CreateSourceVoice(
device->handle,
&instance->handle,
&instance->format,
FAUDIO_VOICE_USEFILTER,
FAUDIO_DEFAULT_FREQ_RATIO,
isStatic ? NULL : &device->voiceCallbacks,
NULL,
NULL);
if (instance->handle == NULL)
{
Log("SoundInstance failed to initialize!");
SDL_free(instance);
return NULL;
}
instance->dspSettings.DopplerFactor = 1.0f;
instance->dspSettings.SrcChannelCount = channelCount;
instance->dspSettings.DstChannelCount = device->deviceDetails.OutputFormat.Format.nChannels;
uint32_t memsize = 4 * instance->dspSettings.SrcChannelCount * instance->dspSettings.DstChannelCount;
instance->dspSettings.pMatrixCoefficients = SDL_malloc(memsize);
SDL_memset(instance->dspSettings.pMatrixCoefficients, 0, memsize);
instance->effectChainAttached = 0;
instance->effectVoice = NULL;
instance->effectGain = 0;
instance->lowPassFilter = 0.0f;
instance->highPassFilter = 0.0f;
instance->bandPassFilter = 0.0f;
FAudioGMS_INTERNAL_SoundInstance_SetPan(instance, 0);
FAudioGMS_INTERNAL_SoundInstance_SetPitch(instance, 1);
FAudioGMS_INTERNAL_SoundInstance_SetVolume(instance, 1);
instance->soundState = SoundState_Stopped;
instance->adjustingVolumeOverTime = 0;
instance->volumeDelta = 0;
instance->targetVolume = 1;
instance->is3D = 0;
instance->emitter = NULL;
instance->stereoAzimuth[0] = 0.0f;
instance->stereoAzimuth[1] = 0.0f;
if (device->soundInstanceIndexStack.count > 0)
{
instance->id = IdStack_Pop(&device->soundInstanceIndexStack);
}
else
{
instance->id = device->soundInstanceCount;
device->soundInstances = SDL_realloc(device->soundInstances, (device->soundInstanceCount + 1) * sizeof(FAudioGMS_SoundInstance*));
device->soundInstanceCount += 1;
}
device->soundInstances[instance->id] = instance;
return instance;
}
static FAudioGMS_SoundInstance* FAudioGMS_INTERNAL_SoundInstance_CreateFromStaticSound(
FAudioGMS_StaticSound* staticSound
) {
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_SoundInstance_Init(
staticSound->channels,
staticSound->samplesPerSecond,
1
);
instance->isStatic = 1;
instance->soundData.staticSound = staticSound;
return instance;
}
double FAudioGMS_StaticSound_CreateSoundInstance(double staticSoundID)
{
RETURN_ON_NULL_DEVICE()
FAudioGMS_StaticSound* staticSound = FAudioGMS_INTERNAL_LookupStaticSound((uint32_t)staticSoundID);
if (staticSound != NULL)
{
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_SoundInstance_CreateFromStaticSound(staticSound);
return instance->id;
}
else
{
Log("Invalid static sound ID!");
return -1.0;
}
}
static void FAudioGMS_INTERNAL_SoundInstance_SetLowPassFilter(FAudioGMS_SoundInstance* instance, float lowPassFilter, float Q)
{
FAudioFilterParameters p;
p.Type = FAudioLowPassFilter;
p.Frequency = SDL_max(0.0, SDL_min(1.0, lowPassFilter));
p.OneOverQ = 1.0f / Q;
FAudioVoice_SetFilterParameters(instance->handle, &p, 0);
instance->lowPassFilter = lowPassFilter;
}
void FAudioGMS_SoundInstance_SetLowPassFilter(double soundInstanceID, double lowPassFilter, double Q)
{
FAudioGMS_SoundInstance *instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
if (instance != NULL)
{
FAudioGMS_INTERNAL_SoundInstance_SetLowPassFilter(instance, lowPassFilter, Q);
}
}
static void FAudioGMS_INTERNAL_SoundInstance_SetHighPassFilter(FAudioGMS_SoundInstance* instance, float highPassFilter, float Q)
{
FAudioFilterParameters p;
p.Type = FAudioHighPassFilter;
p.Frequency = SDL_max(0.0, SDL_min(1.0, highPassFilter));
p.OneOverQ = 1.0f / Q;
FAudioVoice_SetFilterParameters(instance->handle, &p, 0);
instance->highPassFilter = highPassFilter;
}
void FAudioGMS_SoundInstance_SetHighPassFilter(double soundInstanceID, double highPassFilter, double Q)
{
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
if (instance != NULL)
{
FAudioGMS_INTERNAL_SoundInstance_SetHighPassFilter(instance, highPassFilter, Q);
}
}
static void FAudioGMS_INTERNAL_SoundInstance_SetBandPassFilter(FAudioGMS_SoundInstance* instance, float bandPassFilter, float Q)
{
FAudioFilterParameters p;
p.Type = FAudioBandPassFilter;
p.Frequency = SDL_max(0.0, SDL_min(1.0, bandPassFilter));
p.OneOverQ = 1.0f / Q;
FAudioVoice_SetFilterParameters(instance->handle, &p, 0);
instance->bandPassFilter = bandPassFilter;
}
void FAudioGMS_SoundInstance_SetBandPassFilter(double soundInstanceID, double bandPassFilter, double Q)
{
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
if (instance != NULL)
{
FAudioGMS_INTERNAL_SoundInstance_SetBandPassFilter(instance, bandPassFilter, Q);
}
}
static void FAudioGMS_INTERNAL_Apply3D(FAudioGMS_SoundInstance* instance)
{
F3DAUDIO_EMITTER* emitter = instance->emitter;
if (emitter == NULL)
{
Log("Sound instance does not have 3D data! Did you forget to initialize?");
return;
}
F3DAudioCalculate(
device->handle3D,
&device->listener,
emitter,
F3DAUDIO_CALCULATE_MATRIX | F3DAUDIO_CALCULATE_DOPPLER,
&instance->dspSettings
);
FAudioGMS_INTERNAL_SoundInstance_UpdatePitch(instance);
FAudioVoice_SetOutputMatrix(
instance->handle,
device->masteringVoice,
instance->dspSettings.SrcChannelCount,
instance->dspSettings.DstChannelCount,
instance->dspSettings.pMatrixCoefficients,
0
);
}
static void FAudioGMS_INTERNAL_SoundInstance_AddBuffer(FAudioGMS_SoundInstance* instance)
{
uint32_t requestedSampleCount = instance->format.nSamplesPerSec / 4;
uint32_t requiredStagingBufferSize = requestedSampleCount * instance->format.nChannels * sizeof(float);
if (instance->soundData.streamingSound.streamBufferSize < requiredStagingBufferSize)
{
instance->soundData.streamingSound.streamBuffer = SDL_realloc(instance->soundData.streamingSound.streamBuffer, requiredStagingBufferSize);
}
/* NOTE: this function returns samples per channel, not total samples */
uint32_t sampleCount = stb_vorbis_get_samples_float_interleaved(
instance->soundData.streamingSound.fileHandle,
instance->format.nChannels,
instance->soundData.streamingSound.streamBuffer,
requestedSampleCount * instance->format.nChannels
);
FAudioBuffer buffer;
buffer.AudioBytes = sampleCount * instance->format.nChannels * sizeof(float);
buffer.pAudioData = (uint8_t*) instance->soundData.streamingSound.streamBuffer;
buffer.PlayBegin = 0;
buffer.PlayLength = sampleCount;
buffer.Flags = 0;
/*(sampleCount < instance->soundData.streamingSound.info.sample_rate) ?
FAUDIO_END_OF_STREAM :
0;
*/
buffer.LoopBegin = 0;
buffer.LoopCount = 0;
buffer.LoopLength = 0;
buffer.pContext = instance; /* context for OnBufferEnd callback */
FAudioSourceVoice_SubmitSourceBuffer(instance->handle, &buffer, NULL);
/* We have reached the end of the file! */
/* FIXME: maybe move this to a OnStreamEnd callback? */
if (sampleCount < requestedSampleCount)
{
if (instance->loop)
{
stb_vorbis_seek_start(instance->soundData.streamingSound.fileHandle);
}
else
{
instance->soundState = SoundState_Stopped;
}
}
}
double FAudioGMS_StreamingSound_LoadOGG(char* filePath)
{
RETURN_ON_NULL_DEVICE(-1.0)
int error = 0;
stb_vorbis *fileHandle = stb_vorbis_open_filename(filePath, &error, NULL);
if (error != 0)
{
Log("Error opening OGG file!");
Log(filePath);
return -1;
}
stb_vorbis_info info = stb_vorbis_get_info(fileHandle);
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_SoundInstance_Init(
info.channels,
info.sample_rate,
0
);
instance->soundData.streamingSound.fileHandle = fileHandle;
instance->soundData.streamingSound.info = info;
instance->soundData.streamingSound.streamBuffer = NULL;
instance->soundData.streamingSound.streamBufferSize = 0;
FAudioGMS_INTERNAL_SoundInstance_AddBuffer(instance);
return instance->id;
}
static void FAudioGMS_INTERNAL_SoundInstance_AddEmitter(FAudioGMS_SoundInstance* instance, float x, float y, float z)
{
instance->is3D = 1;
instance->emitter = SDL_malloc(sizeof(F3DAUDIO_EMITTER));
/* defaults based on XNA behavior */
instance->emitter->pCone = NULL;
instance->emitter->ChannelRadius = 1.0f;
instance->emitter->pChannelAzimuths = instance->stereoAzimuth;
instance->emitter->pVolumeCurve = NULL;
instance->emitter->pLFECurve = NULL;
instance->emitter->pLPFDirectCurve = NULL;
instance->emitter->pLPFReverbCurve = NULL;
instance->emitter->pReverbCurve = NULL;
instance->emitter->InnerRadius = 0;
instance->emitter->InnerRadiusAngle = 0;
instance->emitter->ChannelCount = instance->dspSettings.SrcChannelCount;
instance->emitter->CurveDistanceScaler = device->spatialDistanceScale;
instance->emitter->DopplerScaler = 1.0f;
instance->emitter->Position.x = x;
instance->emitter->Position.y = y;
instance->emitter->Position.z = z;
instance->emitter->Velocity.x = 0;
instance->emitter->Velocity.y = 0;
instance->emitter->Velocity.z = 0;
instance->emitter->OrientTop.x = 0;
instance->emitter->OrientTop.y = 1;
instance->emitter->OrientTop.z = 0;
instance->emitter->OrientFront.x = 0;
instance->emitter->OrientFront.y = 0;
instance->emitter->OrientFront.z = -1;
FAudioGMS_INTERNAL_Apply3D(instance);
}
static void FAudioGMS_INTERNAL_SoundInstance_Play(FAudioGMS_SoundInstance* instance)
{
if (instance->soundState == SoundState_Playing)
{
return;
}
if (instance->isStatic)
{
if (instance->loop)
{
instance->soundData.staticSound->buffer.LoopCount = FAUDIO_LOOP_INFINITE;
instance->soundData.staticSound->buffer.LoopBegin = instance->soundData.staticSound->loopStart;
instance->soundData.staticSound->buffer.LoopLength = instance->soundData.staticSound->loopLength;
}
else
{
instance->soundData.staticSound->buffer.LoopCount = 0;
instance->soundData.staticSound->buffer.LoopBegin = 0;
instance->soundData.staticSound->buffer.LoopLength = 0;
}
FAudioSourceVoice_SubmitSourceBuffer(instance->handle, &instance->soundData.staticSound->buffer, NULL);
}
FAudioSourceVoice_Start(instance->handle, 0, 0);
instance->soundState = SoundState_Playing;
}
void FAudioGMS_SoundInstance_Play(double soundInstanceID, double loop)
{
RETURN_ON_NULL_DEVICE()
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
if (instance != NULL)
{
instance->loop = (uint8_t) loop;
FAudioGMS_INTERNAL_SoundInstance_Play(instance);
}
}
void FAudioGMS_SoundInstance_Pause(double soundInstanceID)
{
RETURN_ON_NULL_DEVICE()
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
if (instance != NULL)
{
if (instance->soundState == SoundState_Playing)
{
FAudioSourceVoice_Stop(instance->handle, 0, 0); /* this actually just pauses lol */
instance->soundState = SoundState_Paused;
}
}
else
{
Log("SoundInstance_Pause: Invalid sound instance ID! Did you destroy this instance?");
}
}
static void FAudioGMS_INTERNAL_SoundInstance_Stop(FAudioGMS_SoundInstance* instance)
{
if (instance != NULL)
{
instance->soundState = SoundState_Stopped; /* set this before so flush buffers doesn't trigger buffer add callback */
FAudioSourceVoice_Stop(instance->handle, 0, 0);
FAudioSourceVoice_FlushSourceBuffers(instance->handle);
if (!instance->isStatic)
{
stb_vorbis_seek_start(instance->soundData.streamingSound.fileHandle); /* back to the start */
FAudioGMS_INTERNAL_SoundInstance_AddBuffer(instance); /* preload so we dont stutter on play */
}
}
else
{
Log("SoundInstance_Stop: Invalid sound instance ID! Did you destroy this instance?");
}
}
void FAudioGMS_SoundInstance_Stop(double soundInstanceID)
{
RETURN_ON_NULL_DEVICE()
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
FAudioGMS_INTERNAL_SoundInstance_Stop(instance);
}
void FAudioGMS_SoundInstance_SetPan(double soundInstanceID, double pan)
{
RETURN_ON_NULL_DEVICE()
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
if (instance != NULL && !instance->is3D)
{
FAudioGMS_INTERNAL_SoundInstance_SetPan(instance, pan);
}
}
void FAudioGMS_SoundInstance_SetPitch(double soundInstanceID, double pitch)
{
RETURN_ON_NULL_DEVICE()
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
if (instance != NULL)
{
FAudioGMS_INTERNAL_SoundInstance_SetPitch(instance, pitch);
}
}
void FAudioGMS_SoundInstance_SetVolume(double soundInstanceID, double volume)
{
RETURN_ON_NULL_DEVICE()
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
if (instance != NULL)
{
instance->adjustingVolumeOverTime = 0; /* override volume adjustment over time */
FAudioGMS_INTERNAL_SoundInstance_SetVolume(instance, volume);
}
}
void FAudioGMS_SoundInstance_Set3DPosition(double soundInstanceID, double x, double y, double z)
{
RETURN_ON_NULL_DEVICE()
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
if (instance != NULL)
{
if (!instance->is3D)
{
FAudioGMS_INTERNAL_SoundInstance_AddEmitter(instance, x, y, z);
}
instance->emitter->Position.x = x;
instance->emitter->Position.y = y;
instance->emitter->Position.z = z;
}
}
void FAudioGMS_SoundInstance_Set3DVelocity(double soundInstanceID, double xVelocity, double yVelocity, double zVelocity)
{
RETURN_ON_NULL_DEVICE()
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
if (instance != NULL)
{
if (!instance->is3D)
{
Log("Not a 3D sound!");
return;
}
instance->emitter->Velocity.x;
instance->emitter->Velocity.y;
instance->emitter->Velocity.z;
}
}
/* FIXME: this will die horribly if position is greater than total length */
void FAudioGMS_SoundInstance_SetTrackPositionInSeconds(double soundInstanceID, double trackPositionInSeconds)
{
RETURN_ON_NULL_DEVICE()
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
if (instance != NULL)
{
uint32_t sampleFrame = instance->soundData.staticSound->samplesPerSecond * trackPositionInSeconds;
FAudioGMS_SoundState currentState = instance->soundState;
if (currentState == SoundState_Playing)
{
FAudioSourceVoice_Stop(instance->handle, 0, 0);
FAudioSourceVoice_FlushSourceBuffers(instance->handle);
}
if (instance->isStatic)
{
instance->soundData.staticSound->buffer.PlayBegin = sampleFrame;
}
else
{
stb_vorbis_seek(instance->soundData.streamingSound.fileHandle, sampleFrame);
FAudioGMS_INTERNAL_SoundInstance_AddBuffer(instance);
}
if (currentState == SoundState_Playing)
{
FAudioGMS_INTERNAL_SoundInstance_Play(instance);
}
}
}
void FAudioGMS_SoundInstance_SetVolumeOverTime(double soundInstanceID, double volume, double milliseconds)
{
RETURN_ON_NULL_DEVICE()
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);\
if (instance != NULL)
{
instance->adjustingVolumeOverTime = 1;
instance->targetVolume = volume;
instance->volumeDelta = (volume - instance->volume) / ((milliseconds / 1000) / device->timestep);
}
}
double FAudioGMS_SoundInstance_GetPitch(double soundInstanceID)
{
RETURN_ON_NULL_DEVICE(-1.0)
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
if (instance != NULL)
{
return instance->pitch;
}
else
{
Log("Invalid sound instance!");
return -1;
}
}
double FAudioGMS_SoundInstance_GetVolume(double soundInstanceID)
{
RETURN_ON_NULL_DEVICE(-1.0)
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
if (instance != NULL)
{
return instance->volume;
}
else
{
Log("Invalid sound instance!");
return -1;
}
}
double FAudioGMS_SoundInstance_GetTrackLengthInSeconds(double soundInstanceID)
{
RETURN_ON_NULL_DEVICE(-1.0)
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
if (instance != NULL)
{
if (instance->isStatic)
{
return instance->soundData.staticSound->lengthInSeconds;
}
else
{
return stb_vorbis_stream_length_in_seconds(instance->soundData.streamingSound.fileHandle);
}
}
else
{
Log("Invalid sound instance!");
return -1;
}
}
double FAudioGMS_SoundInstance_GetTrackPositionInSeconds(double soundInstanceID)
{
RETURN_ON_NULL_DEVICE(-1.0)
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
if (instance != NULL)
{
uint32_t sampleFrame = instance->handle->src.curBufferOffset / sizeof(float);
return sampleFrame / instance->format.nSamplesPerSec;
}
else
{
Log("Invalid sound instance!");
return -1.0;
}
}
void FAudioGMS_SetListenerPosition(double x, double y, double z)
{
RETURN_ON_NULL_DEVICE()
device->listener.Position.x = x;
device->listener.Position.y = y;
device->listener.Position.z = z;
}
void FAudioGMS_SetListenerVelocity(double xVelocity, double yVelocity, double zVelocity)
{
RETURN_ON_NULL_DEVICE()
device->listener.Velocity.x = xVelocity;
device->listener.Velocity.y = yVelocity;
device->listener.Velocity.z = zVelocity;
}
static void FAudioGMS_INTERNAL_SoundInstance_Destroy(FAudioGMS_SoundInstance* instance)
{
if (instance != NULL)
{
device->soundInstances[instance->id] = NULL;
IdStack_Push(&device->soundInstanceIndexStack, instance->id);
FAudioGMS_INTERNAL_SoundInstance_Stop(instance);
if (instance->effectChainAttached)
{
FAudioVoice_DestroyVoice(instance->effectVoice);
SDL_free(instance->effectSends.pSends);
}
FAudioVoice_DestroyVoice(instance->handle);
if (!instance->isStatic)
{
SDL_free(instance->soundData.streamingSound.streamBuffer);
stb_vorbis_close(instance->soundData.streamingSound.fileHandle);
}
if (instance->is3D)
{
SDL_free(instance->emitter);
}
SDL_free(instance->dspSettings.pMatrixCoefficients);
SDL_free(instance);
}
}
void FAudioGMS_SoundInstance_Destroy(double soundInstanceID)
{
RETURN_ON_NULL_DEVICE()
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
if (instance != NULL)
{
FAudioGMS_INTERNAL_SoundInstance_Destroy(instance);
}
}
void FAudioGMS_SoundInstance_DestroyWhenFinished(double soundInstanceID)
{
RETURN_ON_NULL_DEVICE()
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
if (instance != NULL)
{
instance->destroyOnFinish = 1;
}
}
/* NOTE: this will die horribly if a sound is playing */
static void FAudioGMS_INTERNAL_StaticSound_Destroy(FAudioGMS_StaticSound* sound)
{
if (sound != NULL)
{
device->staticSounds[sound->id] = NULL;
IdStack_Push(&device->staticSoundIndexStack, sound->id);
SDL_free((void*)sound->buffer.pAudioData);
SDL_free(sound);
}
}
void FAudioGMS_StaticSound_Destroy(double staticSoundID)
{
RETURN_ON_NULL_DEVICE()
FAudioGMS_StaticSound *sound = FAudioGMS_INTERNAL_LookupStaticSound((uint32_t)staticSoundID);
FAudioGMS_INTERNAL_StaticSound_Destroy(sound);
}
double FAudioGMS_EffectChain_Create()
{
RETURN_ON_NULL_DEVICE(-1.0)
FAudioGMS_EffectChain* effectChain = SDL_malloc(sizeof(FAudioGMS_EffectChain));
effectChain->effectCount = 0;
effectChain->effectTypes = NULL;
effectChain->effectParameters = NULL;
if (device->effectChainIndexStack.count > 0)
{
effectChain->id = IdStack_Pop(&device->effectChainIndexStack);
}
else
{
effectChain->id = device->effectChainCount;
device->effectChains = SDL_realloc(device->effectChains, (device->effectChainCount + 1) * sizeof(FAudioGMS_EffectChain*));
device->effectChainCount += 1;
}
device->effectChains[effectChain->id] = effectChain;
return effectChain->id;
}
static void FAudioGMS_INTERNAL_EffectChain_AddReverb(FAudioGMS_EffectChain* effectChain, FAudioFXReverbParameters *reverbParameters)
{
effectChain->effectCount += 1;
effectChain->effectTypes = SDL_realloc(effectChain->effectTypes, effectChain->effectCount * sizeof(FAudioGMS_EffectType));
effectChain->effectTypes[effectChain->effectCount - 1] = EffectType_Reverb;
effectChain->effectParameters = SDL_realloc(effectChain->effectParameters, effectChain->effectCount * sizeof(FAudioGMS_EffectParameters));
SDL_memcpy(&effectChain->effectParameters[effectChain->effectCount - 1], reverbParameters, sizeof(FAudioFXReverbParameters));
}
void FAudioGMS_EffectChain_AddDefaultReverb(double effectChainID)
{
RETURN_ON_NULL_DEVICE()
FAudioGMS_EffectChain *effectChain = FAudioGMS_INTERNAL_LookupEffectChain((uint32_t)effectChainID);
if (effectChain != NULL)
{
FAudioFXReverbParameters reverbParams;
reverbParams.WetDryMix = 100.0f;
reverbParams.ReflectionsDelay = 7;
reverbParams.ReverbDelay = 11;
reverbParams.RearDelay = FAUDIOFX_REVERB_DEFAULT_REAR_DELAY;
reverbParams.PositionLeft = FAUDIOFX_REVERB_DEFAULT_POSITION;
reverbParams.PositionRight = FAUDIOFX_REVERB_DEFAULT_POSITION;
reverbParams.PositionMatrixLeft = FAUDIOFX_REVERB_DEFAULT_POSITION_MATRIX;
reverbParams.PositionMatrixRight = FAUDIOFX_REVERB_DEFAULT_POSITION_MATRIX;
reverbParams.EarlyDiffusion = 15;
reverbParams.LateDiffusion = 15;
reverbParams.LowEQGain = 8;
reverbParams.LowEQCutoff = 4;
reverbParams.HighEQGain = 8;
reverbParams.HighEQCutoff = 6;
reverbParams.RoomFilterFreq = 5000.0f;
reverbParams.RoomFilterMain = -10.0f;
reverbParams.RoomFilterHF = -1.0f;
reverbParams.ReflectionsGain = -26.0200005f;
reverbParams.ReverbGain = 10.0f;
reverbParams.DecayTime = 1.49000001f;
reverbParams.Density = 100.0f;
reverbParams.RoomSize = FAUDIOFX_REVERB_DEFAULT_ROOM_SIZE;
FAudioGMS_INTERNAL_EffectChain_AddReverb(effectChain, &reverbParams);
}
}
/* no room filter params because game maker only supports 16 arguments lmao */
void FAudioGMS_EffectChain_AddReverb(
double effectChainID,
double wetDryMix,
double reflectionsDelay,
double reverbDelay,
double earlyDiffusion,
double lateDiffusion,
double lowEQGain,
double lowEQCutoff,
double highEQGain,
double highEQCutoff,
double reflectionsGain,
double reverbGain,
double decayTime,
double density,
double roomSize
) {
RETURN_ON_NULL_DEVICE()
FAudioGMS_EffectChain* effectChain = FAudioGMS_INTERNAL_LookupEffectChain((uint32_t)effectChainID);
if (effectChain != NULL)
{
FAudioFXReverbParameters reverbParams;
reverbParams.WetDryMix = wetDryMix;
reverbParams.ReflectionsDelay = reflectionsDelay;
reverbParams.ReverbDelay = reverbDelay;
reverbParams.RearDelay = FAUDIOFX_REVERB_DEFAULT_REAR_DELAY;
reverbParams.PositionLeft = FAUDIOFX_REVERB_DEFAULT_POSITION;
reverbParams.PositionRight = FAUDIOFX_REVERB_DEFAULT_POSITION;
reverbParams.PositionMatrixLeft = FAUDIOFX_REVERB_DEFAULT_POSITION_MATRIX;
reverbParams.PositionMatrixRight = FAUDIOFX_REVERB_DEFAULT_POSITION_MATRIX;
reverbParams.EarlyDiffusion = earlyDiffusion;
reverbParams.LateDiffusion = lateDiffusion;
reverbParams.LowEQGain = lowEQGain;
reverbParams.LowEQCutoff = lowEQCutoff;
reverbParams.HighEQGain = highEQGain;
reverbParams.HighEQCutoff = highEQCutoff;
reverbParams.RoomFilterFreq = 5000.0f;
reverbParams.RoomFilterMain = -10.0f;
reverbParams.RoomFilterHF = -1.0f;
reverbParams.ReflectionsGain = reflectionsGain;
reverbParams.ReverbGain = reverbGain;
reverbParams.DecayTime = decayTime;
reverbParams.Density = density;
reverbParams.RoomSize = roomSize;
FAudioGMS_INTERNAL_EffectChain_AddReverb(effectChain, &reverbParams);
}
}
static void FAudioGMS_INTERNAL_SoundInstance_SetEffectGain(FAudioGMS_SoundInstance *instance, float effectGain)
{
if (instance->effectChainAttached)
{
float* outputMatrix = instance->dspSettings.pMatrixCoefficients;
outputMatrix[0] = effectGain;
if (instance->dspSettings.SrcChannelCount == 2)
{
outputMatrix[1] = effectGain;
}
FAudioVoice_SetOutputMatrix(
instance->handle,
instance->effectVoice,
instance->dspSettings.SrcChannelCount,
1,
outputMatrix,
0);
instance->effectGain = effectGain;
}
}
void FAudioGMS_SoundInstance_SetEffectGain(double soundInstanceID, double effectGain)
{
RETURN_ON_NULL_DEVICE()
FAudioGMS_SoundInstance *instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
if (instance != NULL)
{
FAudioGMS_INTERNAL_SoundInstance_SetEffectGain(instance, effectGain);
}
}
static FAudioEffectChain* FAudioGMS_INTERNAL_CreateFAudioEffectChain(FAudioGMS_EffectChain* effectChain)
{
FAudioEffectChain* fAudioEffectChain = SDL_malloc(sizeof(FAudioEffectChain));
uint32_t i;
fAudioEffectChain->EffectCount = effectChain->effectCount;
fAudioEffectChain->pEffectDescriptors = SDL_malloc(fAudioEffectChain->EffectCount * sizeof(FAudioEffectDescriptor));
FAPO* reverb;
for (i = 0; i < effectChain->effectCount; i += 1)
{
switch (effectChain->effectTypes[i])
{
case EffectType_Reverb:
FAudioCreateReverb(&reverb, 0);
FAudioEffectDescriptor* reverbDescriptor = &fAudioEffectChain->pEffectDescriptors[i];
reverbDescriptor->InitialState = 1;
reverbDescriptor->OutputChannels = device->deviceDetails.OutputFormat.Format.nChannels == 6 ? 6 : 1;
reverbDescriptor->pEffect = reverb;
break;
default:
Log("Unknown effect type! Something is very wrong!");
return;
}
}
return fAudioEffectChain;
}
void FAudioGMS_SoundInstance_SetEffectChain(double soundInstanceID, double effectChainID, double effectGain)
{
RETURN_ON_NULL_DEVICE()
FAudioGMS_SoundInstance *instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)soundInstanceID);
FAudioGMS_EffectChain *effectChain = FAudioGMS_INTERNAL_LookupEffectChain((uint32_t)effectChainID);
uint32_t i;
if (instance != NULL && effectChain != NULL)
{
if (instance->effectChainAttached)
{
/* This frees the effect chain on the voice */
FAudioVoice_SetEffectChain(instance->handle, NULL);
}
FAudioEffectChain* fAudioEffectChain = FAudioGMS_INTERNAL_CreateFAudioEffectChain(effectChain);
FAudio_CreateSubmixVoice(
device->handle,
&instance->effectVoice,
1, /* FIXME: is this correct? */
device->deviceDetails.OutputFormat.Format.nSamplesPerSec,
0,
0,
NULL,
fAudioEffectChain);
instance->effectSends.SendCount = 2;
instance->effectSends.pSends = SDL_malloc(2 * sizeof(FAudioSendDescriptor));
instance->effectSends.pSends[0].Flags = 0;
instance->effectSends.pSends[0].pOutputVoice = device->masteringVoice;
instance->effectSends.pSends[1].Flags = 0;
instance->effectSends.pSends[1].pOutputVoice = instance->effectVoice;
instance->effectChainAttached = 1;
for (i = 0; i < effectChain->effectCount; i += 1)
{
uint32_t parametersSize;
void *parameters;
switch (effectChain->effectTypes[i])
{
case EffectType_Reverb:
parametersSize = sizeof(FAudioFXReverbParameters);
parameters = &effectChain->effectParameters[i].reverbParameters;
break;
default:
Log("Unknown effect type! Something is very wrong!");
}
FAudioVoice_SetEffectParameters(
instance->effectVoice,
i,
parameters,
parametersSize,
0);
}
FAudioVoice_SetOutputVoices(
instance->handle,
&instance->effectSends);
FAudioGMS_INTERNAL_SoundInstance_SetEffectGain(instance, effectGain);
/* all the effect parameters are copied to the voice so we free here */
for (i = 0; i < effectChain->effectCount; i += 1)
{
FAPOBase_Release((FAPOBase*)fAudioEffectChain->pEffectDescriptors[i].pEffect);
}
SDL_free(fAudioEffectChain->pEffectDescriptors);
SDL_free(fAudioEffectChain);
}
}
static void FAudioGMS_INTERNAL_EffectChain_Destroy(FAudioGMS_EffectChain *effectChain)
{
uint32_t i;
if (effectChain != NULL)
{
device->effectChains[effectChain->id] = NULL;
IdStack_Push(&device->effectChainIndexStack, effectChain->id);
SDL_free(effectChain->effectParameters);
SDL_free(effectChain->effectTypes);
SDL_free(effectChain);
}
}
void FAudioGMS_EffectChain_Destroy(double effectChainID)
{
RETURN_ON_NULL_DEVICE()
FAudioGMS_EffectChain *effectChain = FAudioGMS_INTERNAL_LookupEffectChain((uint32_t)effectChainID);
if (effectChain != NULL)
{
FAudioGMS_INTERNAL_EffectChain_Destroy(effectChain);
}
}
void FAudioGMS_Update()
{
RETURN_ON_NULL_DEVICE()
uint32_t i;
for (i = 0; i < device->soundInstanceCount; i += 1)
{
FAudioGMS_SoundInstance* instance = device->soundInstances[i];
if (instance != NULL)
{
if (instance->is3D)
{
FAudioGMS_INTERNAL_Apply3D(instance);
}
if (instance->adjustingVolumeOverTime)
{
float volume = instance->volume + instance->volumeDelta;
if (instance->volumeDelta > 0)
{
if (volume >= instance->targetVolume)
{
volume = instance->targetVolume;
instance->adjustingVolumeOverTime = 0;
}
}
else if (instance->volumeDelta < 0)
{
if (volume <= instance->targetVolume)
{
volume = instance->targetVolume;
instance->adjustingVolumeOverTime = 0;
}
}
else
{
instance->adjustingVolumeOverTime = 0;
}
FAudioGMS_INTERNAL_SoundInstance_SetVolume(instance, volume);
}
if (instance->destroyOnFinish)
{
FAudioVoiceState state;
FAudioSourceVoice_GetState(instance->handle, &state, FAUDIO_VOICE_NOSAMPLESPLAYED);
if (state.BuffersQueued == 0)
{
FAudioGMS_INTERNAL_SoundInstance_Destroy(instance);
}
}
}
}
}
void FAudioGMS_StopAll()
{
RETURN_ON_NULL_DEVICE()
uint32_t i;
for (i = 0; i < device->soundInstanceCount; i += 1)
{
FAudioGMS_INTERNAL_SoundInstance_Stop(device->soundInstances[i]);
}
}
void FAudioGMS_Destroy()
{
RETURN_ON_NULL_DEVICE()
uint32_t i;
for (i = 0; i < device->soundInstanceCount; i += 1)
{
FAudioGMS_INTERNAL_SoundInstance_Destroy(device->soundInstances[i]);
}
for (i = 0; i < device->effectChainCount; i += 1)
{
FAudioGMS_INTERNAL_EffectChain_Destroy(device->effectChains[i]);
}
for (i = 0; i < device->staticSoundCount; i += 1)
{
FAudioGMS_INTERNAL_StaticSound_Destroy(device->staticSounds[i]);
}
FAudio_Release(device->handle);
SDL_free(device);
device = NULL;
Log("FAudio cleaned up successfully!");
}