FAudioGMS/src/FAudioGMS.c

1336 lines
38 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 struct BufferQueue
{
uint32_t head;
uint32_t tail;
uint32_t size; /* DO NOT MUTATE */
uint32_t count; /* number of currently enqueued elements */
uint8_t** buffers;
} BufferQueue;
static inline void BufferQueue_Init(BufferQueue* queue, uint32_t size)
{
queue->head = 0;
queue->tail = 0;
queue->size = size;
queue->count = 0;
queue->buffers = SDL_malloc(size * sizeof(uint8_t*));
}
static inline uint8_t* BufferQueue_Dequeue(BufferQueue *queue)
{
if (queue->tail == queue->head)
{
return NULL;
}
uint8_t* buffer = queue->buffers[queue->tail];
queue->buffers[queue->tail] = NULL;
queue->tail = (queue->tail + 1) % queue->size;
queue->count -= 1;
return buffer;
}
static inline void BufferQueue_Enqueue(BufferQueue *queue, uint8_t* buffer)
{
if (((queue->head + 1) % queue->size) == queue->tail)
{
return;
}
queue->buffers[queue->head] = buffer;
queue->head = (queue->head + 1) % queue->size;
queue->count += 1;
}
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;
} FAudioGMS_StaticSound;
typedef struct FAudioGMS_StreamingSound
{
stb_vorbis* fileHandle;
stb_vorbis_info info;
BufferQueue bufferQueue;
} 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 reverb;
float lowPassFilter;
float highPassFilter;
float bandPassFilter;
uint8_t reverbAttached;
FAudioSubmixVoice* reverbVoice;
FAudioVoiceSends reverbSends;
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;
static const float SPEED_OF_SOUND = 343.5f;
static const float DOPPLER_SCALE = 1.0f;
static const uint32_t MINIMUM_BUFFER_CHECK = 3;
#define MAX_BUFFER_QUEUE_COUNT 16
#define STREAMING_BUFFER_SIZE 1024 * 128 * sizeof(float) /* FIXME: what should this value be? */
typedef struct FAudioGMS_Device
{
FAudio* handle;
F3DAUDIO_HANDLE handle3D;
FAudioDeviceDetails deviceDetails;
FAudioMasteringVoice *masteringVoice;
F3DAUDIO_LISTENER listener;
float spatialDistanceScale;
FAudioGMS_StaticSound **staticSounds;
uint32_t staticSoundCount;
IdStack staticSoundIndexStack;
FAudioGMS_SoundInstance **soundInstances;
uint32_t soundInstanceCount;
IdStack soundInstanceIndexStack;
float streamStagingBuffer[STREAMING_BUFFER_SIZE];
} FAudioGMS_Device;
static FAudioGMS_Device* device = NULL;
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;
}
}
void FAudioGMS_Init(double spatialDistanceScale)
{
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->staticSounds = NULL;
device->staticSoundCount = 0;
IdStack_Init(&device->staticSoundIndexStack);
device->soundInstances = NULL;
device->soundInstanceCount = 0;
IdStack_Init(&device->soundInstanceIndexStack);
Log("FAudio initialized successfully!");
printf("Device: %ls", 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)
{
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 = 0;
sound->loopStart = 0;
sound->loopLength = 0;
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_AttachReverb(FAudioGMS_SoundInstance* instance)
{
if (!instance->reverbAttached)
{
/* Init reverb */
FAPO* reverb;
FAudioCreateReverb(&reverb, 0);
FAudioEffectChain* reverbChain = SDL_malloc(sizeof(FAudioEffectChain));
reverbChain->EffectCount = 1;
reverbChain->pEffectDescriptors = SDL_malloc(sizeof(FAudioEffectDescriptor));
FAudioEffectDescriptor* reverbDescriptor = reverbChain->pEffectDescriptors;
reverbDescriptor->InitialState = 1;
reverbDescriptor->OutputChannels = device->deviceDetails.OutputFormat.Format.nChannels == 6 ? 6 : 1;
reverbDescriptor->pEffect = reverb;
FAudio_CreateSubmixVoice(
device->handle,
&instance->reverbVoice,
1, /* omnidirectional reverb */
device->deviceDetails.OutputFormat.Format.nSamplesPerSec,
0,
0,
NULL,
reverbChain);
FAPOBase_Release((FAPOBase*)reverb);
SDL_free(reverbChain->pEffectDescriptors);
SDL_free(reverbChain);
FAudioFXReverbParameters* reverbParams = SDL_malloc(sizeof(FAudioFXReverbParameters));
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;
FAudioVoice_SetEffectParameters(
instance->reverbVoice,
0,
reverbParams,
sizeof(FAudioFXReverbParameters),
0);
SDL_free(reverbParams);
/* Init reverb sends */
instance->reverbSends.SendCount = 2;
instance->reverbSends.pSends = SDL_malloc(2 * sizeof(FAudioSendDescriptor));
instance->reverbSends.pSends[0].Flags = 0;
instance->reverbSends.pSends[0].pOutputVoice = device->masteringVoice;
instance->reverbSends.pSends[1].Flags = 0;
instance->reverbSends.pSends[1].pOutputVoice = instance->reverbVoice;
instance->reverbAttached = 1;
}
FAudioVoice_SetOutputVoices(
instance->handle,
&instance->reverbSends);
}
static void FAudioGMS_INTERNAL_SoundInstance_SetReverb(FAudioGMS_SoundInstance *instance, float reverb)
{
if (!instance->reverbAttached)
{
FAudioGMS_INTERNAL_SoundInstance_AttachReverb(instance);
}
float* outputMatrix = instance->dspSettings.pMatrixCoefficients;
outputMatrix[0] = reverb;
if (instance->dspSettings.SrcChannelCount == 2)
{
outputMatrix[1] = reverb;
}
FAudioVoice_SetOutputMatrix(
instance->handle,
instance->reverbVoice,
instance->dspSettings.SrcChannelCount,
1,
outputMatrix,
0);
instance->reverb = reverb;
}
static void FAudioGMS_INTERNAL_SoundInstance_SetLowPassFilter(FAudioGMS_SoundInstance* instance, float lowPassFilter)
{
FAudioFilterParameters p;
p.Type = FAudioLowPassFilter;
p.Frequency = lowPassFilter;
p.OneOverQ = 1.0f;
FAudioVoice_SetFilterParameters(instance->handle, &p, 0);
instance->lowPassFilter = lowPassFilter;
}
static void FAudioGMS_INTERNAL_SoundInstance_SetHighPassFilter(FAudioGMS_SoundInstance* instance, float highPassFilter)
{
FAudioFilterParameters p;
p.Type = FAudioHighPassFilter;
p.Frequency = highPassFilter;
p.OneOverQ = 1.0f;
FAudioVoice_SetFilterParameters(instance->handle, &p, 0);
instance->highPassFilter = highPassFilter;
}
static void FAudioGMS_INTERNAL_SoundInstance_SetBandPassFilter(FAudioGMS_SoundInstance* instance, float bandPassFilter)
{
FAudioFilterParameters p;
p.Type = FAudioBandPassFilter;
p.Frequency = bandPassFilter;
p.OneOverQ = 1.0f;
FAudioVoice_SetFilterParameters(instance->handle, &p, 0);
instance->bandPassFilter = bandPassFilter;
}
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)
{
FAudioVoice_SetVolume(instance->handle, volume, 0);
}
static void FAudioGMS_INTERNAL_SoundInstance_SetProperties(FAudioGMS_SoundInstance* instance, double pan, double pitch, double volume, double reverb)
{
FAudioGMS_INTERNAL_SoundInstance_SetPan(instance, pan);
FAudioGMS_INTERNAL_SoundInstance_SetPitch(instance, pitch);
FAudioGMS_INTERNAL_SoundInstance_SetVolume(instance, volume);
if (reverb > 0.0f)
{
FAudioGMS_INTERNAL_SoundInstance_SetReverb(instance, reverb);
}
}
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 FAudioGMS_SoundInstance* FAudioGMS_INTERNAL_SoundInstance_Init(
uint32_t channelCount,
uint32_t samplesPerSecond
) {
FAudioGMS_SoundInstance* instance = SDL_malloc(sizeof(FAudioGMS_SoundInstance));
instance->handle = NULL;
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,
NULL,
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->reverbAttached = 0;
instance->reverb = 0.0f;
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->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
);
instance->isStatic = 1;
instance->soundData.staticSound = staticSound;
return instance;
}
double FAudioGMS_StreamingSound_LoadOGG(char* filePath)
{
int error = -1;
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
);
instance->isStatic = 0;
instance->soundData.streamingSound.fileHandle = fileHandle;
instance->soundData.streamingSound.info = info;
BufferQueue_Init(&instance->soundData.streamingSound.bufferQueue, MAX_BUFFER_QUEUE_COUNT);
return instance->id;
}
static void FAudioGMS_INTERNAL_StaticSound_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_AddBuffer(FAudioGMS_SoundInstance* instance)
{
/* NOTE: this function returns samples per channel, not total samples */
uint32_t samples = stb_vorbis_get_samples_float_interleaved(
instance->soundData.streamingSound.fileHandle,
instance->format.nChannels,
device->streamStagingBuffer,
STREAMING_BUFFER_SIZE
);
uint32_t sampleCount = samples * instance->format.nChannels;
uint32_t bufferLength = sampleCount * sizeof(float);
uint8_t* nextBuffer = SDL_malloc(bufferLength);
SDL_memcpy(nextBuffer, device->streamStagingBuffer, bufferLength);
BufferQueue_Enqueue(&instance->soundData.streamingSound.bufferQueue, nextBuffer);
if (instance->soundState != SoundState_Stopped)
{
FAudioBuffer buffer;
buffer.AudioBytes = bufferLength;
buffer.pAudioData = nextBuffer;
buffer.PlayLength =
bufferLength /
instance->format.nChannels /
(instance->format.wBitsPerSample / 8);
buffer.PlayBegin = 0;
buffer.Flags = 0;
buffer.LoopBegin = 0;
buffer.LoopCount = 0;
buffer.LoopLength = 0;
buffer.pContext = NULL;
FAudioSourceVoice_SubmitSourceBuffer(instance->handle, &buffer, NULL);
}
/* We have reached the end of the file! */
if (sampleCount < STREAMING_BUFFER_SIZE)
{
if (instance->loop)
{
stb_vorbis_seek_start(instance->soundData.streamingSound.fileHandle);
}
else
{
instance->soundState = SoundState_Stopped;
}
}
}
static void FAudioGMS_INTERNAL_SoundInstance_StreamingUpdate(FAudioGMS_SoundInstance* instance)
{
uint32_t i;
FAudioVoiceState voiceState;
if (instance->isStatic) { return; }
FAudioSourceVoice_GetState(
instance->handle,
&voiceState,
FAUDIO_VOICE_NOSAMPLESPLAYED
);
while (instance->soundData.streamingSound.bufferQueue.count > voiceState.BuffersQueued)
{
uint8_t* buffer = BufferQueue_Dequeue(&instance->soundData.streamingSound.bufferQueue);
SDL_free(buffer);
}
for (i = MINIMUM_BUFFER_CHECK - instance->soundData.streamingSound.bufferQueue.count; i > 0; i -= 1)
{
FAudioGMS_INTERNAL_SoundInstance_AddBuffer(instance);
}
}
static void FAudioGMS_INTERNAL_SoundInstance_ClearBuffers(FAudioGMS_SoundInstance* instance)
{
uint32_t i;
uint32_t bufferCount = instance->soundData.streamingSound.bufferQueue.count;
for (i = 0; i < bufferCount; i += 1)
{
uint8_t* buffer = BufferQueue_Dequeue(&instance->soundData.streamingSound.bufferQueue);
SDL_free(buffer);
}
}
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);
}
else
{
FAudioGMS_INTERNAL_SoundInstance_StreamingUpdate(instance);
}
FAudioSourceVoice_Start(instance->handle, 0, 0);
instance->soundState = SoundState_Playing;
}
void FAudioGMS_StaticSound_PlayOneOff(double staticSoundID, double pan, double pitch, double volume, double reverb)
{
FAudioGMS_StaticSound* staticSound = FAudioGMS_INTERNAL_LookupStaticSound((uint32_t)staticSoundID);
if (staticSound != NULL)
{
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_SoundInstance_CreateFromStaticSound(staticSound);
instance->destroyOnFinish = 1;
FAudioGMS_INTERNAL_SoundInstance_SetProperties(instance, pan, pitch, volume, reverb);
FAudioGMS_INTERNAL_SoundInstance_Play(instance);
}
else
{
Log("StaticSound_PlayOneOff: Invalid static sound ID! Did you destroy this sound?");
}
}
void FAudioGMS_StaticSound_PlayOneOffSpatial(double staticSoundID, double x, double y, double z, double pitch, double volume, double reverb)
{
FAudioGMS_StaticSound* staticSound = FAudioGMS_INTERNAL_LookupStaticSound((uint32_t)staticSoundID);
if (staticSound != NULL)
{
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_SoundInstance_CreateFromStaticSound(staticSound);
instance->destroyOnFinish = 1;
FAudioGMS_INTERNAL_SoundInstance_SetProperties(instance, 0, pitch, volume, reverb);
FAudioGMS_INTERNAL_StaticSound_AddEmitter(instance, x, y, z);
FAudioGMS_INTERNAL_SoundInstance_Play(instance);
}
else
{
Log("StaticSound_PlayOneOffSpatial: Invalid static sound ID! Did you destroy this sound?");
}
}
double FAudioGMS_StaticSound_Play(double staticSoundID, double pan, double pitch, double volume, double reverb, double loop)
{
FAudioGMS_StaticSound* staticSound = FAudioGMS_INTERNAL_LookupStaticSound((uint32_t)staticSoundID);
if (staticSound != NULL)
{
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_SoundInstance_CreateFromStaticSound(staticSound);
instance->loop = (uint8_t)loop;
FAudioGMS_INTERNAL_SoundInstance_SetProperties(instance, pan, pitch, volume, reverb);
FAudioGMS_INTERNAL_SoundInstance_Play(instance);
return (double)instance->id;
}
else
{
Log("StaticSound_Play: Invalid static sound ID! Did you destroy this sound?");
return -1;
}
}
double FAudioGMS_StaticSound_PlaySpatial(double staticSoundID, double x, double y, double z, double pitch, double volume, double reverb, double loop)
{
FAudioGMS_StaticSound* staticSound = FAudioGMS_INTERNAL_LookupStaticSound((uint32_t)staticSoundID);
if (staticSound != NULL)
{
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_SoundInstance_CreateFromStaticSound(staticSound);
instance->loop = (uint8_t)loop;
FAudioGMS_INTERNAL_SoundInstance_SetProperties(instance, 0, pitch, volume, reverb);
FAudioGMS_INTERNAL_StaticSound_AddEmitter(instance, x, y, z);
FAudioGMS_INTERNAL_SoundInstance_Play(instance);
return (double)instance->id;
}
else
{
Log("StaticSound_PlaySpatial: Invalid static sound ID! Did you destroy this sound?");
return -1;
}
}
void FAudioGMS_SoundInstance_Play(double id)
{
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)id);
if (instance != NULL)
{
FAudioGMS_INTERNAL_SoundInstance_Play(instance);
}
}
void FAudioGMS_SoundInstance_Pause(double id)
{
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)id);
if (instance != NULL)
{
if (instance->soundState == SoundState_Playing)
{
FAudioSourceVoice_Stop(instance->handle, 0, 0);
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)
{
if (instance->isStatic)
{
FAudioSourceVoice_ExitLoop(instance->handle, 0);
}
instance->soundState = SoundState_Stopped;
}
else
{
Log("SoundInstance_Stop: Invalid sound instance ID! Did you destroy this instance?");
}
}
void FAudioGMS_SoundInstance_Stop(double id)
{
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)id);
FAudioGMS_INTERNAL_SoundInstance_Stop(instance);
}
static void FAudioGMS_INTERNAL_SoundInstance_StopImmediate(FAudioGMS_SoundInstance* instance)
{
if (instance != NULL)
{
FAudioSourceVoice_Stop(instance->handle, 0, 0);
FAudioSourceVoice_FlushSourceBuffers(instance->handle);
if (!instance->isStatic)
{
FAudioGMS_INTERNAL_SoundInstance_ClearBuffers(instance);
}
instance->soundState = SoundState_Stopped;
}
else
{
Log("SoundInstance_Stop: Invalid sound instance ID! Did you destroy this instance?");
}
}
void FAudioGMS_SoundInstance_StopImmediate(double id)
{
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)id);
FAudioGMS_INTERNAL_SoundInstance_StopImmediate(instance);
}
void FAudioGMS_SoundInstance_Set3DPosition(double soundInstanceID, double x, double y, double z)
{
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 = x - instance->emitter->Position.x;
instance->emitter->Velocity.y = y - instance->emitter->Position.y;
instance->emitter->Velocity.z = z - instance->emitter->Position.z;
instance->emitter->Position.x = x;
instance->emitter->Position.y = y;
instance->emitter->Position.z = z;
}
}
void FAudioGMS_SetListenerPosition(double x, double y, double z)
{
device->listener.Velocity.x = x - device->listener.Position.x;
device->listener.Velocity.y = y - device->listener.Position.y;
device->listener.Velocity.z = z - device->listener.Position.z;
device->listener.Position.x = x;
device->listener.Position.y = y;
device->listener.Position.z = z;
}
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_StopImmediate(instance);
FAudioVoice_DestroyVoice(instance->handle);
if (!instance->isStatic)
{
SDL_free(instance->soundData.streamingSound.bufferQueue.buffers);
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 id)
{
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)id);
if (instance != NULL)
{
FAudioGMS_INTERNAL_SoundInstance_Destroy(instance);
}
}
void FAudioGMS_SoundInstance_DestroyWhenFinished(double id)
{
FAudioGMS_SoundInstance* instance = FAudioGMS_INTERNAL_LookupSoundInstance((uint32_t)id);
if (instance != NULL)
{
instance->destroyOnFinish = 1;
}
}
/* FIXME: 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 id)
{
if (id >= 0 && id < device->staticSoundCount)
{
FAudioGMS_INTERNAL_StaticSound_Destroy(device->staticSounds[(uint32_t)id]);
}
else
{
Log("Invalid ID for destroy!");
}
}
void FAudioGMS_Update()
{
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);
}
/* Update streaming instance */
if (!instance->isStatic && instance->soundState == SoundState_Playing)
{
FAudioGMS_INTERNAL_SoundInstance_StreamingUpdate(instance);
}
if (instance->destroyOnFinish)
{
FAudioVoiceState state;
FAudioSourceVoice_GetState(instance->handle, &state, FAUDIO_VOICE_NOSAMPLESPLAYED);
if (state.BuffersQueued == 0)
{
FAudioGMS_INTERNAL_SoundInstance_Destroy(instance);
}
}
}
}
}
void FAudioGMS_Destroy()
{
uint32_t i = 0;
for (i = 0; i < device->soundInstanceCount; i += 1)
{
FAudioGMS_INTERNAL_SoundInstance_Destroy(device->soundInstances[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!");
}