Added Numpad Keys, Fixed ResourcePack code on Linux Updated Sound PGEX to be compilable, but not functional on linux
677 lines
21 KiB
C++
677 lines
21 KiB
C++
/*
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olcPGEX_Sound.h
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+-------------------------------------------------------------+
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| OneLoneCoder Pixel Game Engine Extension |
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| Sound - v0.2 |
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+-------------------------------------------------------------+
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What is this?
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~~~~~~~~~~~~~
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This is an extension to the olcPixelGameEngine, which provides
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sound generation and wave playing routines.
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018 OneLoneCoder.com
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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1. Redistributions or derivations of source code must retain the above
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copyright notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce
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the above copyright notice. This list of conditions and the following
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disclaimer must be reproduced in the documentation and/or other
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materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its
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contributors may be used to endorse or promote products derived
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from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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Links
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~~~~~
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YouTube: https://www.youtube.com/javidx9
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Discord: https://discord.gg/WhwHUMV
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Twitter: https://www.twitter.com/javidx9
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Twitch: https://www.twitch.tv/javidx9
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GitHub: https://www.github.com/onelonecoder
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Homepage: https://www.onelonecoder.com
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Patreon: https://www.patreon.com/javidx9
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Author
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~~~~~~
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David Barr, aka javidx9, <20>OneLoneCoder 2018
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*/
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#ifndef OLC_PGEX_SOUND
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#define OLC_PGEX_SOUND
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#include <istream>
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#include <algorithm>
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#undef min
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#undef max
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typedef struct {
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unsigned short wFormatTag;
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unsigned short nChannels;
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unsigned long nSamplesPerSec;
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unsigned long nAvgBytesPerSec;
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unsigned short nBlockAlign;
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unsigned short wBitsPerSample;
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unsigned short cbSize;
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} OLC_WAVEFORMATEX;
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namespace olc
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{
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// Container class for Advanced 2D Drawing functions
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class SOUND : public olc::PGEX
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{
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// A representation of an affine transform, used to rotate, scale, offset & shear space
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public:
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class AudioSample
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{
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public:
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AudioSample();
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AudioSample(std::string sWavFile, olc::ResourcePack *pack = nullptr);
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olc::rcode LoadFromFile(std::string sWavFile, olc::ResourcePack *pack = nullptr);
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public:
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OLC_WAVEFORMATEX wavHeader;
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float *fSample = nullptr;
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long nSamples = 0;
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int nChannels = 0;
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bool bSampleValid = false;
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};
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struct sCurrentlyPlayingSample
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{
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int nAudioSampleID = 0;
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long nSamplePosition = 0;
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bool bFinished = false;
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bool bLoop = false;
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bool bFlagForStop = false;
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};
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static std::list<sCurrentlyPlayingSample> listActiveSamples;
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public:
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static bool InitialiseAudio(unsigned int nSampleRate = 44100, unsigned int nChannels = 1, unsigned int nBlocks = 8, unsigned int nBlockSamples = 512);
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static bool DestroyAudio();
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static void SetUserSynthFunction(std::function<float(int, float, float)> func);
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static void SetUserFilterFunction(std::function<float(int, float, float)> func);
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public:
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static unsigned int LoadAudioSample(std::string sWavFile, olc::ResourcePack *pack = nullptr);
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static void PlaySample(int id, bool bLoop = false);
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static void StopSample(int id);
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static void StopAll();
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static float GetMixerOutput(int nChannel, float fGlobalTime, float fTimeStep);
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private:
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#ifdef WIN32 // Windows specific sound management
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static void CALLBACK waveOutProc(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwParam1, DWORD dwParam2);
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static unsigned int m_nSampleRate;
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static unsigned int m_nChannels;
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static unsigned int m_nBlockCount;
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static unsigned int m_nBlockSamples;
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static unsigned int m_nBlockCurrent;
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static short* m_pBlockMemory;
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static WAVEHDR *m_pWaveHeaders;
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static HWAVEOUT m_hwDevice;
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static std::atomic<unsigned int> m_nBlockFree;
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static std::condition_variable m_cvBlockNotZero;
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static std::mutex m_muxBlockNotZero;
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#endif
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static void AudioThread();
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static std::thread m_AudioThread;
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static std::atomic<bool> m_bAudioThreadActive;
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static std::atomic<float> m_fGlobalTime;
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static std::function<float(int, float, float)> funcUserSynth;
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static std::function<float(int, float, float)> funcUserFilter;
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};
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}
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#ifdef WIN32
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#pragma comment(lib, "winmm.lib")
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namespace olc
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{
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SOUND::AudioSample::AudioSample()
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{ }
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SOUND::AudioSample::AudioSample(std::string sWavFile, olc::ResourcePack *pack)
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{
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LoadFromFile(sWavFile, pack);
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}
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olc::rcode SOUND::AudioSample::LoadFromFile(std::string sWavFile, olc::ResourcePack *pack)
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{
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auto ReadWave = [&](std::istream &is)
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{
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char dump[4];
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is.read(dump, sizeof(char) * 4); // Read "RIFF"
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if (strncmp(dump, "RIFF", 4) != 0) return olc::FAIL;
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is.read(dump, sizeof(char) * 4); // Not Interested
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is.read(dump, sizeof(char) * 4); // Read "WAVE"
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if (strncmp(dump, "WAVE", 4) != 0) return olc::FAIL;
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// Read Wave description chunk
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is.read(dump, sizeof(char) * 4); // Read "fmt "
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unsigned int nHeaderSize = 0;
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is.read((char*)&nHeaderSize, sizeof(unsigned int)); // Not Interested
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is.read((char*)&wavHeader, nHeaderSize);// sizeof(WAVEFORMATEX)); // Read Wave Format Structure chunk
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// Note the -2, because the structure has 2 bytes to indicate its own size
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// which are not in the wav file
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// Just check if wave format is compatible with olcPGE
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if (wavHeader.wBitsPerSample != 16 || wavHeader.nSamplesPerSec != 44100)
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return olc::FAIL;
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// Search for audio data chunk
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long nChunksize = 0;
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is.read(dump, sizeof(char) * 4); // Read chunk header
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is.read((char*)&nChunksize, sizeof(long)); // Read chunk size
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while (strncmp(dump, "data", 4) != 0)
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{
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// Not audio data, so just skip it
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//std::fseek(f, nChunksize, SEEK_CUR);
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is.seekg(nChunksize, std::istream::cur);
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is.read(dump, sizeof(char) * 4);
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is.read((char*)&nChunksize, sizeof(long));
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}
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// Finally got to data, so read it all in and convert to float samples
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nSamples = nChunksize / (wavHeader.nChannels * (wavHeader.wBitsPerSample >> 3));
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nChannels = wavHeader.nChannels;
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// Create floating point buffer to hold audio sample
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fSample = new float[nSamples * nChannels];
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float *pSample = fSample;
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// Read in audio data and normalise
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for (long i = 0; i < nSamples; i++)
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{
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for (int c = 0; c < nChannels; c++)
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{
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short s = 0;
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if (!is.eof())
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{
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is.read((char*)&s, sizeof(short));
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*pSample = (float)s / (float)(MAXSHORT);
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pSample++;
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}
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}
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}
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// All done, flag sound as valid
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bSampleValid = true;
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return olc::OK;
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};
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if (pack != nullptr)
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{
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std::istream is(&(pack->GetStreamBuffer(sWavFile)));
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return ReadWave(is);
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}
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else
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{
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// Read from file
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std::ifstream ifs(sWavFile, std::ifstream::binary);
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if (ifs.is_open())
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{
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return ReadWave(ifs);
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}
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else
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return olc::FAIL;
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}
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}
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bool SOUND::InitialiseAudio(unsigned int nSampleRate, unsigned int nChannels, unsigned int nBlocks, unsigned int nBlockSamples)
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{
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// Initialise Sound Engine
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m_bAudioThreadActive = false;
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m_nSampleRate = nSampleRate;
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m_nChannels = nChannels;
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m_nBlockCount = nBlocks;
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m_nBlockSamples = nBlockSamples;
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m_nBlockFree = m_nBlockCount;
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m_nBlockCurrent = 0;
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m_pBlockMemory = nullptr;
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m_pWaveHeaders = nullptr;
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// Device is available
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WAVEFORMATEX waveFormat;
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waveFormat.wFormatTag = WAVE_FORMAT_PCM;
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waveFormat.nSamplesPerSec = m_nSampleRate;
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waveFormat.wBitsPerSample = sizeof(short) * 8;
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waveFormat.nChannels = m_nChannels;
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waveFormat.nBlockAlign = (waveFormat.wBitsPerSample / 8) * waveFormat.nChannels;
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waveFormat.nAvgBytesPerSec = waveFormat.nSamplesPerSec * waveFormat.nBlockAlign;
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waveFormat.cbSize = 0;
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listActiveSamples.clear();
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// Open Device if valid
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if (waveOutOpen(&m_hwDevice, WAVE_MAPPER, &waveFormat, (DWORD_PTR)SOUND::waveOutProc, (DWORD_PTR)0, CALLBACK_FUNCTION) != S_OK)
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return DestroyAudio();
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// Allocate Wave|Block Memory
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m_pBlockMemory = new short[m_nBlockCount * m_nBlockSamples];
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if (m_pBlockMemory == nullptr)
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return DestroyAudio();
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ZeroMemory(m_pBlockMemory, sizeof(short) * m_nBlockCount * m_nBlockSamples);
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m_pWaveHeaders = new WAVEHDR[m_nBlockCount];
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if (m_pWaveHeaders == nullptr)
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return DestroyAudio();
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ZeroMemory(m_pWaveHeaders, sizeof(WAVEHDR) * m_nBlockCount);
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// Link headers to block memory
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for (unsigned int n = 0; n < m_nBlockCount; n++)
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{
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m_pWaveHeaders[n].dwBufferLength = m_nBlockSamples * sizeof(short);
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m_pWaveHeaders[n].lpData = (LPSTR)(m_pBlockMemory + (n * m_nBlockSamples));
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}
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m_bAudioThreadActive = true;
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m_AudioThread = std::thread(&SOUND::AudioThread);
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// Start the ball rolling with the sound delivery thread
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std::unique_lock<std::mutex> lm(m_muxBlockNotZero);
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m_cvBlockNotZero.notify_one();
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return true;
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}
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// Stop and clean up audio system
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bool SOUND::DestroyAudio()
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{
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m_bAudioThreadActive = false;
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m_AudioThread.join();
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return false;
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}
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// Handler for soundcard request for more data
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void CALLBACK SOUND::waveOutProc(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwParam1, DWORD dwParam2)
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{
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if (uMsg != WOM_DONE) return;
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m_nBlockFree++;
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std::unique_lock<std::mutex> lm(m_muxBlockNotZero);
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m_cvBlockNotZero.notify_one();
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}
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// Audio thread. This loop responds to requests from the soundcard to fill 'blocks'
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// with audio data. If no requests are available it goes dormant until the sound
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// card is ready for more data. The block is fille by the "user" in some manner
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// and then issued to the soundcard.
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void SOUND::AudioThread()
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{
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m_fGlobalTime = 0.0f;
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static float fTimeStep = 1.0f / (float)m_nSampleRate;
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// Goofy hack to get maximum integer for a type at run-time
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short nMaxSample = (short)pow(2, (sizeof(short) * 8) - 1) - 1;
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float fMaxSample = (float)nMaxSample;
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short nPreviousSample = 0;
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while (m_bAudioThreadActive)
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{
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// Wait for block to become available
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if (m_nBlockFree == 0)
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{
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std::unique_lock<std::mutex> lm(m_muxBlockNotZero);
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while (m_nBlockFree == 0) // sometimes, Windows signals incorrectly
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m_cvBlockNotZero.wait(lm);
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}
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// Block is here, so use it
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m_nBlockFree--;
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// Prepare block for processing
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if (m_pWaveHeaders[m_nBlockCurrent].dwFlags & WHDR_PREPARED)
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waveOutUnprepareHeader(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR));
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short nNewSample = 0;
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int nCurrentBlock = m_nBlockCurrent * m_nBlockSamples;
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auto clip = [](float fSample, float fMax)
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{
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if (fSample >= 0.0)
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return fmin(fSample, fMax);
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else
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return fmax(fSample, -fMax);
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};
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for (unsigned int n = 0; n < m_nBlockSamples; n += m_nChannels)
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{
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// User Process
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for (unsigned int c = 0; c < m_nChannels; c++)
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{
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nNewSample = (short)(clip(GetMixerOutput(c, m_fGlobalTime, fTimeStep), 1.0) * fMaxSample);
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m_pBlockMemory[nCurrentBlock + n + c] = nNewSample;
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nPreviousSample = nNewSample;
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}
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m_fGlobalTime = m_fGlobalTime + fTimeStep;
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}
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// Send block to sound device
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waveOutPrepareHeader(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR));
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waveOutWrite(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR));
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m_nBlockCurrent++;
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m_nBlockCurrent %= m_nBlockCount;
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}
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}
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// This vector holds all loaded sound samples in memory
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std::vector<olc::SOUND::AudioSample> vecAudioSamples;
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// This structure represents a sound that is currently playing. It only
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// holds the sound ID and where this instance of it is up to for its
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// current playback
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void SOUND::SetUserSynthFunction(std::function<float(int, float, float)> func)
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{
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funcUserSynth = func;
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}
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void SOUND::SetUserFilterFunction(std::function<float(int, float, float)> func)
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{
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funcUserFilter = func;
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}
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// Load a 16-bit WAVE file @ 44100Hz ONLY into memory. A sample ID
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// number is returned if successful, otherwise -1
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unsigned int SOUND::LoadAudioSample(std::string sWavFile, olc::ResourcePack *pack)
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{
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olc::SOUND::AudioSample a(sWavFile, pack);
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if (a.bSampleValid)
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{
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vecAudioSamples.push_back(a);
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return vecAudioSamples.size();
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}
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else
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return -1;
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}
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// Add sample 'id' to the mixers sounds to play list
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void SOUND::PlaySample(int id, bool bLoop)
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{
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olc::SOUND::sCurrentlyPlayingSample a;
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a.nAudioSampleID = id;
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a.nSamplePosition = 0;
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a.bFinished = false;
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a.bFlagForStop = false;
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a.bLoop = bLoop;
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SOUND::listActiveSamples.push_back(a);
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}
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void SOUND::StopSample(int id)
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{
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// Find first occurence of sample id
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auto s = std::find_if(listActiveSamples.begin(), listActiveSamples.end(), [&](const olc::SOUND::sCurrentlyPlayingSample &s) { return s.nAudioSampleID == id; });
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if(s != listActiveSamples.end())
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s->bFlagForStop = true;
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}
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void SOUND::StopAll()
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{
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for (auto &s : listActiveSamples)
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{
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s.bFlagForStop = true;
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}
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}
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float SOUND::GetMixerOutput(int nChannel, float fGlobalTime, float fTimeStep)
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{
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// Accumulate sample for this channel
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float fMixerSample = 0.0f;
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for (auto &s : listActiveSamples)
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{
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if (m_bAudioThreadActive)
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{
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if (s.bFlagForStop)
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{
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s.bLoop = false;
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s.bFinished = true;
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}
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else
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{
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// Calculate sample position
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s.nSamplePosition += (long)((float)vecAudioSamples[s.nAudioSampleID - 1].wavHeader.nSamplesPerSec * fTimeStep);
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// If sample position is valid add to the mix
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if (s.nSamplePosition < vecAudioSamples[s.nAudioSampleID - 1].nSamples)
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fMixerSample += vecAudioSamples[s.nAudioSampleID - 1].fSample[(s.nSamplePosition * vecAudioSamples[s.nAudioSampleID - 1].nChannels) + nChannel];
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else
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{
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if (s.bLoop)
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{
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s.nSamplePosition = 0;
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}
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else
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s.bFinished = true; // Else sound has completed
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}
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}
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}
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else
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return 0.0f;
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}
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// If sounds have completed then remove them
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listActiveSamples.remove_if([](const sCurrentlyPlayingSample &s) {return s.bFinished; });
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// The users application might be generating sound, so grab that if it exists
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if(funcUserSynth != nullptr)
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fMixerSample += funcUserSynth(nChannel, fGlobalTime, fTimeStep);
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// Return the sample via an optional user override to filter the sound
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if (funcUserFilter != nullptr)
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return funcUserFilter(nChannel, fGlobalTime, fMixerSample);
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else
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return fMixerSample;
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}
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unsigned int SOUND::m_nSampleRate = 0;
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unsigned int SOUND::m_nChannels = 0;
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unsigned int SOUND::m_nBlockCount = 0;
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unsigned int SOUND::m_nBlockSamples = 0;
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unsigned int SOUND::m_nBlockCurrent = 0;
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short* SOUND::m_pBlockMemory = nullptr;
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WAVEHDR *SOUND::m_pWaveHeaders = nullptr;
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HWAVEOUT SOUND::m_hwDevice;
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std::thread SOUND::m_AudioThread;
|
||
std::atomic<bool> SOUND::m_bAudioThreadActive = false;
|
||
std::atomic<unsigned int> SOUND::m_nBlockFree = 0;
|
||
std::condition_variable SOUND::m_cvBlockNotZero;
|
||
std::mutex SOUND::m_muxBlockNotZero;
|
||
std::atomic<float> SOUND::m_fGlobalTime = 0.0f;
|
||
std::list<SOUND::sCurrentlyPlayingSample> SOUND::listActiveSamples;
|
||
std::function<float(int, float, float)> SOUND::funcUserSynth = nullptr;
|
||
std::function<float(int, float, float)> SOUND::funcUserFilter = nullptr;
|
||
}
|
||
|
||
#else // Non Windows
|
||
namespace olc
|
||
{
|
||
SOUND::AudioSample::AudioSample()
|
||
{}
|
||
|
||
SOUND::AudioSample::AudioSample(std::string sWavFile, olc::ResourcePack *pack)
|
||
{
|
||
LoadFromFile(sWavFile, pack);
|
||
}
|
||
|
||
olc::rcode SOUND::AudioSample::LoadFromFile(std::string sWavFile, olc::ResourcePack *pack)
|
||
{
|
||
return olc::OK;
|
||
}
|
||
|
||
bool SOUND::InitialiseAudio(unsigned int nSampleRate, unsigned int nChannels, unsigned int nBlocks, unsigned int nBlockSamples)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
// Stop and clean up audio system
|
||
bool SOUND::DestroyAudio()
|
||
{
|
||
return false;
|
||
}
|
||
|
||
|
||
// Audio thread. This loop responds to requests from the soundcard to fill 'blocks'
|
||
// with audio data. If no requests are available it goes dormant until the sound
|
||
// card is ready for more data. The block is fille by the "user" in some manner
|
||
// and then issued to the soundcard.
|
||
void SOUND::AudioThread()
|
||
{
|
||
|
||
}
|
||
|
||
// This vector holds all loaded sound samples in memory
|
||
std::vector<olc::SOUND::AudioSample> vecAudioSamples;
|
||
|
||
// This structure represents a sound that is currently playing. It only
|
||
// holds the sound ID and where this instance of it is up to for its
|
||
// current playback
|
||
|
||
void SOUND::SetUserSynthFunction(std::function<float(int, float, float)> func)
|
||
{
|
||
funcUserSynth = func;
|
||
}
|
||
|
||
void SOUND::SetUserFilterFunction(std::function<float(int, float, float)> func)
|
||
{
|
||
funcUserFilter = func;
|
||
}
|
||
|
||
// Load a 16-bit WAVE file @ 44100Hz ONLY into memory. A sample ID
|
||
// number is returned if successful, otherwise -1
|
||
unsigned int SOUND::LoadAudioSample(std::string sWavFile, olc::ResourcePack *pack)
|
||
{
|
||
olc::SOUND::AudioSample a(sWavFile, pack);
|
||
if (a.bSampleValid)
|
||
{
|
||
vecAudioSamples.push_back(a);
|
||
return vecAudioSamples.size();
|
||
}
|
||
else
|
||
return -1;
|
||
}
|
||
|
||
// Add sample 'id' to the mixers sounds to play list
|
||
void SOUND::PlaySample(int id, bool bLoop)
|
||
{
|
||
olc::SOUND::sCurrentlyPlayingSample a;
|
||
a.nAudioSampleID = id;
|
||
a.nSamplePosition = 0;
|
||
a.bFinished = false;
|
||
a.bFlagForStop = false;
|
||
a.bLoop = bLoop;
|
||
SOUND::listActiveSamples.push_back(a);
|
||
}
|
||
|
||
void SOUND::StopSample(int id)
|
||
{
|
||
// Find first occurence of sample id
|
||
auto s = std::find_if(listActiveSamples.begin(), listActiveSamples.end(), [&](const olc::SOUND::sCurrentlyPlayingSample &s) { return s.nAudioSampleID == id; });
|
||
if (s != listActiveSamples.end())
|
||
s->bFlagForStop = true;
|
||
}
|
||
|
||
void SOUND::StopAll()
|
||
{
|
||
for (auto &s : listActiveSamples)
|
||
{
|
||
s.bFlagForStop = true;
|
||
}
|
||
}
|
||
|
||
float SOUND::GetMixerOutput(int nChannel, float fGlobalTime, float fTimeStep)
|
||
{
|
||
// Accumulate sample for this channel
|
||
float fMixerSample = 0.0f;
|
||
|
||
for (auto &s : listActiveSamples)
|
||
{
|
||
if (m_bAudioThreadActive)
|
||
{
|
||
if (s.bFlagForStop)
|
||
{
|
||
s.bLoop = false;
|
||
s.bFinished = true;
|
||
}
|
||
else
|
||
{
|
||
// Calculate sample position
|
||
s.nSamplePosition += (long)((float)vecAudioSamples[s.nAudioSampleID - 1].wavHeader.nSamplesPerSec * fTimeStep);
|
||
|
||
// If sample position is valid add to the mix
|
||
if (s.nSamplePosition < vecAudioSamples[s.nAudioSampleID - 1].nSamples)
|
||
fMixerSample += vecAudioSamples[s.nAudioSampleID - 1].fSample[(s.nSamplePosition * vecAudioSamples[s.nAudioSampleID - 1].nChannels) + nChannel];
|
||
else
|
||
{
|
||
if (s.bLoop)
|
||
{
|
||
s.nSamplePosition = 0;
|
||
}
|
||
else
|
||
s.bFinished = true; // Else sound has completed
|
||
}
|
||
}
|
||
}
|
||
else
|
||
return 0.0f;
|
||
}
|
||
|
||
// If sounds have completed then remove them
|
||
listActiveSamples.remove_if([](const sCurrentlyPlayingSample &s) {return s.bFinished; });
|
||
|
||
// The users application might be generating sound, so grab that if it exists
|
||
if (funcUserSynth != nullptr)
|
||
fMixerSample += funcUserSynth(nChannel, fGlobalTime, fTimeStep);
|
||
|
||
// Return the sample via an optional user override to filter the sound
|
||
if (funcUserFilter != nullptr)
|
||
return funcUserFilter(nChannel, fGlobalTime, fMixerSample);
|
||
else
|
||
return fMixerSample;
|
||
}
|
||
|
||
std::thread SOUND::m_AudioThread;
|
||
std::atomic<bool> SOUND::m_bAudioThreadActive{ false };
|
||
std::atomic<float> SOUND::m_fGlobalTime{ 0.0f };
|
||
std::list<SOUND::sCurrentlyPlayingSample> SOUND::listActiveSamples;
|
||
std::function<float(int, float, float)> SOUND::funcUserSynth = nullptr;
|
||
std::function<float(int, float, float)> SOUND::funcUserFilter = nullptr;
|
||
}
|
||
#endif
|
||
|
||
|
||
#endif |