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#pragma once
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/*
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olcPGEX_MiniAudio.h
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+-------------------------------------------------------------+
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| OneLoneCoder Pixel Game Engine Extension |
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| MiniAudio v1.5 |
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+-------------------------------------------------------------+
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NOTE: UNDER ACTIVE DEVELOPMENT - THERE MAY BE BUGS/GLITCHES
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What is this?
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~~~~~~~~~~~~~
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This extension abstracts the very robust and powerful miniaudio
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library. It provides simple loading and playback of WAV and MP3
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files. Because it's built on top of miniaudio, it requires next
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to no addictional build configurations in order to be built
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for cross-platform.
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2023 Moros Smith <moros1138@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Links
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~~~~~
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YouTube: https://www.youtube.com/@Moros1138
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GitHub: https://www.github.com/Moros1138
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Homepage: https://www.moros1138.com
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*/
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#include "olcPixelGameEngine.h"
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#include <exception>
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#ifdef OLC_PGEX_MINIAUDIO
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#define MINIAUDIO_IMPLEMENTATION
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#endif
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#include "miniaudio.h"
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namespace olc
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{
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class MiniAudio : public olc::PGEX
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{
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public:
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std::string name = "olcPGEX_MiniAudio v1.5";
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public:
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MiniAudio();
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~MiniAudio();
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virtual bool OnBeforeUserUpdate(float& fElapsedTime) override;
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static void data_callback(ma_device* pDevice, void* pOutput, const void* pInput, ma_uint32 frameCount);
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static bool backgroundPlay;
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public: // CONFIGURATION
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// set whether audio will continue playing when the app has lost focus
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void SetBackgroundPlay(bool state);
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public: // LOADING ROUTINES
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const size_t LoadSound(const std::string& path);
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void UnloadSound(const int id);
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public: // PLAYBACK CONTROLS
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// plays a sample, can be set to loop
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void Play(const int id, const bool loop = false);
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// plays a sound file, as a one off, and automatically unloads it
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void Play(const std::string& path,const float&vol=1.0f);
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// stops a sample, rewinds to beginning
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void Stop(const int id);
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// pauses a sample, does not change position
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void Pause(const int id);
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// toggle between play and pause
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void Toggle(const int id, bool rewind = false);
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public: // SEEKING CONTROLS
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// seek to the provided position in the sound, by milliseconds
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void Seek(const int id, const unsigned long long milliseconds);
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// seek to the provided position in the sound, by float 0.f is beginning, 1.0f is end
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void Seek(const int id, const float& location);
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// seek forward from current position by the provided time
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void Forward(const int id, const unsigned long long milliseconds);
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// seek forward from current position by the provided time
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void Rewind(const int id, const unsigned long long milliseconds);
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public: // MISC CONTROLS
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// set volume of a sound, 0.0f is mute, 1.0f is full
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void SetVolume(const int id, const float& volume);
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// set pan of a sound, -1.0f is left, 1.0f is right, 0.0f is center
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void SetPan(const int id, const float& pan);
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// set pitch of a sound, 1.0f is normal
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void SetPitch(const int id, const float& pitch);
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public: // MISC INFORMATION
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// determine if a sound is playing
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bool IsPlaying(const int id);
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// gets the current position in the sound, in milliseconds
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unsigned long long GetCursorMilliseconds(const int id);
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// gets the current position in the sound, as a float between 0.0f and 1.0f
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float GetCursorFloat(const int id);
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public: // ADVANCED FEATURES for those who want to use more of miniaudio
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// gets the currently loaded persistent sounds
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const std::vector<ma_sound*>& GetSounds() const;
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// gets the currently loaded one-off sounds
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const std::vector<ma_sound*>& GetOneOffSounds() const;
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// gets a pointer to the ma_device
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ma_device* GetDevice();
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// gets a pointer to the ma_engine
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ma_engine* GetEngine();
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private:
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/*
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Soooo, i'm not going to spend a whole lot of time
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documenting miniaudio features, if you want to
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know more I invite you to visit their very very
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nicely documented webiste at:
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https://miniaud.io/docs/manual/index.html
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*/
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ma_device device;
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ma_engine engine;
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ma_resource_manager resourceManager;
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// sample rate for the device and engine
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int sampleRate;
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// this is where the sounds are kept
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std::vector<ma_sound*> vecSounds;
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std::vector<ma_sound*> vecOneOffSounds;
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};
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/**
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* EXCEPTIONS, long story short. I needed to be able
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* to construct the PGEX in a state where it could
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* fail at runtime. If you have a better way of
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* accomplishing the PGEX pattern without using
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* exceptions, I'm open to suggestions!
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*/
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struct MiniAudioDeviceException : public std::exception
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{
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const char* what() const throw()
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{
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return "Failed to initialize a device.";
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}
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};
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struct MiniAudioResourceManagerException : public std::exception
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{
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const char* what() const throw()
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{
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return "Failed to initialize the resource manager.";
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}
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};
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struct MiniAudioEngineException : public std::exception
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{
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const char* what() const throw()
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{
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return "Failed to initialize the audio engine.";
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}
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};
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struct MiniAudioSoundException : public std::exception
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{
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const char* what() const throw()
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{
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return "Failed to initialize a sound.";
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}
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};
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}
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#ifdef OLC_PGEX_MINIAUDIO
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#undef OLC_PGEX_MINIAUDIO
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namespace olc
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{
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bool MiniAudio::backgroundPlay = false;
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MiniAudio::MiniAudio() : olc::PGEX(true)
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{
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sampleRate = 48000;
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ma_device_config deviceConfig = ma_device_config_init(ma_device_type_playback);
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deviceConfig.playback.format = ma_format_f32;
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deviceConfig.playback.channels = 2;
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deviceConfig.sampleRate = sampleRate;
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deviceConfig.dataCallback = MiniAudio::data_callback;
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deviceConfig.pUserData = &engine;
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if(ma_device_init(NULL, &deviceConfig, &device) != MA_SUCCESS)
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throw MiniAudioDeviceException();
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ma_resource_manager_config resourceManagerConfig = ma_resource_manager_config_init();
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resourceManagerConfig.decodedFormat = ma_format_f32;
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resourceManagerConfig.decodedChannels = 0;
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resourceManagerConfig.decodedSampleRate = sampleRate;
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#ifdef __EMSCRIPTEN__
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resourceManagerConfig.jobThreadCount = 0;
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resourceManagerConfig.flags |= MA_RESOURCE_MANAGER_FLAG_NON_BLOCKING;
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resourceManagerConfig.flags |= MA_RESOURCE_MANAGER_FLAG_NO_THREADING;
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#endif
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if(ma_resource_manager_init(&resourceManagerConfig, &resourceManager) != MA_SUCCESS)
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throw MiniAudioResourceManagerException();
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ma_engine_config engineConfig = ma_engine_config_init();
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engineConfig.pDevice = &device;
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engineConfig.pResourceManager = &resourceManager;
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if(ma_engine_init(&engineConfig, &engine) != MA_SUCCESS)
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throw MiniAudioEngineException();
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MiniAudio::backgroundPlay = false;
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}
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MiniAudio::~MiniAudio()
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{
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for(auto sound : vecSounds)
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{
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if(sound != nullptr)
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{
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ma_sound_uninit(sound);
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delete sound;
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}
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}
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ma_resource_manager_uninit(&resourceManager);
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ma_engine_uninit(&engine);
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}
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bool MiniAudio::OnBeforeUserUpdate(float& fElapsedTime)
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{
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#ifdef __EMSCRIPTEN__
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ma_resource_manager_process_next_job(&resourceManager);
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#endif
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for(int i = 0; i < vecOneOffSounds.size(); i++)
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{
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if(!ma_sound_is_playing(vecOneOffSounds.at(i)))
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{
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ma_sound_uninit(vecOneOffSounds.at(i));
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vecOneOffSounds.erase(vecOneOffSounds.begin() + i);
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break;
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}
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}
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return false;
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}
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void MiniAudio::data_callback(ma_device* pDevice, void* pOutput, const void* pInput, ma_uint32 frameCount)
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{
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if(!MiniAudio::backgroundPlay && !pge->IsFocused())
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return;
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ma_engine_read_pcm_frames((ma_engine*)(pDevice->pUserData), pOutput, frameCount, NULL);
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}
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void MiniAudio::SetBackgroundPlay(bool state)
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{
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MiniAudio::backgroundPlay = state;
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}
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const size_t MiniAudio::LoadSound(const std::string& path)
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{
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// create the sound
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ma_sound* sound = new ma_sound();
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// load it from the file and decode it
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if(ma_sound_init_from_file(&engine, path.c_str(), MA_SOUND_FLAG_DECODE | MA_SOUND_FLAG_ASYNC, NULL, NULL, sound) != MA_SUCCESS)
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throw MiniAudioSoundException();
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// attempt to re-use an empty slot
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for(int i = 0; i < vecSounds.size(); i++)
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{
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if(vecSounds.at(i) == nullptr)
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{
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vecSounds.at(i) = sound;
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return i;
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}
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}
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// no empty slots, make more room!
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const size_t id = vecSounds.size();
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vecSounds.push_back(sound);
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return id;
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}
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void MiniAudio::UnloadSound(const int id)
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{
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ma_sound_uninit(vecSounds.at(id));
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delete vecSounds.at(id);
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vecSounds.at(id) = nullptr;
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}
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void MiniAudio::Play(const int id, const bool loop)
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{
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if(ma_sound_is_playing(vecSounds.at(id)))
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{
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ma_sound_seek_to_pcm_frame(vecSounds.at(id), 0);
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return;
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}
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ma_sound_set_looping(vecSounds.at(id), loop);
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ma_sound_start(vecSounds.at(id));
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}
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void MiniAudio::Play(const std::string& path,const float&vol)
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{
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// create the sound
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ma_sound* sound = new ma_sound();
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// load it from the file and decode it
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if(ma_sound_init_from_file(&engine, path.c_str(), MA_SOUND_FLAG_DECODE | MA_SOUND_FLAG_ASYNC, NULL, NULL, sound) != MA_SUCCESS)
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throw MiniAudioSoundException();
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ma_sound_set_volume(sound,vol);
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ma_sound_start(sound);
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vecOneOffSounds.push_back(sound);
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}
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void MiniAudio::Stop(const int id)
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{
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ma_sound_seek_to_pcm_frame(vecSounds.at(id), 0);
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ma_sound_stop(vecSounds.at(id));
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}
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void MiniAudio::Pause(const int id)
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{
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auto it = vecSounds.begin() + id;
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ma_sound_stop(vecSounds.at(id));
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}
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void MiniAudio::Toggle(const int id, bool rewind)
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{
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if(ma_sound_is_playing(vecSounds.at(id)))
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{
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ma_sound_stop(vecSounds.at(id));
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if(rewind)
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ma_sound_seek_to_pcm_frame(vecSounds.at(id), 0);
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return;
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}
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ma_sound_start(vecSounds.at(id));
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}
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void MiniAudio::Seek(const int id, const unsigned long long milliseconds)
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{
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unsigned long long frame = (milliseconds * engine.sampleRate) / 1000;
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ma_sound_seek_to_pcm_frame(vecSounds.at(id), frame);
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}
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void MiniAudio::Seek(const int id, const float& location)
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{
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unsigned long long length;
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ma_sound_get_length_in_pcm_frames(vecSounds.at(id), &length);
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unsigned long long frame = length * location;
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ma_sound_seek_to_pcm_frame(vecSounds.at(id), frame);
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}
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void MiniAudio::Forward(const int id, const unsigned long long milliseconds)
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{
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unsigned long long cursor;
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ma_sound_get_cursor_in_pcm_frames(vecSounds.at(id), &cursor);
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unsigned long long frame = (milliseconds * engine.sampleRate) / 1000;
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ma_sound_seek_to_pcm_frame(vecSounds.at(id), cursor + frame);
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}
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void MiniAudio::Rewind(const int id, const unsigned long long milliseconds)
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|
{
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|
unsigned long long cursor;
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|
ma_sound_get_cursor_in_pcm_frames(vecSounds.at(id), &cursor);
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|
unsigned long long frame = (milliseconds * engine.sampleRate) / 1000;
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|
ma_sound_seek_to_pcm_frame(vecSounds.at(id), cursor - frame);
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|
}
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|
void MiniAudio::SetVolume(const int id, const float& volume)
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|
{
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|
|
ma_sound_set_volume(vecSounds.at(id), volume);
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}
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|
void MiniAudio::SetPan(const int id, const float& pan)
|
|
|
|
{
|
|
|
|
ma_sound_set_pan(vecSounds.at(id), pan);
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|
}
|
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|
void MiniAudio::SetPitch(const int id, const float& pitch)
|
|
|
|
{
|
|
|
|
ma_sound_set_pitch(vecSounds.at(id), pitch);
|
|
|
|
}
|
|
|
|
|
|
|
|
unsigned long long MiniAudio::GetCursorMilliseconds(const int id)
|
|
|
|
{
|
|
|
|
unsigned long long cursor;
|
|
|
|
ma_sound_get_cursor_in_pcm_frames(vecSounds.at(id), &cursor);
|
|
|
|
|
|
|
|
cursor /= sampleRate;
|
|
|
|
cursor /= 1000;
|
|
|
|
|
|
|
|
return cursor;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool MiniAudio::IsPlaying(const int id)
|
|
|
|
{
|
|
|
|
return ma_sound_is_playing(vecSounds.at(id));
|
|
|
|
}
|
|
|
|
|
|
|
|
float MiniAudio::GetCursorFloat(const int id)
|
|
|
|
{
|
|
|
|
unsigned long long cursor;
|
|
|
|
ma_sound_get_cursor_in_pcm_frames(vecSounds.at(id), &cursor);
|
|
|
|
|
|
|
|
unsigned long long length;
|
|
|
|
ma_sound_get_length_in_pcm_frames(vecSounds.at(id), &length);
|
|
|
|
|
|
|
|
return (float)cursor / length;
|
|
|
|
}
|
|
|
|
|
|
|
|
const std::vector<ma_sound*>& MiniAudio::GetSounds() const
|
|
|
|
{
|
|
|
|
return vecSounds;
|
|
|
|
}
|
|
|
|
|
|
|
|
const std::vector<ma_sound*>& MiniAudio::GetOneOffSounds() const
|
|
|
|
{
|
|
|
|
return vecOneOffSounds;
|
|
|
|
}
|
|
|
|
|
|
|
|
ma_device* MiniAudio::GetDevice()
|
|
|
|
{
|
|
|
|
return &device;
|
|
|
|
}
|
|
|
|
|
|
|
|
ma_engine* MiniAudio::GetEngine()
|
|
|
|
{
|
|
|
|
return &engine;
|
|
|
|
}
|
|
|
|
|
|
|
|
} // olc
|
|
|
|
|
|
|
|
#endif
|