+ Foundations for more system implementations + More compiler friendly on Linux + Tidied up public repo
272 lines
7.4 KiB
C++
272 lines
7.4 KiB
C++
/*
|
||
Simple example code for olcPGEX_Sound.h - Mind your speakers!
|
||
|
||
You will need SampleA.wav, SampleB.wav and SampleC.wav for this demo.
|
||
|
||
License (OLC-3)
|
||
~~~~~~~~~~~~~~~
|
||
|
||
Copyright 2018 OneLoneCoder.com
|
||
|
||
Redistribution and use in source and binary forms, with or without
|
||
modification, are permitted provided that the following conditions
|
||
are met:
|
||
|
||
1. Redistributions or derivations of source code must retain the above
|
||
copyright notice, this list of conditions and the following disclaimer.
|
||
|
||
2. Redistributions or derivative works in binary form must reproduce
|
||
the above copyright notice. This list of conditions and the following
|
||
disclaimer must be reproduced in the documentation and/or other
|
||
materials provided with the distribution.
|
||
|
||
3. Neither the name of the copyright holder nor the names of its
|
||
contributors may be used to endorse or promote products derived
|
||
from this software without specific prior written permission.
|
||
|
||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||
|
||
Links
|
||
~~~~~
|
||
YouTube: https://www.youtube.com/javidx9
|
||
Discord: https://discord.gg/WhwHUMV
|
||
Twitter: https://www.twitter.com/javidx9
|
||
Twitch: https://www.twitch.tv/javidx9
|
||
GitHub: https://www.github.com/onelonecoder
|
||
Homepage: https://www.onelonecoder.com
|
||
Patreon: https://www.patreon.com/javidx9
|
||
|
||
Author
|
||
~~~~~~
|
||
David Barr, aka javidx9, <20>OneLoneCoder 2018
|
||
*/
|
||
|
||
#define OLC_PGE_APPLICATION
|
||
#include "olcPixelGameEngine.h"
|
||
|
||
#define OLC_PGEX_SOUND
|
||
#include "olcPGEX_Sound.h"
|
||
|
||
#include <list>
|
||
|
||
class SoundTest : public olc::PixelGameEngine
|
||
{
|
||
public:
|
||
SoundTest()
|
||
{
|
||
sAppName = "Sound Test";
|
||
}
|
||
|
||
private:
|
||
int sndSampleA;
|
||
int sndSampleB;
|
||
int sndSampleC;
|
||
bool bToggle = false;
|
||
static bool bSynthPlaying;
|
||
static float fSynthFrequency;
|
||
static float fFilterVolume;
|
||
|
||
const olc::Key keys[12] = { olc::Key::Z, olc::Key::S, olc::Key::X, olc::Key::D, olc::Key::C,
|
||
olc::Key::V, olc::Key::G, olc::Key::B, olc::Key::H, olc::Key::N, olc::Key::J, olc::Key::M};
|
||
|
||
static float fPreviousSamples[128];
|
||
static int nSamplePos;
|
||
|
||
|
||
private:
|
||
|
||
// This is an optional function that allows the user to generate or synthesize sounds
|
||
// in a custom way, it is fed into the output mixer bu the extension
|
||
static float MyCustomSynthFunction(int nChannel, float fGlobalTime, float fTimeStep)
|
||
{
|
||
// Just generate a sine wave of the appropriate frequency
|
||
if (bSynthPlaying)
|
||
return sin(fSynthFrequency * 2.0f * 3.14159f * fGlobalTime);
|
||
else
|
||
return 0.0f;
|
||
}
|
||
|
||
// This is an optional function that allows the user to filter the output from
|
||
// the internal mixer of the extension. Here you could add effects or just
|
||
// control volume. I also like to use it to extract information about
|
||
// the currently playing output waveform
|
||
static float MyCustomFilterFunction(int nChannel, float fGlobalTime, float fSample)
|
||
{
|
||
// Fundamentally just control volume
|
||
float fOutput = fSample * fFilterVolume;
|
||
|
||
// But also add sample to list of previous samples for visualisation
|
||
fPreviousSamples[nSamplePos] = fOutput;
|
||
nSamplePos++;
|
||
nSamplePos %= 128;
|
||
|
||
return fOutput;
|
||
}
|
||
|
||
|
||
bool OnUserCreate()
|
||
{
|
||
olc::SOUND::InitialiseAudio(44100, 1, 8, 512);
|
||
|
||
sndSampleA = olc::SOUND::LoadAudioSample("SampleA.wav");
|
||
sndSampleB = olc::SOUND::LoadAudioSample("SampleB.wav");
|
||
sndSampleC = olc::SOUND::LoadAudioSample("SampleC.wav");
|
||
|
||
// Give the sound engine a hook to a custom generation function
|
||
olc::SOUND::SetUserSynthFunction(MyCustomSynthFunction);
|
||
|
||
// Give the sound engine a hook to a custom filtering function
|
||
olc::SOUND::SetUserFilterFunction(MyCustomFilterFunction);
|
||
|
||
return true;
|
||
}
|
||
|
||
bool OnUserUpdate(float fElapsedTime)
|
||
{
|
||
//olc::SOUND::PlaySample(sndTest);
|
||
|
||
auto PointInRect = [&](int x, int y, int rx, int ry, int rw, int rh)
|
||
{
|
||
return x >= rx && x < (rx + rw) && y >= ry && y < (ry + rh);
|
||
};
|
||
|
||
int nMouseX = GetMouseX();
|
||
int nMouseY = GetMouseY();
|
||
|
||
if(GetMouse(0).bPressed && PointInRect(nMouseX, nMouseY, 16, 16, 128, 24))
|
||
olc::SOUND::PlaySample(sndSampleA); // Plays the sample once
|
||
|
||
if (GetMouse(0).bPressed && PointInRect(nMouseX, nMouseY, 16, 48, 128, 24))
|
||
olc::SOUND::PlaySample(sndSampleB);
|
||
|
||
if (GetMouse(0).bPressed && PointInRect(nMouseX, nMouseY, 16, 80, 128, 24))
|
||
{
|
||
bToggle = !bToggle;
|
||
if (bToggle)
|
||
{
|
||
olc::SOUND::PlaySample(sndSampleC, true); // Plays the sample in looping mode
|
||
}
|
||
else
|
||
{
|
||
olc::SOUND::StopSample(sndSampleC);
|
||
}
|
||
}
|
||
|
||
if (GetMouse(0).bHeld && PointInRect(nMouseX, nMouseY, 160, 16, 90, 24))
|
||
fFilterVolume += 2.0f * fElapsedTime;
|
||
|
||
if (GetMouse(0).bHeld && PointInRect(nMouseX, nMouseY, 160, 48, 90, 24))
|
||
fFilterVolume -= 2.0f * fElapsedTime;
|
||
|
||
if (fFilterVolume < 0.0f) fFilterVolume = 0.0f;
|
||
if (fFilterVolume > 1.0f) fFilterVolume = 1.0f;
|
||
|
||
// Detect keyboard - very simple synthesizer
|
||
if (IsFocused())
|
||
{
|
||
bool bKeyIsPressed = false;
|
||
float fFrequency = 0.0f;
|
||
for (int i = 0; i < 12; i++)
|
||
{
|
||
if (GetKey(keys[i]).bHeld)
|
||
{
|
||
bKeyIsPressed = true;
|
||
float fOctaveBaseFrequency = 220.0f;
|
||
float f12thRootOf2 = pow(2.0f, 1.0f / 12.0f);
|
||
fFrequency = fOctaveBaseFrequency * powf(f12thRootOf2, (float)i);
|
||
}
|
||
}
|
||
|
||
fSynthFrequency = fFrequency;
|
||
bSynthPlaying = bKeyIsPressed;
|
||
}
|
||
|
||
|
||
// Draw Buttons
|
||
Clear(olc::BLUE);
|
||
|
||
DrawRect(16, 16, 128, 24);
|
||
DrawString(20, 20, "Play Sample A");
|
||
|
||
DrawRect(16, 48, 128, 24);
|
||
DrawString(20, 52, "Play Sample B");
|
||
|
||
DrawRect(16, 80, 128, 24);
|
||
DrawString(20, 84, (bToggle ? "Stop Sample C" : "Loop Sample C"));
|
||
|
||
|
||
DrawRect(160, 16, 90, 24);
|
||
DrawString(164, 20, "Volume +");
|
||
|
||
DrawRect(160, 48, 90, 24);
|
||
DrawString(164, 52, "Volume -");
|
||
|
||
|
||
DrawString(164, 80, "Volume: " + std::to_string((int)(fFilterVolume * 10.0f)));
|
||
|
||
// Draw Keyboard
|
||
|
||
// White Keys
|
||
for (int i = 0; i < 7; i++)
|
||
{
|
||
FillRect(i * 16 + 8, 160, 16, 64);
|
||
DrawRect(i * 16 + 8, 160, 16, 64, olc::BLACK);
|
||
DrawString(i * 16 + 12, 212, std::string(1, "ZXCVBNM"[i]), olc::BLACK);
|
||
}
|
||
|
||
// Black Keys
|
||
for (int i = 0; i < 6; i++)
|
||
{
|
||
if (i != 2)
|
||
{
|
||
FillRect(i * 16 + 18, 160, 12, 32, olc::BLACK);
|
||
DrawString(i * 16 + 20, 180, std::string(1, "SDFGHJ"[i]), olc::WHITE);
|
||
}
|
||
}
|
||
|
||
// Draw visualisation
|
||
int nStartPos = (nSamplePos + 127) % 128;
|
||
|
||
for (int i = 127; i >= 0; i--)
|
||
{
|
||
float fSample = fPreviousSamples[(nSamplePos + i) % 128];
|
||
DrawLine(124 + i, 210, 124 + i, 210 + (int)(fSample * 20.0f), olc::RED);
|
||
}
|
||
|
||
|
||
return true;
|
||
}
|
||
|
||
|
||
// Note we must shut down the sound system too!!
|
||
bool OnUserDestroy()
|
||
{
|
||
olc::SOUND::DestroyAudio();
|
||
return true;
|
||
}
|
||
};
|
||
|
||
bool SoundTest::bSynthPlaying = false;
|
||
float SoundTest::fSynthFrequency = 0.0f;
|
||
float SoundTest::fFilterVolume = 1.0f;
|
||
int SoundTest::nSamplePos = 0;
|
||
float SoundTest::fPreviousSamples[128];
|
||
|
||
int main()
|
||
{
|
||
SoundTest demo;
|
||
if(demo.Construct(256, 240, 4, 4))
|
||
demo.Start();
|
||
|
||
return 0;
|
||
} |