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authorchriscamacho <[email protected]>2019-06-29 09:49:42 +0100
committerRay <[email protected]>2019-06-29 10:49:42 +0200
commit83a4eb08525c25026dbf16211ef083a46745867f (patch)
treef681f33b075035a6540f391adcbc36b880b620bb
parenta4e307ed965d2bb64f915c604e8a9ea2c003cf48 (diff)
downloadraylib-83a4eb08525c25026dbf16211ef083a46745867f.tar.gz
raylib-83a4eb08525c25026dbf16211ef083a46745867f.zip
add multi channel audio to raudio (#895)
* added multi channel sound replay to raudio added -fPIC to Makefile for Linux added simple lighting and audio multi channel to examples Makefile * not properly reporting audio buffer pool size...
-rw-r--r--examples/Makefile8
-rw-r--r--examples/audio/audio_multichannel_sound.c116
-rw-r--r--src/Makefile12
-rw-r--r--src/raudio.c123
-rw-r--r--src/raudio.h7
-rw-r--r--src/raylib.h7
6 files changed, 259 insertions, 14 deletions
diff --git a/examples/Makefile b/examples/Makefile
index 218ed721..2731ee50 100644
--- a/examples/Makefile
+++ b/examples/Makefile
@@ -165,7 +165,7 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# HTML5 emscripten compiler
- # WARNING: To compile to HTML5, code must be redesigned
+ # WARNING: To compile to HTML5, code must be redesigned
# to use emscripten.h and emscripten_set_main_loop()
CC = emcc
endif
@@ -303,12 +303,12 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# Libraries for Debian GNU/Linux desktop compiling
# NOTE: Required packages: libegl1-mesa-dev
LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
-
+
# On X11 requires also below libraries
LDLIBS += -lX11
# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
-
+
# On Wayland windowing system, additional libraries requires
ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
@@ -435,10 +435,12 @@ EXAMPLES = \
shaders/shaders_texture_waves \
shaders/shaders_julia_set \
shaders/shaders_eratosthenes \
+ shaders/shaders_basic_lighting \
audio/audio_module_playing \
audio/audio_music_stream \
audio/audio_raw_stream \
audio/audio_sound_loading \
+ audio/audio_multichannel_sound \
physac/physics_demo \
physac/physics_friction \
physac/physics_movement \
diff --git a/examples/audio/audio_multichannel_sound.c b/examples/audio/audio_multichannel_sound.c
new file mode 100644
index 00000000..42c71704
--- /dev/null
+++ b/examples/audio/audio_multichannel_sound.c
@@ -0,0 +1,116 @@
+
+/*
+* This example was coded to demonstrate multi channel audio changes added to raylib
+*
+* This example has been created using raylib (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* This example Copyright (c) 2018 Chris Camacho (codifies) http://bedroomcoders.co.uk/captcha/
+*
+* THIS EXAMPLE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+* OTHER DEALINGS IN THE SOFTWARE.
+*
+* This example may be freely redistributed.
+*/
+
+#include "raylib.h"
+#include <stdio.h> // sprintf
+
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [audio] abuse!");
+
+ InitAudioDevice(); // Initialize audio device
+
+ Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
+ Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
+
+
+ //InitPlayBufferPool();
+
+
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+ int frame = 0;
+ // Main game loop
+
+ // old system still works alongside
+ SetSoundVolume(fxWav, 0.2); // effects all mutltiplay replay (really annoying sound!!!)
+ PlaySound(fxOgg);
+
+ bool inhibitWav = false;
+ bool inhibitOgg = false;
+ int maxFrame = 60;
+ int numberPlaying = 0;
+
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ frame++;
+
+ if (IsKeyDown(KEY_ENTER)) { inhibitWav=true; } else { inhibitWav=false; }
+ if (IsKeyDown(KEY_SPACE)) { inhibitOgg=true; } else { inhibitOgg=false; }
+
+ // deliberatly hammer the play pool to see what dropping old
+ // pool entries sounds like....
+ if (frame % 5==0) {
+ if (!inhibitWav) PlaySoundEx(fxWav);
+ }
+ if (frame==maxFrame) {
+ if (!inhibitOgg) PlaySoundEx(fxOgg);
+ frame=0;
+ maxFrame = GetRandomValue(6,12);
+ }
+
+ numberPlaying = ConcurrentPlayChannels();
+
+ //----------------------------------------------------------------------------------
+
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+ char msg[1024];
+ DrawText("multichannel sound abuse!", 200, 180, 20, LIGHTGRAY);
+ DrawText("Space to inhibit new ogg triggering", 200, 200, 20, LIGHTGRAY);
+ DrawText("Enter to inhibit new wav triggering", 200, 220, 20, LIGHTGRAY);
+
+ sprintf(msg,"concurrently playing %i", numberPlaying);
+ DrawText(msg, 200, 280, 20, LIGHTGRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+
+
+ // you MUST stop the buffer pool before unloading
+ // any Sounds it might have used...
+ StopPlayBufferPool();
+
+ UnloadSound(fxWav); // Unload sound data
+ UnloadSound(fxOgg); // Unload sound data
+
+ CloseAudioDevice(); // Close audio device
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
diff --git a/src/Makefile b/src/Makefile
index ef8b438d..4af01d91 100644
--- a/src/Makefile
+++ b/src/Makefile
@@ -161,7 +161,7 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
# Starting at 2019 using ARM64 is mandatory for published apps
ANDROID_ARCH ?= ARM
ANDROID_API_VERSION = 21
-
+
# Android required path variables
# NOTE: Android NDK is just required to generate the standalone toolchain,
# in case is not already provided
@@ -169,7 +169,7 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
# Android standalone toolchain path
ANDROID_TOOLCHAIN = C:/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION)
-
+
ifeq ($(ANDROID_ARCH),ARM)
ANDROID_ARCH_NAME = armeabi-v7a
endif
@@ -258,6 +258,10 @@ endif
# -fno-strict-aliasing jar_xm.h does shady stuff (breaks strict aliasing)
CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Werror=pointer-arith -fno-strict-aliasing
+ifeq ($(PLATFORM_OS),LINUX)
+ CFLAGS += -fPIC
+endif
+
ifeq ($(RAYLIB_BUILD_MODE),DEBUG)
CFLAGS += -g
endif
@@ -528,14 +532,14 @@ models.o : models.c raylib.h rlgl.h raymath.h
# Compile audio module
raudio.o : raudio.c raylib.h
$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
-
+
# Compile raygui module
# NOTE: raygui header should be distributed with raylib.h
raygui.o : raygui.c raygui.h
@echo #define RAYGUI_IMPLEMENTATION > raygui.c
@echo #include "$(RAYLIB_MODULE_RAYGUI_PATH)/raygui.h" > raygui.c
$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM) -DRAYGUI_IMPLEMENTATION
-
+
# Compile physac module
# NOTE: physac header should be distributed with raylib.h
physac.o : physac.c physac.h
diff --git a/src/raudio.c b/src/raudio.c
index 6ac0110c..2008c2bf 100644
--- a/src/raudio.c
+++ b/src/raudio.c
@@ -178,10 +178,11 @@ typedef enum {
} TraceLogType;
#endif
+
+
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
-// ...
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
@@ -230,7 +231,7 @@ struct rAudioBuffer {
unsigned int bufferSizeInFrames;
rAudioBuffer *next;
rAudioBuffer *prev;
- unsigned char buffer[1];
+ unsigned char *buffer;
};
// HACK: To avoid CoreAudio (macOS) symbol collision
@@ -268,6 +269,24 @@ void SetAudioBufferPitch(AudioBuffer *audioBuffer, float pitch);
void TrackAudioBuffer(AudioBuffer *audioBuffer);
void UntrackAudioBuffer(AudioBuffer *audioBuffer);
+
+//----------------------------------------------------------------------------------
+// multi channel playback globals
+//----------------------------------------------------------------------------------
+
+// number of channels in the pool
+#define PLAY_POOL_SIZE 16
+
+// the buffer pool
+AudioBuffer* PlayBufferPool[PLAY_POOL_SIZE];
+
+// these are used to determine the oldest playing channel
+unsigned long PlayPoolAge = 0;
+unsigned long PlayPoolAges[PLAY_POOL_SIZE] = {0};
+
+//----------------------------------------------------------------------------------
+
+
// Log callback function
static void OnLog(ma_context *pContext, ma_device *pDevice, ma_uint32 logLevel, const char *message)
{
@@ -462,6 +481,15 @@ static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 fr
}
}
+// initialise the multichannel buffer pool
+static void InitPlayBufferPool()
+{
+ // dummy buffers
+ for (int i=0; i<PLAY_POOL_SIZE; i++) {
+ PlayBufferPool[i] = CreateAudioBuffer(DEVICE_FORMAT, DEVICE_CHANNELS, DEVICE_SAMPLE_RATE, 0, AUDIO_BUFFER_USAGE_STATIC);
+ }
+}
+
//----------------------------------------------------------------------------------
// Module Functions Definition - Audio Device initialization and Closing
//----------------------------------------------------------------------------------
@@ -526,9 +554,21 @@ void InitAudioDevice(void)
TraceLog(LOG_INFO, "Audio sample rate: %d -> %d", device.sampleRate, device.playback.internalSampleRate);
TraceLog(LOG_INFO, "Audio buffer size: %d", device.playback.internalBufferSizeInFrames);
+ InitPlayBufferPool();
+ TraceLog(LOG_INFO, "Audio multichannel pool size: %i", PLAY_POOL_SIZE);
+
isAudioInitialized = MA_TRUE;
}
+// internal
+static void FreePlayBufferPool() {
+ for (int i = 0; i < PLAY_POOL_SIZE; i++) {
+ // NB important free only the buffer struct not the attached data...!
+ RL_FREE(PlayBufferPool[i]);
+ }
+}
+
+
// Close the audio device for all contexts
void CloseAudioDevice(void)
{
@@ -542,6 +582,8 @@ void CloseAudioDevice(void)
ma_device_uninit(&device);
ma_context_uninit(&context);
+ FreePlayBufferPool();
+
TraceLog(LOG_INFO, "Audio device closed successfully");
}
@@ -567,7 +609,8 @@ void SetMasterVolume(float volume)
// Create a new audio buffer. Initially filled with silence
AudioBuffer *CreateAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sampleRate, ma_uint32 bufferSizeInFrames, AudioBufferUsage usage)
{
- AudioBuffer *audioBuffer = (AudioBuffer *)RL_CALLOC(sizeof(*audioBuffer) + (bufferSizeInFrames*channels*ma_get_bytes_per_sample(format)), 1);
+ AudioBuffer *audioBuffer = (AudioBuffer *)RL_CALLOC(sizeof(*audioBuffer), 1);
+ audioBuffer->buffer = RL_CALLOC((bufferSizeInFrames*channels*ma_get_bytes_per_sample(format)), 1);
if (audioBuffer == NULL)
{
TraceLog(LOG_ERROR, "CreateAudioBuffer() : Failed to allocate memory for audio buffer");
@@ -623,6 +666,7 @@ void DeleteAudioBuffer(AudioBuffer *audioBuffer)
}
UntrackAudioBuffer(audioBuffer);
+ RL_FREE(audioBuffer->buffer);
RL_FREE(audioBuffer);
}
@@ -966,6 +1010,79 @@ void PlaySound(Sound sound)
PlayAudioBuffer((AudioBuffer *)sound.audioBuffer);
}
+// play a sound in the multichannel buffer pool
+void PlaySoundEx(Sound s)
+{
+ int found = -1;
+ unsigned long oldAge = 0;
+ int oldIndex = -1;
+
+ // find the first non playing pool entry
+ for (int i=0; i<PLAY_POOL_SIZE; i++) {
+ if (PlayPoolAges[i] > oldAge) {
+ oldAge = PlayPoolAges[i];
+ oldIndex = i;
+ }
+ if (!IsAudioBufferPlaying(PlayBufferPool[i])) {
+ found = i;
+ break;
+ }
+ }
+
+ // if no none playing pool members can be found choose the oldest
+ if (found == -1) {
+ TraceLog(LOG_WARNING,"pool age %i ended a sound early no room in buffer pool",PlayPoolAge);
+ if (oldIndex == -1) {
+ // shouldn't be able to get here... but just in case something odd happens!
+ TraceLog(LOG_ERROR,"sound buffer pool couldn't determine oldest buffer not playing sound");
+ return;
+ }
+ found = oldIndex;
+ // just in case...
+ StopAudioBuffer(PlayBufferPool[found]);
+ }
+
+ // experimentally mutex lock doesn't seem to be needed this makes sense
+ // as PlayBufferPool[found] isn't playing and the only stuff we're copying
+ // shouldn't be changing...
+
+ PlayPoolAges[found] = PlayPoolAge;
+ PlayPoolAge++;
+ PlayBufferPool[found]->volume = ((AudioBuffer*)s.audioBuffer)->volume;
+ PlayBufferPool[found]->pitch = ((AudioBuffer*)s.audioBuffer)->pitch;
+ PlayBufferPool[found]->looping = ((AudioBuffer*)s.audioBuffer)->looping;
+ PlayBufferPool[found]->usage = ((AudioBuffer*)s.audioBuffer)->usage;
+ PlayBufferPool[found]->isSubBufferProcessed[0] = false;
+ PlayBufferPool[found]->isSubBufferProcessed[1] = false;
+ PlayBufferPool[found]->bufferSizeInFrames = ((AudioBuffer*)s.audioBuffer)->bufferSizeInFrames;
+ PlayBufferPool[found]->buffer = ((AudioBuffer*)s.audioBuffer)->buffer;
+
+ PlayAudioBuffer(PlayBufferPool[found]);
+
+}
+
+// MUST be called before UnLoadSound is used on any sound played with PlaySoundEx
+void StopPlayBufferPool()
+{
+ for (int i = 0; i < PLAY_POOL_SIZE; i++) {
+ StopAudioBuffer(PlayBufferPool[i]);
+ }
+}
+
+// number of sounds playing in the multichannel buffer pool
+int ConcurrentPlayChannels()
+{
+ int n = 0;
+ for (int i=0; i<PLAY_POOL_SIZE; i++) {
+ if (IsAudioBufferPlaying(PlayBufferPool[i])) {
+ n++;
+ }
+ }
+ return n;
+}
+
+
+
// Pause a sound
void PauseSound(Sound sound)
{
diff --git a/src/raudio.h b/src/raudio.h
index f71a3083..0077d8fa 100644
--- a/src/raudio.h
+++ b/src/raudio.h
@@ -139,6 +139,9 @@ void UpdateSound(Sound sound, const void *data, int samplesCount);// Update soun
void UnloadWave(Wave wave); // Unload wave data
void UnloadSound(Sound sound); // Unload sound
void PlaySound(Sound sound); // Play a sound
+void PlaySoundEx(Sound s); // Play a sound using the multi channel buffer pool
+void StopPlayBufferPool(); // MUST be called before UnLoadSound is used on any sound played with PlaySoundEx
+int ConcurrentPlayChannels(); // Number of sounds playing in the multichannel buffer pool
void PauseSound(Sound sound); // Pause a sound
void ResumeSound(Sound sound); // Resume a paused sound
void StopSound(Sound sound); // Stop playing a sound
@@ -164,7 +167,7 @@ float GetMusicTimeLength(Music music); // Get music tim
float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
// AudioStream management functions
-AudioStream InitAudioStream(unsigned int sampleRate,
+AudioStream InitAudioStream(unsigned int sampleRate,
unsigned int sampleSize,
unsigned int channels); // Init audio stream (to stream raw audio pcm data)
void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
@@ -182,4 +185,4 @@ void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for
}
#endif
-#endif // RAUDIO_H \ No newline at end of file
+#endif // RAUDIO_H
diff --git a/src/raylib.h b/src/raylib.h
index 9d0262c4..f40a30dc 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -631,7 +631,7 @@ typedef enum {
GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
GAMEPAD_BUTTON_LEFT_FACE_DOWN,
GAMEPAD_BUTTON_LEFT_FACE_LEFT,
-
+
// This is normally a DPAD
GAMEPAD_BUTTON_RIGHT_FACE_UP,
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
@@ -1327,7 +1327,7 @@ RLAPI void EndScissorMode(void); // End
RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters
RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
-RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
+RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience
RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
@@ -1356,6 +1356,9 @@ RLAPI void ExportWaveAsCode(Wave wave, const char *fileName); // Export
// Wave/Sound management functions
RLAPI void PlaySound(Sound sound); // Play a sound
+RLAPI void PlaySoundEx(Sound s); // Play a sound using the multi channel buffer pool
+RLAPI void StopPlayBufferPool(); // MUST be called before UnLoadSound is used on any sound played with PlaySoundEx
+RLAPI int ConcurrentPlayChannels(); // Number of sounds playing in the multichannel buffer pool
RLAPI void PauseSound(Sound sound); // Pause a sound
RLAPI void ResumeSound(Sound sound); // Resume a paused sound
RLAPI void StopSound(Sound sound); // Stop playing a sound