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-rw-r--r--src/audio.c135
-rw-r--r--src/audio.h7
-rw-r--r--src/raylib.h7
3 files changed, 123 insertions, 26 deletions
diff --git a/src/audio.c b/src/audio.c
index 39d1ee8b..ff4f2858 100644
--- a/src/audio.c
+++ b/src/audio.c
@@ -37,6 +37,7 @@
#include "AL/al.h" // OpenAL basic header
#include "AL/alc.h" // OpenAL context header (like OpenGL, OpenAL requires a context to work)
+#include "AL/alext.h" // extensions for other format types
#include <stdlib.h> // Declares malloc() and free() for memory management
#include <string.h> // Required for strcmp()
@@ -93,12 +94,11 @@ typedef struct Music {
// Audio Context, used to create custom audio streams that are not bound to a sound file. There can be
// no more than 4 concurrent audio contexts in use. This is due to each active context being tied to
-// a dedicated mix channel.
+// a dedicated mix channel. All audio is 32bit floating point in stereo.
typedef struct AudioContext_t {
unsigned short sampleRate; // default is 48000
- unsigned char bitsPerSample; // 16 is default
+ unsigned char channels; // 1=mono,2=stereo
unsigned char mixChannel; // 0-3 or mixA-mixD, each mix channel can receive up to one dedicated audio stream
- unsigned char channels; // 1=mono, 2=stereo
ALenum alFormat; // openAL format specifier
ALuint alSource; // openAL source
ALuint alBuffer[2]; // openAL sample buffer
@@ -126,6 +126,10 @@ static void UnloadWave(Wave wave); // Unload wave data
static bool BufferMusicStream(ALuint buffer); // Fill music buffers with data
static void EmptyMusicStream(void); // Empty music buffers
+static void FillAlBufferWithSilence(AudioContext_t *ac, ALuint buffer);// fill buffer with zeros
+static void ResampleShortToFloat(short *shorts, float *floats, unsigned short len); // pass two arrays of the same legnth in
+static void ResampleByteToFloat(char *chars, float *floats, unsigned short len); // pass two arrays of same length in
+
#if defined(AUDIO_STANDALONE)
const char *GetExtension(const char *fileName); // Get the extension for a filename
void TraceLog(int msgType, const char *text, ...); // Outputs a trace log message (INFO, ERROR, WARNING)
@@ -197,8 +201,9 @@ bool IsAudioDeviceReady(void)
// Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing
// The mixChannel is what mix channel you want to operate on, 0-3 are the ones available. Each mix channel can only be used one at a time.
-// exmple usage is InitAudioContext(48000, 16, 0, 2); // stereo, mixchannel 1, 16bit, 48khz
-AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, unsigned char mixChannel, unsigned char channels)
+// exmple usage is InitAudioContext(48000, 0, 2); // mixchannel 1, 48khz, stereo
+// all samples are floating point by default
+AudioContext InitAudioContext(unsigned short sampleRate, unsigned char mixChannel, unsigned char channels)
{
if(mixChannel > MAX_AUDIO_CONTEXTS) return NULL;
if(!IsAudioDeviceReady()) InitAudioDevice();
@@ -207,22 +212,15 @@ AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSa
if(!mixChannelsActive_g[mixChannel]){
AudioContext_t *ac = malloc(sizeof(AudioContext_t));
ac->sampleRate = sampleRate;
- ac->bitsPerSample = bitsPerSample;
- ac->mixChannel = mixChannel;
ac->channels = channels;
+ ac->mixChannel = mixChannel;
mixChannelsActive_g[mixChannel] = ac;
// setup openAL format
- if (channels == 1)
- {
- if (bitsPerSample == 8 ) ac->alFormat = AL_FORMAT_MONO8;
- else if (bitsPerSample == 16) ac->alFormat = AL_FORMAT_MONO16;
- }
- else if (channels == 2)
- {
- if (bitsPerSample == 8 ) ac->alFormat = AL_FORMAT_STEREO8;
- else if (bitsPerSample == 16) ac->alFormat = AL_FORMAT_STEREO16;
- }
+ if(channels == 1)
+ ac->alFormat = AL_FORMAT_MONO_FLOAT32;
+ else
+ ac->alFormat = AL_FORMAT_STEREO_FLOAT32;
// Create an audio source
alGenSources(1, &ac->alSource);
@@ -234,6 +232,13 @@ AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSa
// Create Buffer
alGenBuffers(2, ac->alBuffer);
+ //fill buffers
+ FillAlBufferWithSilence(ac, ac->alBuffer[0]);
+ FillAlBufferWithSilence(ac, ac->alBuffer[1]);
+ alSourceQueueBuffers(ac->alSource, 2, ac->alBuffer);
+ alSourcei(ac->alSource, AL_LOOPING, AL_FALSE); // this could cause errors
+ alSourcePlay(ac->alSource);
+
return ac;
}
@@ -245,6 +250,19 @@ void CloseAudioContext(AudioContext ctx)
{
AudioContext_t *context = (AudioContext_t*)ctx;
if(context){
+ alSourceStop(context->alSource);
+
+ //flush out all queued buffers
+ ALuint buffer = 0;
+ int queued = 0;
+ alGetSourcei(context->alSource, AL_BUFFERS_QUEUED, &queued);
+ while (queued > 0)
+ {
+ alSourceUnqueueBuffers(context->alSource, 1, &buffer);
+ queued--;
+ }
+
+ //delete source and buffers
alDeleteSources(1, &context->alSource);
alDeleteBuffers(2, context->alBuffer);
mixChannelsActive_g[context->mixChannel] = NULL;
@@ -254,12 +272,89 @@ void CloseAudioContext(AudioContext ctx)
}
// Pushes more audio data into context mix channel, if none are ever pushed then zeros are fed in
-void UpdateAudioContext(AudioContext ctx, void *data, unsigned short *dataLength)
+// Call "UpdateAudioContext(ctx, NULL, 0)" every game tick if you want to pause the audio
+// Returns number of floats that where processed
+unsigned short UpdateAudioContext(AudioContext ctx, float *data, unsigned short dataLength)
{
+ unsigned short numberProcessed = 0;
+ unsigned short numberRemaining = dataLength;
AudioContext_t *context = (AudioContext_t*)ctx;
- if(!musicEnabled && context && mixChannelsActive_g[context->mixChannel] == context)
+
+ if (context && mixChannelsActive_g[context->mixChannel] == context)
{
- ;
+ ALint processed = 0;
+ ALuint buffer = 0;
+ alGetSourcei(context->alSource, AL_BUFFERS_PROCESSED, &processed); // Get the number of already processed buffers (if any)
+
+ if(!processed) return 0;//nothing to process, queue is still full
+
+ if (!data || !dataLength)// play silence
+ while (processed > 0)
+ {
+ alSourceUnqueueBuffers(context->alSource, 1, &buffer);
+ FillAlBufferWithSilence(context, buffer);
+ alSourceQueueBuffers(context->alSource, 1, &buffer);
+ processed--;
+ numberProcessed+=MUSIC_BUFFER_SIZE;
+ }
+ if(numberRemaining)// buffer data stream in increments of MUSIC_BUFFER_SIZE
+ while (processed > 0)
+ {
+ alSourceUnqueueBuffers(context->alSource, 1, &buffer);
+ if(numberRemaining >= MUSIC_BUFFER_SIZE)
+ {
+ float pcm[MUSIC_BUFFER_SIZE];
+ memcpy(pcm, &data[numberProcessed], MUSIC_BUFFER_SIZE);
+ alBufferData(buffer, context->alFormat, pcm, MUSIC_BUFFER_SIZE*sizeof(float), context->sampleRate);
+ alSourceQueueBuffers(context->alSource, 1, &buffer);
+ numberProcessed+=MUSIC_BUFFER_SIZE;
+ numberRemaining-=MUSIC_BUFFER_SIZE;
+ }
+ else // less than MUSIC_BUFFER_SIZE number of samples left to buffer, the remaining data is padded with zeros
+ {
+ float pcm[MUSIC_BUFFER_SIZE] = {0.f}; // pad with zeros
+ }
+
+ processed--;
+ }
+ }
+ return numberProcessed;
+}
+
+// fill buffer with zeros
+static void FillAlBufferWithSilence(AudioContext_t *context, ALuint buffer)
+{
+ float pcm[MUSIC_BUFFER_SIZE] = {0.f};
+ alBufferData(buffer, context->alFormat, pcm, MUSIC_BUFFER_SIZE*sizeof(float), context->sampleRate);
+}
+
+// example usage:
+// short sh[3] = {1,2,3};float fl[3];
+// ResampleShortToFloat(sh,fl,3);
+static void ResampleShortToFloat(short *shorts, float *floats, unsigned short len)
+{
+ int x;
+ for(x=0;x<len;x++)
+ {
+ if(shorts[x] < 0)
+ floats[x] = (float)shorts[x] / 32766.f;
+ else
+ floats[x] = (float)shorts[x] / 32767.f;
+ }
+}
+
+// example usage:
+// char ch[3] = {1,2,3};float fl[3];
+// ResampleByteToFloat(ch,fl,3);
+static void ResampleByteToFloat(char *chars, float *floats, unsigned short len)
+{
+ int x;
+ for(x=0;x<len;x++)
+ {
+ if(chars[x] < 0)
+ floats[x] = (float)chars[x] / 127.f;
+ else
+ floats[x] = (float)chars[x] / 128.f;
}
}
diff --git a/src/audio.h b/src/audio.h
index 9c681044..2b36b3f0 100644
--- a/src/audio.h
+++ b/src/audio.h
@@ -84,10 +84,11 @@ bool IsAudioDeviceReady(void); // True if call
// Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing
// The mixChannel is what mix channel you want to operate on, 0-3 are the ones available. Each mix channel can only be used one at a time.
-// exmple usage is InitAudioContext(48000, 16, 0, 2); // stereo, mixchannel 1, 16bit, 48khz
-AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, unsigned char mixChannel, unsigned char channels);
+// exmple usage is InitAudioContext(48000, 0, 2); // mixchannel 1, 48khz, stereo
+// all samples are floating point by default
+AudioContext InitAudioContext(unsigned short sampleRate, unsigned char mixChannel, unsigned char channels);
void CloseAudioContext(AudioContext ctx); // Frees audio context
-void UpdateAudioContext(AudioContext ctx, void *data, unsigned short *dataLength); // Pushes more audio data into context mix channel, if none are ever pushed then zeros are fed in
+unsigned short UpdateAudioContext(AudioContext ctx, float *data, unsigned short dataLength); // Pushes more audio data into context mix channel, if NULL is passed to data then zeros are played
Sound LoadSound(char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
diff --git a/src/raylib.h b/src/raylib.h
index 337b9813..5c727b61 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -870,10 +870,11 @@ bool IsAudioDeviceReady(void); // True if call
// Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing
// The mixChannel is what mix channel you want to operate on, 0-3 are the ones available. Each mix channel can only be used one at a time.
-// exmple usage is InitAudioContext(48000, 16, 0, 2); // stereo, mixchannel 1, 16bit, 48khz
-AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, unsigned char mixChannel, unsigned char channels);
+// exmple usage is InitAudioContext(48000, 0, 2); // mixchannel 1, 48khz, stereo
+// all samples are floating point by default
+AudioContext InitAudioContext(unsigned short sampleRate, unsigned char mixChannel, unsigned char channels);
void CloseAudioContext(AudioContext ctx); // Frees audio context
-void UpdateAudioContext(AudioContext ctx, void *data, unsigned short *dataLength); // Pushes more audio data into context mix channel, if none are ever pushed then zeros are fed in
+unsigned short UpdateAudioContext(AudioContext ctx, float *data, unsigned short dataLength); // Pushes more audio data into context mix channel, if NULL is passed to data then zeros are played
Sound LoadSound(char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data