[raudio] REDESIGNED: Implement global context

This commit is contained in:
Ray 2020-01-29 23:58:37 +01:00
parent a7f0fbc520
commit b8cd948087

View File

@ -4,11 +4,11 @@
*
* FEATURES:
* - Manage audio device (init/close)
* - Manage raw audio context
* - Manage mixing channels
* - Load and unload audio files
* - Format wave data (sample rate, size, channels)
* - Play/Stop/Pause/Resume loaded audio
* - Manage mixing channels
* - Manage raw audio context
*
* CONFIGURATION:
*
@ -124,7 +124,9 @@
// After some math, considering a sampleRate of 48000, a buffer refill rate of 1/60 seconds and a
// standard double-buffering system, a 4096 samples buffer has been chosen, it should be enough
// In case of music-stalls, just increase this number
#if !defined(AUDIO_BUFFER_SIZE)
#define AUDIO_BUFFER_SIZE 4096 // PCM data samples (i.e. 16bit, Mono: 8Kb)
#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
@ -191,11 +193,11 @@ void TraceLog(int msgType, const char *text, ...); // Show trace lo
#define MAX_AUDIO_BUFFER_POOL_CHANNELS 16
// NOTE: Different logic is used when feeding data to the playback device
// depending on whether or not data is streamed (Music vs Sound)
typedef enum { AUDIO_BUFFER_USAGE_STATIC = 0, AUDIO_BUFFER_USAGE_STREAM } AudioBufferUsage;
// Audio buffer structure
// NOTE: Slightly different logic is used when feeding data to the
// playback device depending on whether or not data is streamed
struct rAudioBuffer {
ma_pcm_converter dsp; // PCM data converter
@ -208,11 +210,11 @@ struct rAudioBuffer {
int usage; // Audio buffer usage mode: STATIC or STREAM
bool isSubBufferProcessed[2]; // SubBuffer processed (virtual double buffer)
unsigned int sizeInFrames; // Total buffer size in frames
unsigned int frameCursorPos; // Frame cursor position
unsigned int bufferSizeInFrames; // Total buffer size in frames
unsigned int totalFramesProcessed; // Total frames processed in this buffer (required for play timming)
unsigned char *buffer; // Data buffer, on music stream keeps filling
unsigned char *data; // Data buffer, on music stream keeps filling
rAudioBuffer *next; // Next audio buffer on the list
rAudioBuffer *prev; // Previous audio buffer on the list
@ -220,21 +222,30 @@ struct rAudioBuffer {
#define AudioBuffer rAudioBuffer // HACK: To avoid CoreAudio (macOS) symbol collision
// Audio buffers are tracked in a linked list
static AudioBuffer *firstAudioBuffer = NULL; // Pointer to first AudioBuffer in the list
static AudioBuffer *lastAudioBuffer = NULL; // Pointer to last AudioBuffer in the list
// Audio data context
typedef struct AudioData {
struct {
ma_context context; // miniaudio context data
ma_device device; // miniaudio device
ma_mutex lock; // miniaudio mutex lock
bool isReady; // Check if audio device is ready
float masterVolume; // Master volume (multiplied on output mixing)
} System;
struct {
AudioBuffer *first; // Pointer to first AudioBuffer in the list
AudioBuffer *last; // Pointer to last AudioBuffer in the list
} Buffer;
struct {
AudioBuffer *pool[MAX_AUDIO_BUFFER_POOL_CHANNELS]; // Multichannel AudioBuffer pointers pool
unsigned int poolCounter; // AudioBuffer pointers pool counter
unsigned int channels[MAX_AUDIO_BUFFER_POOL_CHANNELS]; // AudioBuffer pool channels
} MultiChannel;
} AudioData;
// miniaudio global variables
static ma_context context; // miniaudio context data
static ma_device device; // miniaudio device
static ma_mutex audioLock; // miniaudio mutex lock
static bool isAudioInitialized = false; // Check if audio device is initialized
static float masterVolume = 1.0f; // Master volume (multiplied on output mixing)
// Multi channel playback global variables
static AudioBuffer *audioBufferPool[MAX_AUDIO_BUFFER_POOL_CHANNELS] = { 0 }; // Multichannel AudioBuffer pointers pool
static unsigned int audioBufferPoolCounter = 0; // AudioBuffer pointers pool counter
static unsigned int audioBufferPoolChannels[MAX_AUDIO_BUFFER_POOL_CHANNELS] = { 0 }; // AudioBuffer pool channels
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static AudioData AUDIO = { 0 };
// miniaudio functions declaration
static void OnLog(ma_context *pContext, ma_device *pDevice, ma_uint32 logLevel, const char *message);
@ -244,7 +255,7 @@ static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 fr
// AudioBuffer management functions declaration
// NOTE: Those functions are not exposed by raylib... for the moment
AudioBuffer *InitAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sampleRate, ma_uint32 bufferSizeInFrames, int usage);
AudioBuffer *InitAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sampleRate, ma_uint32 sizeInFrames, int usage);
void CloseAudioBuffer(AudioBuffer *buffer);
bool IsAudioBufferPlaying(AudioBuffer *buffer);
void PlayAudioBuffer(AudioBuffer *buffer);
@ -281,9 +292,9 @@ static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const
// Using a mutex here for thread-safety which makes things not real-time
// This is unlikely to be necessary for this project, but may want to consider how you might want to avoid this
ma_mutex_lock(&audioLock);
ma_mutex_lock(&AUDIO.System.lock);
{
for (AudioBuffer *audioBuffer = firstAudioBuffer; audioBuffer != NULL; audioBuffer = audioBuffer->next)
for (AudioBuffer *audioBuffer = AUDIO.Buffer.first; audioBuffer != NULL; audioBuffer = audioBuffer->next)
{
// Ignore stopped or paused sounds
if (!audioBuffer->playing || audioBuffer->paused) continue;
@ -316,7 +327,7 @@ static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const
ma_uint32 framesJustRead = (ma_uint32)ma_pcm_converter_read(&audioBuffer->dsp, tempBuffer, framesToReadRightNow);
if (framesJustRead > 0)
{
float *framesOut = (float *)pFramesOut + (framesRead*device.playback.channels);
float *framesOut = (float *)pFramesOut + (framesRead*AUDIO.System.device.playback.channels);
float *framesIn = tempBuffer;
MixAudioFrames(framesOut, framesIn, framesJustRead, audioBuffer->volume);
@ -356,7 +367,7 @@ static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const
}
}
ma_mutex_unlock(&audioLock);
ma_mutex_unlock(&AUDIO.System.lock);
}
// DSP read from audio buffer callback function
@ -364,7 +375,7 @@ static ma_uint32 OnAudioBufferDSPRead(ma_pcm_converter *pDSP, void *pFramesOut,
{
AudioBuffer *audioBuffer = (AudioBuffer *)pUserData;
ma_uint32 subBufferSizeInFrames = (audioBuffer->bufferSizeInFrames > 1)? audioBuffer->bufferSizeInFrames/2 : audioBuffer->bufferSizeInFrames;
ma_uint32 subBufferSizeInFrames = (audioBuffer->sizeInFrames > 1)? audioBuffer->sizeInFrames/2 : audioBuffer->sizeInFrames;
ma_uint32 currentSubBufferIndex = audioBuffer->frameCursorPos/subBufferSizeInFrames;
if (currentSubBufferIndex > 1)
@ -404,7 +415,7 @@ static ma_uint32 OnAudioBufferDSPRead(ma_pcm_converter *pDSP, void *pFramesOut,
ma_uint32 framesRemainingInOutputBuffer;
if (audioBuffer->usage == AUDIO_BUFFER_USAGE_STATIC)
{
framesRemainingInOutputBuffer = audioBuffer->bufferSizeInFrames - audioBuffer->frameCursorPos;
framesRemainingInOutputBuffer = audioBuffer->sizeInFrames - audioBuffer->frameCursorPos;
}
else
{
@ -415,8 +426,8 @@ static ma_uint32 OnAudioBufferDSPRead(ma_pcm_converter *pDSP, void *pFramesOut,
ma_uint32 framesToRead = totalFramesRemaining;
if (framesToRead > framesRemainingInOutputBuffer) framesToRead = framesRemainingInOutputBuffer;
memcpy((unsigned char *)pFramesOut + (framesRead*frameSizeInBytes), audioBuffer->buffer + (audioBuffer->frameCursorPos*frameSizeInBytes), framesToRead*frameSizeInBytes);
audioBuffer->frameCursorPos = (audioBuffer->frameCursorPos + framesToRead)%audioBuffer->bufferSizeInFrames;
memcpy((unsigned char *)pFramesOut + (framesRead*frameSizeInBytes), audioBuffer->data + (audioBuffer->frameCursorPos*frameSizeInBytes), framesToRead*frameSizeInBytes);
audioBuffer->frameCursorPos = (audioBuffer->frameCursorPos + framesToRead)%audioBuffer->sizeInFrames;
framesRead += framesToRead;
// If we've read to the end of the buffer, mark it as processed
@ -457,12 +468,12 @@ static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 fr
{
for (ma_uint32 iFrame = 0; iFrame < frameCount; ++iFrame)
{
for (ma_uint32 iChannel = 0; iChannel < device.playback.channels; ++iChannel)
for (ma_uint32 iChannel = 0; iChannel < AUDIO.System.device.playback.channels; ++iChannel)
{
float *frameOut = framesOut + (iFrame*device.playback.channels);
const float *frameIn = framesIn + (iFrame*device.playback.channels);
float *frameOut = framesOut + (iFrame*AUDIO.System.device.playback.channels);
const float *frameIn = framesIn + (iFrame*AUDIO.System.device.playback.channels);
frameOut[iChannel] += (frameIn[iChannel]*masterVolume*localVolume);
frameOut[iChannel] += (frameIn[iChannel]*AUDIO.System.masterVolume*localVolume);
}
}
}
@ -473,7 +484,7 @@ static void InitAudioBufferPool()
// Dummy buffers
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{
audioBufferPool[i] = InitAudioBuffer(DEVICE_FORMAT, DEVICE_CHANNELS, DEVICE_SAMPLE_RATE, 0, AUDIO_BUFFER_USAGE_STATIC);
AUDIO.MultiChannel.pool[i] = InitAudioBuffer(DEVICE_FORMAT, DEVICE_CHANNELS, DEVICE_SAMPLE_RATE, 0, AUDIO_BUFFER_USAGE_STATIC);
}
}
@ -482,8 +493,8 @@ static void CloseAudioBufferPool()
{
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{
RL_FREE(audioBufferPool[i]->buffer);
RL_FREE(audioBufferPool[i]);
RL_FREE(AUDIO.MultiChannel.pool[i]->data);
RL_FREE(AUDIO.MultiChannel.pool[i]);
}
}
@ -493,11 +504,14 @@ static void CloseAudioBufferPool()
// Initialize audio device
void InitAudioDevice(void)
{
// Init audio context
ma_context_config contextConfig = ma_context_config_init();
contextConfig.logCallback = OnLog;
// TODO: Load AUDIO context memory dynamically?
AUDIO.System.masterVolume = 1.0f;
ma_result result = ma_context_init(NULL, 0, &contextConfig, &context);
// Init audio context
ma_context_config ctxConfig = ma_context_config_init();
ctxConfig.logCallback = OnLog;
ma_result result = ma_context_init(NULL, 0, &ctxConfig, &AUDIO.System.context);
if (result != MA_SUCCESS)
{
TraceLog(LOG_ERROR, "Failed to initialize audio context");
@ -507,78 +521,78 @@ void InitAudioDevice(void)
// Init audio device
// NOTE: Using the default device. Format is floating point because it simplifies mixing.
ma_device_config config = ma_device_config_init(ma_device_type_playback);
config.playback.pDeviceID = NULL; // NULL for the default playback device.
config.playback.pDeviceID = NULL; // NULL for the default playback AUDIO.System.device.
config.playback.format = DEVICE_FORMAT;
config.playback.channels = DEVICE_CHANNELS;
config.capture.pDeviceID = NULL; // NULL for the default capture device.
config.capture.pDeviceID = NULL; // NULL for the default capture AUDIO.System.device.
config.capture.format = ma_format_s16;
config.capture.channels = 1;
config.sampleRate = DEVICE_SAMPLE_RATE;
config.dataCallback = OnSendAudioDataToDevice;
config.pUserData = NULL;
result = ma_device_init(&context, &config, &device);
result = ma_device_init(&AUDIO.System.context, &config, &AUDIO.System.device);
if (result != MA_SUCCESS)
{
TraceLog(LOG_ERROR, "Failed to initialize audio playback device");
ma_context_uninit(&context);
TraceLog(LOG_ERROR, "Failed to initialize audio playback AUDIO.System.device");
ma_context_uninit(&AUDIO.System.context);
return;
}
// Keep the device running the whole time. May want to consider doing something a bit smarter and only have the device running
// while there's at least one sound being played.
result = ma_device_start(&device);
result = ma_device_start(&AUDIO.System.device);
if (result != MA_SUCCESS)
{
TraceLog(LOG_ERROR, "Failed to start audio playback device");
ma_device_uninit(&device);
ma_context_uninit(&context);
TraceLog(LOG_ERROR, "Failed to start audio playback AUDIO.System.device");
ma_device_uninit(&AUDIO.System.device);
ma_context_uninit(&AUDIO.System.context);
return;
}
// Mixing happens on a seperate thread which means we need to synchronize. I'm using a mutex here to make things simple, but may
// want to look at something a bit smarter later on to keep everything real-time, if that's necessary.
if (ma_mutex_init(&context, &audioLock) != MA_SUCCESS)
if (ma_mutex_init(&AUDIO.System.context, &AUDIO.System.lock) != MA_SUCCESS)
{
TraceLog(LOG_ERROR, "Failed to create mutex for audio mixing");
ma_device_uninit(&device);
ma_context_uninit(&context);
ma_device_uninit(&AUDIO.System.device);
ma_context_uninit(&AUDIO.System.context);
return;
}
TraceLog(LOG_INFO, "Audio device initialized successfully");
TraceLog(LOG_INFO, "Audio backend: miniaudio / %s", ma_get_backend_name(context.backend));
TraceLog(LOG_INFO, "Audio format: %s -> %s", ma_get_format_name(device.playback.format), ma_get_format_name(device.playback.internalFormat));
TraceLog(LOG_INFO, "Audio channels: %d -> %d", device.playback.channels, device.playback.internalChannels);
TraceLog(LOG_INFO, "Audio sample rate: %d -> %d", device.sampleRate, device.playback.internalSampleRate);
TraceLog(LOG_INFO, "Audio buffer size: %d", device.playback.internalBufferSizeInFrames);
TraceLog(LOG_INFO, "Audio backend: miniaudio / %s", ma_get_backend_name(AUDIO.System.context.backend));
TraceLog(LOG_INFO, "Audio format: %s -> %s", ma_get_format_name(AUDIO.System.device.playback.format), ma_get_format_name(AUDIO.System.device.playback.internalFormat));
TraceLog(LOG_INFO, "Audio channels: %d -> %d", AUDIO.System.device.playback.channels, AUDIO.System.device.playback.internalChannels);
TraceLog(LOG_INFO, "Audio sample rate: %d -> %d", AUDIO.System.device.sampleRate, AUDIO.System.device.playback.internalSampleRate);
TraceLog(LOG_INFO, "Audio buffer size: %d", AUDIO.System.device.playback.internalBufferSizeInFrames);
InitAudioBufferPool();
TraceLog(LOG_INFO, "Audio multichannel pool size: %i", MAX_AUDIO_BUFFER_POOL_CHANNELS);
isAudioInitialized = true;
AUDIO.System.isReady = true;
}
// Close the audio device for all contexts
void CloseAudioDevice(void)
{
if (isAudioInitialized)
if (AUDIO.System.isReady)
{
ma_mutex_uninit(&audioLock);
ma_device_uninit(&device);
ma_context_uninit(&context);
ma_mutex_uninit(&AUDIO.System.lock);
ma_device_uninit(&AUDIO.System.device);
ma_context_uninit(&AUDIO.System.context);
CloseAudioBufferPool();
TraceLog(LOG_INFO, "Audio device closed successfully");
TraceLog(LOG_INFO, "Audio AUDIO.System.device closed successfully");
}
else TraceLog(LOG_WARNING, "Could not close audio device because it is not currently initialized");
else TraceLog(LOG_WARNING, "Could not close audio AUDIO.System.device because it is not currently initialized");
}
// Check if device has been initialized successfully
bool IsAudioDeviceReady(void)
{
return isAudioInitialized;
return AUDIO.System.isReady;
}
// Set master volume (listener)
@ -587,7 +601,7 @@ void SetMasterVolume(float volume)
if (volume < 0.0f) volume = 0.0f;
else if (volume > 1.0f) volume = 1.0f;
masterVolume = volume;
AUDIO.System.masterVolume = volume;
}
//----------------------------------------------------------------------------------
@ -595,7 +609,7 @@ void SetMasterVolume(float volume)
//----------------------------------------------------------------------------------
// Initialize a new audio buffer (filled with silence)
AudioBuffer *InitAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sampleRate, ma_uint32 bufferSizeInFrames, int usage)
AudioBuffer *InitAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sampleRate, ma_uint32 sizeInFrames, int usage)
{
AudioBuffer *audioBuffer = (AudioBuffer *)RL_CALLOC(1, sizeof(AudioBuffer));
@ -605,7 +619,7 @@ AudioBuffer *InitAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sam
return NULL;
}
audioBuffer->buffer = RL_CALLOC(bufferSizeInFrames*channels*ma_get_bytes_per_sample(format), 1);
audioBuffer->data = RL_CALLOC(sizeInFrames*channels*ma_get_bytes_per_sample(format), 1);
// Audio data runs through a format converter
ma_pcm_converter_config dspConfig;
@ -637,7 +651,7 @@ AudioBuffer *InitAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sam
audioBuffer->looping = false;
audioBuffer->usage = usage;
audioBuffer->frameCursorPos = 0;
audioBuffer->bufferSizeInFrames = bufferSizeInFrames;
audioBuffer->sizeInFrames = sizeInFrames;
// Buffers should be marked as processed by default so that a call to
// UpdateAudioStream() immediately after initialization works correctly
@ -656,7 +670,7 @@ void CloseAudioBuffer(AudioBuffer *buffer)
if (buffer != NULL)
{
UntrackAudioBuffer(buffer);
RL_FREE(buffer->buffer);
RL_FREE(buffer->data);
RL_FREE(buffer);
}
else TraceLog(LOG_ERROR, "CloseAudioBuffer() : No audio buffer");
@ -748,35 +762,35 @@ void SetAudioBufferPitch(AudioBuffer *buffer, float pitch)
// Track audio buffer to linked list next position
void TrackAudioBuffer(AudioBuffer *buffer)
{
ma_mutex_lock(&audioLock);
ma_mutex_lock(&AUDIO.System.lock);
{
if (firstAudioBuffer == NULL) firstAudioBuffer = buffer;
if (AUDIO.Buffer.first == NULL) AUDIO.Buffer.first = buffer;
else
{
lastAudioBuffer->next = buffer;
buffer->prev = lastAudioBuffer;
AUDIO.Buffer.last->next = buffer;
buffer->prev = AUDIO.Buffer.last;
}
lastAudioBuffer = buffer;
AUDIO.Buffer.last = buffer;
}
ma_mutex_unlock(&audioLock);
ma_mutex_unlock(&AUDIO.System.lock);
}
// Untrack audio buffer from linked list
void UntrackAudioBuffer(AudioBuffer *buffer)
{
ma_mutex_lock(&audioLock);
ma_mutex_lock(&AUDIO.System.lock);
{
if (buffer->prev == NULL) firstAudioBuffer = buffer->next;
if (buffer->prev == NULL) AUDIO.Buffer.first = buffer->next;
else buffer->prev->next = buffer->next;
if (buffer->next == NULL) lastAudioBuffer = buffer->prev;
if (buffer->next == NULL) AUDIO.Buffer.last = buffer->prev;
else buffer->next->prev = buffer->prev;
buffer->prev = NULL;
buffer->next = NULL;
}
ma_mutex_unlock(&audioLock);
ma_mutex_unlock(&AUDIO.System.lock);
}
//----------------------------------------------------------------------------------
@ -829,7 +843,7 @@ Sound LoadSoundFromWave(Wave wave)
{
// When using miniaudio we need to do our own mixing.
// To simplify this we need convert the format of each sound to be consistent with
// the format used to open the playback device. We can do this two ways:
// the format used to open the playback AUDIO.System.device. We can do this two ways:
//
// 1) Convert the whole sound in one go at load time (here).
// 2) Convert the audio data in chunks at mixing time.
@ -845,7 +859,7 @@ Sound LoadSoundFromWave(Wave wave)
AudioBuffer *audioBuffer = InitAudioBuffer(DEVICE_FORMAT, DEVICE_CHANNELS, DEVICE_SAMPLE_RATE, frameCount, AUDIO_BUFFER_USAGE_STATIC);
if (audioBuffer == NULL) TraceLog(LOG_WARNING, "LoadSoundFromWave() : Failed to create audio buffer");
frameCount = (ma_uint32)ma_convert_frames(audioBuffer->buffer, audioBuffer->dsp.formatConverterIn.config.formatIn, audioBuffer->dsp.formatConverterIn.config.channels, audioBuffer->dsp.src.config.sampleRateIn, wave.data, formatIn, wave.channels, wave.sampleRate, frameCountIn);
frameCount = (ma_uint32)ma_convert_frames(audioBuffer->data, audioBuffer->dsp.formatConverterIn.config.formatIn, audioBuffer->dsp.formatConverterIn.config.channels, audioBuffer->dsp.src.config.sampleRateIn, wave.data, formatIn, wave.channels, wave.sampleRate, frameCountIn);
if (frameCount == 0) TraceLog(LOG_WARNING, "LoadSoundFromWave() : Format conversion failed");
sound.sampleCount = frameCount*DEVICE_CHANNELS;
@ -884,7 +898,7 @@ void UpdateSound(Sound sound, const void *data, int samplesCount)
StopAudioBuffer(audioBuffer);
// TODO: May want to lock/unlock this since this data buffer is read at mixing time
memcpy(audioBuffer->buffer, data, samplesCount*audioBuffer->dsp.formatConverterIn.config.channels*ma_get_bytes_per_sample(audioBuffer->dsp.formatConverterIn.config.formatIn));
memcpy(audioBuffer->data, data, samplesCount*audioBuffer->dsp.formatConverterIn.config.channels*ma_get_bytes_per_sample(audioBuffer->dsp.formatConverterIn.config.formatIn));
}
else TraceLog(LOG_ERROR, "UpdateSound() : Invalid sound - no audio buffer");
}
@ -973,13 +987,13 @@ void PlaySoundMulti(Sound sound)
// find the first non playing pool entry
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{
if (audioBufferPoolChannels[i] > oldAge)
if (AUDIO.MultiChannel.channels[i] > oldAge)
{
oldAge = audioBufferPoolChannels[i];
oldAge = AUDIO.MultiChannel.channels[i];
oldIndex = i;
}
if (!IsAudioBufferPlaying(audioBufferPool[i]))
if (!IsAudioBufferPlaying(AUDIO.MultiChannel.pool[i]))
{
index = i;
break;
@ -989,7 +1003,7 @@ void PlaySoundMulti(Sound sound)
// If no none playing pool members can be index choose the oldest
if (index == -1)
{
TraceLog(LOG_WARNING,"pool age %i ended a sound early no room in buffer pool", audioBufferPoolCounter);
TraceLog(LOG_WARNING,"pool age %i ended a sound early no room in buffer pool", AUDIO.MultiChannel.poolCounter);
if (oldIndex == -1)
{
@ -1002,32 +1016,32 @@ void PlaySoundMulti(Sound sound)
index = oldIndex;
// Just in case...
StopAudioBuffer(audioBufferPool[index]);
StopAudioBuffer(AUDIO.MultiChannel.pool[index]);
}
// Experimentally mutex lock doesn't seem to be needed this makes sense
// as audioBufferPool[index] isn't playing and the only stuff we're copying
// as AUDIO.MultiChannel.pool[index] isn't playing and the only stuff we're copying
// shouldn't be changing...
audioBufferPoolChannels[index] = audioBufferPoolCounter;
audioBufferPoolCounter++;
AUDIO.MultiChannel.channels[index] = AUDIO.MultiChannel.poolCounter;
AUDIO.MultiChannel.poolCounter++;
audioBufferPool[index]->volume = sound.stream.buffer->volume;
audioBufferPool[index]->pitch = sound.stream.buffer->pitch;
audioBufferPool[index]->looping = sound.stream.buffer->looping;
audioBufferPool[index]->usage = sound.stream.buffer->usage;
audioBufferPool[index]->isSubBufferProcessed[0] = false;
audioBufferPool[index]->isSubBufferProcessed[1] = false;
audioBufferPool[index]->bufferSizeInFrames = sound.stream.buffer->bufferSizeInFrames;
audioBufferPool[index]->buffer = sound.stream.buffer->buffer;
AUDIO.MultiChannel.pool[index]->volume = sound.stream.buffer->volume;
AUDIO.MultiChannel.pool[index]->pitch = sound.stream.buffer->pitch;
AUDIO.MultiChannel.pool[index]->looping = sound.stream.buffer->looping;
AUDIO.MultiChannel.pool[index]->usage = sound.stream.buffer->usage;
AUDIO.MultiChannel.pool[index]->isSubBufferProcessed[0] = false;
AUDIO.MultiChannel.pool[index]->isSubBufferProcessed[1] = false;
AUDIO.MultiChannel.pool[index]->sizeInFrames = sound.stream.buffer->sizeInFrames;
AUDIO.MultiChannel.pool[index]->data = sound.stream.buffer->data;
PlayAudioBuffer(audioBufferPool[index]);
PlayAudioBuffer(AUDIO.MultiChannel.pool[index]);
}
// Stop any sound played with PlaySoundMulti()
void StopSoundMulti(void)
{
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++) StopAudioBuffer(audioBufferPool[i]);
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++) StopAudioBuffer(AUDIO.MultiChannel.pool[i]);
}
// Get number of sounds playing in the multichannel buffer pool
@ -1037,7 +1051,7 @@ int GetSoundsPlaying(void)
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{
if (IsAudioBufferPlaying(audioBufferPool[i])) counter++;
if (IsAudioBufferPlaying(AUDIO.MultiChannel.pool[i])) counter++;
}
return counter;
@ -1243,7 +1257,7 @@ Music LoadMusicStream(const char *fileName)
int result = jar_xm_create_context_from_file(&ctxXm, 48000, fileName);
if (result == 0) // XM context created successfully
if (result == 0) // XM AUDIO.System.context created successfully
{
music.ctxType = MUSIC_MODULE_XM;
jar_xm_set_max_loop_count(ctxXm, 0); // Set infinite number of loops
@ -1374,7 +1388,6 @@ void StopMusicStream(Music music)
{
StopAudioStream(music.stream);
// Restart music context
switch (music.ctxType)
{
#if defined(SUPPORT_FILEFORMAT_OGG)
@ -1401,7 +1414,7 @@ void UpdateMusicStream(Music music)
{
bool streamEnding = false;
unsigned int subBufferSizeInFrames = music.stream.buffer->bufferSizeInFrames/2;
unsigned int subBufferSizeInFrames = music.stream.buffer->sizeInFrames/2;
// NOTE: Using dynamic allocation because it could require more than 16KB
void *pcm = RL_CALLOC(subBufferSizeInFrames*music.stream.channels*music.stream.sampleSize/8, 1);
@ -1559,7 +1572,7 @@ AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, un
ma_format formatIn = ((stream.sampleSize == 8)? ma_format_u8 : ((stream.sampleSize == 16)? ma_format_s16 : ma_format_f32));
// The size of a streaming buffer must be at least double the size of a period
unsigned int periodSize = device.playback.internalBufferSizeInFrames/device.playback.internalPeriods;
unsigned int periodSize = AUDIO.System.device.playback.internalBufferSizeInFrames/AUDIO.System.device.playback.internalPeriods;
unsigned int subBufferSize = AUDIO_BUFFER_SIZE;
if (subBufferSize < periodSize) subBufferSize = periodSize;
@ -1610,8 +1623,8 @@ void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount)
subBufferToUpdate = (audioBuffer->isSubBufferProcessed[0])? 0 : 1;
}
ma_uint32 subBufferSizeInFrames = audioBuffer->bufferSizeInFrames/2;
unsigned char *subBuffer = audioBuffer->buffer + ((subBufferSizeInFrames*stream.channels*(stream.sampleSize/8))*subBufferToUpdate);
ma_uint32 subBufferSizeInFrames = audioBuffer->sizeInFrames/2;
unsigned char *subBuffer = audioBuffer->data + ((subBufferSizeInFrames*stream.channels*(stream.sampleSize/8))*subBufferToUpdate);
// TODO: Get total frames processed on this buffer... DOES NOT WORK.
audioBuffer->totalFramesProcessed += subBufferSizeInFrames;