Urho3D/Source/Engine/Audio/Audio.cpp

275 строки
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C++

//
// Copyright (c) 2008-2014 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE 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 OR COPYRIGHT HOLDERS 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.
//
#include "Precompiled.h"
#include "Audio.h"
#include "Context.h"
#include "CoreEvents.h"
#include "Log.h"
#include "Mutex.h"
#include "ProcessUtils.h"
#include "Profiler.h"
#include "Sound.h"
#include "SoundListener.h"
#include "SoundSource3D.h"
#include <SDL.h>
#include "DebugNew.h"
namespace Urho3D
{
const char* AUDIO_CATEGORY = "Audio";
static const int MIN_BUFFERLENGTH = 20;
static const int MIN_MIXRATE = 11025;
static const int MAX_MIXRATE = 48000;
static void SDLAudioCallback(void *userdata, Uint8 *stream, int len);
Audio::Audio(Context* context) :
Object(context),
deviceID_(0),
sampleSize_(0),
playing_(false)
{
for (unsigned i = 0; i < MAX_SOUND_TYPES; ++i)
masterGain_[i] = 1.0f;
// Register Audio library object factories
RegisterAudioLibrary(context_);
SubscribeToEvent(E_RENDERUPDATE, HANDLER(Audio, HandleRenderUpdate));
}
Audio::~Audio()
{
Release();
}
bool Audio::SetMode(int bufferLengthMSec, int mixRate, bool stereo, bool interpolation)
{
Release();
bufferLengthMSec = Max(bufferLengthMSec, MIN_BUFFERLENGTH);
mixRate = Clamp(mixRate, MIN_MIXRATE, MAX_MIXRATE);
SDL_AudioSpec desired;
SDL_AudioSpec obtained;
desired.freq = mixRate;
desired.format = AUDIO_S16SYS;
desired.channels = stereo ? 2 : 1;
desired.callback = SDLAudioCallback;
desired.userdata = this;
// SDL uses power of two audio fragments. Determine the closest match
int bufferSamples = mixRate * bufferLengthMSec / 1000;
desired.samples = NextPowerOfTwo(bufferSamples);
if (Abs((int)desired.samples / 2 - bufferSamples) < Abs((int)desired.samples - bufferSamples))
desired.samples /= 2;
deviceID_ = SDL_OpenAudioDevice(0, SDL_FALSE, &desired, &obtained, SDL_AUDIO_ALLOW_ANY_CHANGE);
if (!deviceID_)
{
LOGERROR("Could not initialize audio output");
return false;
}
if (obtained.format != AUDIO_S16SYS && obtained.format != AUDIO_S16LSB && obtained.format != AUDIO_S16MSB)
{
LOGERROR("Could not initialize audio output, 16-bit buffer format not supported");
SDL_CloseAudioDevice(deviceID_);
deviceID_ = 0;
return false;
}
stereo_ = obtained.channels == 2;
sampleSize_ = stereo_ ? sizeof(int) : sizeof(short);
// Guarantee a fragment size that is low enough so that Vorbis decoding buffers do not wrap
fragmentSize_ = Min((int)NextPowerOfTwo(mixRate >> 6), (int)obtained.samples);
mixRate_ = mixRate;
interpolation_ = interpolation;
clipBuffer_ = new int[stereo ? fragmentSize_ << 1 : fragmentSize_];
LOGINFO("Set audio mode " + String(mixRate_) + " Hz " + (stereo_ ? "stereo" : "mono") + " " +
(interpolation_ ? "interpolated" : ""));
return Play();
}
void Audio::Update(float timeStep)
{
PROFILE(UpdateAudio);
// Update in reverse order, because sound sources might remove themselves
for (unsigned i = soundSources_.Size() - 1; i < soundSources_.Size(); --i)
soundSources_[i]->Update(timeStep);
}
bool Audio::Play()
{
if (playing_)
return true;
if (!deviceID_)
{
LOGERROR("No audio mode set, can not start playback");
return false;
}
SDL_PauseAudioDevice(deviceID_, 0);
playing_ = true;
return true;
}
void Audio::Stop()
{
playing_ = false;
}
void Audio::SetMasterGain(SoundType type, float gain)
{
if (type >= MAX_SOUND_TYPES)
return;
masterGain_[type] = Clamp(gain, 0.0f, 1.0f);
}
void Audio::SetListener(SoundListener* listener)
{
listener_ = listener;
}
void Audio::StopSound(Sound* soundClip)
{
for (PODVector<SoundSource*>::Iterator i = soundSources_.Begin(); i != soundSources_.End(); ++i)
{
if ((*i)->GetSound() == soundClip)
(*i)->Stop();
}
}
float Audio::GetMasterGain(SoundType type) const
{
if (type >= MAX_SOUND_TYPES)
return 0.0f;
return masterGain_[type];
}
SoundListener* Audio::GetListener() const
{
return listener_;
}
void Audio::AddSoundSource(SoundSource* channel)
{
MutexLock lock(audioMutex_);
soundSources_.Push(channel);
}
void Audio::RemoveSoundSource(SoundSource* channel)
{
PODVector<SoundSource*>::Iterator i = soundSources_.Find(channel);
if (i != soundSources_.End())
{
MutexLock lock(audioMutex_);
soundSources_.Erase(i);
}
}
void SDLAudioCallback(void *userdata, Uint8* stream, int len)
{
Audio* audio = static_cast<Audio*>(userdata);
{
MutexLock Lock(audio->GetMutex());
audio->MixOutput(stream, len / audio->GetSampleSize());
}
}
void Audio::MixOutput(void *dest, unsigned samples)
{
if (!playing_ || !clipBuffer_)
{
memset(dest, 0, samples * sampleSize_);
return;
}
while (samples)
{
// If sample count exceeds the fragment (clip buffer) size, split the work
unsigned workSamples = Min((int)samples, (int)fragmentSize_);
unsigned clipSamples = workSamples;
if (stereo_)
clipSamples <<= 1;
// Clear clip buffer
int* clipPtr = clipBuffer_.Get();
memset(clipPtr, 0, clipSamples * sizeof(int));
// Mix samples to clip buffer
for (PODVector<SoundSource*>::Iterator i = soundSources_.Begin(); i != soundSources_.End(); ++i)
(*i)->Mix(clipPtr, workSamples, mixRate_, stereo_, interpolation_);
// Copy output from clip buffer to destination
short* destPtr = (short*)dest;
while (clipSamples--)
*destPtr++ = Clamp(*clipPtr++, -32768, 32767);
samples -= workSamples;
((unsigned char*&)dest) += sampleSize_ * workSamples;
}
}
void Audio::HandleRenderUpdate(StringHash eventType, VariantMap& eventData)
{
using namespace RenderUpdate;
Update(eventData[P_TIMESTEP].GetFloat());
}
void Audio::Release()
{
Stop();
if (deviceID_)
{
SDL_CloseAudioDevice(deviceID_);
deviceID_ = 0;
clipBuffer_.Reset();
}
}
void RegisterAudioLibrary(Context* context)
{
Sound::RegisterObject(context);
SoundSource::RegisterObject(context);
SoundSource3D::RegisterObject(context);
SoundListener::RegisterObject(context);
}
}