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