implement audio module

This commit is contained in:
2025-02-14 20:25:50 +01:00
parent 9dfdd1818a
commit 5a237ad200
2 changed files with 181 additions and 0 deletions

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#include "audio.h"
#include <SDL_audio.h>
#include <SDL_error.h>
#include <SDL_stdinc.h>
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include "../error.h"
static void audiomixer(void* const userdata, uint8_t* const stream, int32_t const len) {
memset(stream, 0, len); // clear the playing audio
audiodevice* const dev = userdata; // retreive the callback data
struct audioplayer* prev = NULL;
struct audioplayer* curr = dev->audio_players;
while (curr != NULL) {
// if the current audio fragment has reached the end of their data
if (curr->len == 0) {
struct audioplayer* ncurr = curr->nxt;
// free the memory allocated to it and assign the next to to the currently playing
free(curr);
curr = ncurr;
// write to the audio device if prev hasn't been set yet
if (prev == NULL)
dev->audio_players = curr;
else
prev->nxt = curr;
// continue so if curr is now NULL, the loop stops
continue;
}
// calculate how much of the current audio player we should mix into the stream
uint32_t const mixlen = SDL_min(curr->len, (uint32_t)len);
// mix the current buffer into the stream, and update the audio player values accordingly
SDL_MixAudioFormat(stream, curr->buf, dev->fmt, mixlen, SDL_MIX_MAXVOLUME);
curr->buf += mixlen;
curr->len -= mixlen;
// increment the current node
prev = curr;
curr = curr->nxt;
}
}
static void audio_cvt(audiodevice const* dev, SDL_AudioSpec const* spec, uint8_t** bufptr, uint32_t* len) {
// init the converter
SDL_AudioCVT cvt;
SDL_BuildAudioCVT(&cvt, spec->format, spec->channels, spec->freq, dev->fmt, dev->channels, dev->freq);
cvt.len = (*len) * spec->channels; // calculate the size of the source data in bytes by multiplying the length by the amount of channels (warn: uint32_t -> int32_t)
cvt.buf = realloc(*bufptr, cvt.len * cvt.len_mult); // grow the inputted buffer for the conversion
if (cvt.buf == NULL)
error(ERROR_STD_MEMORY, "something went wrong whilst growing the audio buffer whilst converting! (ln:%u)", __LINE__);
// converts the audio to the new format
if (!SDL_ConvertAudio(&cvt))
error(ERROR_SDL_AUDIO_INIT, "something went wrong when loading/converting an audio buffer! (ln:%u) SDL Error: %s", __LINE__, SDL_GetError());
*len = cvt.len;
*bufptr = realloc(cvt.buf, cvt.len_cvt);
if (*bufptr == NULL)
error(ERROR_STD_MEMORY, "something went wrong whilst shrinking the audio buffer whilst converting! (ln:%u)", __LINE__);
}
audiodevice* audio_device_init(int32_t freq, SDL_AudioFormat fmt, uint8_t channels, uint16_t samples) {
audiodevice* dev = malloc(sizeof(audiodevice));
if (dev == NULL)
error(ERROR_STD_INIT, "null pointer when allocating memory for the audio device! (ln:%u)", __LINE__);
// define the audio specification
SDL_AudioSpec spec = {freq, fmt, channels, 0, samples, 0, 0, NULL, NULL};
spec.callback = audiomixer;
spec.userdata = dev;
// create the audio device
*dev = (audiodevice){
NULL,
SDL_OpenAudioDevice(NULL, 0, &spec, NULL, 0),
freq,
fmt,
channels,
};
// if the audio device isn't set, cause an error
if (dev->id < 1)
error(ERROR_SDL_AUDIO_INIT, "audio device failed to open! (ln:%u) SDL Error: %s", __LINE__, SDL_GetError());
// default state of the device is paused, so we unpause it here
SDL_PauseAudioDevice(dev->id, 0);
return dev;
}
void audio_play(audiodevice* dev, audiodata const* audio) {
// create an audio player
struct audioplayer* player = malloc(sizeof(struct audioplayer));
*player = (struct audioplayer){
dev->audio_players, // set nxt to the first item in dev (can be NULL, this is fine)
audio->buf,
audio->len,
};
// assign ourselves to the first item
dev->audio_players = player;
}
void audio_device_free(audiodevice* dev) {
SDL_CloseAudioDevice(dev->id);
struct audioplayer* curr = dev->audio_players;
// free all audio players
while (curr != NULL) {
dev->audio_players = curr->nxt; // use audio_players in dev as a cache
free(curr);
curr = dev->audio_players;
}
// free the audio device itself
free(dev);
}
audiodata audio_wav_load(audiodevice const* dev, char const* fpath) {
SDL_AudioSpec spec;
audiodata audio;
// load and parse the audio to the correct format
SDL_LoadWAV(fpath, &spec, &audio.buf, &audio.len);
audio_cvt(dev, &spec, &audio.buf, &audio.len);
// calculate the time in miliseconds of the audio fragment
audio.ms = 1000 * (((audio.len) / (SDL_AUDIO_BITSIZE(dev->fmt) / 8)) / spec.channels / dev->freq);
return audio;
}
void audio_wav_unload(audiodata* audio) {
free(audio->buf);
*audio = (audiodata){0}; // zero out all audio data
}

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#pragma once
#include <SDL_audio.h>
#include <stdint.h>
struct audiodata {
uint8_t* buf; // pointer to the audio buffer
uint32_t len; // length in bytes of the audio buffer
uint32_t ms; // length in miliseconds of the audio buffer
};
// contains the data of the audio fragments to be played
struct audioplayer {
struct audioplayer* nxt; // pointer to the next audioplayer (may be null)
uint8_t* buf; // pointer to the current item in the buffer to be played
uint32_t len; // the length in bytes that the buffer has remaining
};
struct audiodevice {
struct audioplayer* audio_players;
SDL_AudioDeviceID id;
int32_t freq;
SDL_AudioFormat fmt;
uint8_t channels;
};
typedef struct audiodata audiodata;
typedef struct audiodevice audiodevice;
audiodevice* audio_device_init(int32_t, SDL_AudioFormat, uint8_t, uint16_t);
void audio_play(audiodevice*, audiodata const*);
void audio_device_free(audiodevice*);
audiodata audio_wav_load(audiodevice const*, char const*);
void audio_wav_unload(audiodata*);