mirror of
https://github.com/thepigeongenerator/tetris_clone.git
synced 2025-12-17 14:05:45 +01:00
rework audio system to be able to call it from anywhere, rather than having to have access to the audio data.
This commit is contained in:
136
src/io/audio.c
136
src/io/audio.c
@@ -11,22 +11,28 @@
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#include "../error.h"
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#include "../util/compat.h"
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#include "../util/types.h"
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struct audioplayer {
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uint8_t const* buf;
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u8 const* buf;
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int len;
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};
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struct audiodevice {
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static struct audiodevice {
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struct audioplayer audio[AUDIO_MAX];
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unsigned id;
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int freq;
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SDL_AudioFormat fmt;
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uint8_t ch; // audio channels
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u32 id;
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SDL_AudioSpec spec;
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} dev;
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struct audiodata audio_dat[AUDIO_ID_COUNT] = {0}; // contains pointers to audio buffers.
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static char const* const audio_path[AUDIO_ID_COUNT] = {
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"korobeiniki.wav",
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"place.wav",
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};
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/* mixes the audio output stream, using the different audio as sources */
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static void audiomixer(void* const userdata, uint8_t* const stream, int const len) {
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static void audiomixer(void* const userdata, u8* const stream, int const len) {
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(void)userdata;
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memset(stream, 0, len); // clear the playing audio
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@@ -34,7 +40,7 @@ static void audiomixer(void* const userdata, uint8_t* const stream, int const le
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for (unsigned i = 0; i < AUDIO_MAX; i++) {
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if (dev.audio[i].len > 0) {
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unsigned mixlen = SDL_min(len, dev.audio[i].len);
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SDL_MixAudioFormat(stream, dev.audio[i].buf, dev.fmt, mixlen, SDL_MIX_MAXVOLUME);
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SDL_MixAudioFormat(stream, dev.audio[i].buf, dev.spec.format, mixlen, SDL_MIX_MAXVOLUME);
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dev.audio[i].len -= mixlen;
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dev.audio[i].buf += mixlen;
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}
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@@ -45,12 +51,12 @@ static void audiomixer(void* const userdata, uint8_t* const stream, int const le
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* `len` is a pointer to the current size, the new size will be written to this location.
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* returns the pointer to the audio buffer to use, or NULL, when something went wrong.
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* NULL will never be returned after the conversion */
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static uint8_t* audio_cvt(SDL_AudioSpec const* spec, uint8_t* bufptr, unsigned* len) {
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static u8* audio_cvt(SDL_AudioSpec const* spec, u8* bufptr, unsigned* len) {
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if (!bufptr) return NULL;
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// init the converter
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SDL_AudioCVT cvt;
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if (SDL_BuildAudioCVT(&cvt, spec->format, spec->channels, spec->freq, dev.fmt, dev.ch, dev.freq) < 0) {
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if (SDL_BuildAudioCVT(&cvt, spec->format, spec->channels, spec->freq, dev.spec.format, dev.spec.channels, dev.spec.freq) < 0) {
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error("could not build the audio converter! SDL Error: %s", SDL_GetError());
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return NULL;
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}
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@@ -78,72 +84,68 @@ static uint8_t* audio_cvt(SDL_AudioSpec const* spec, uint8_t* bufptr, unsigned*
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return bufptr ? bufptr : cvt.buf;
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}
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int audio_device_init(int freq, SDL_AudioFormat fmt, uint8_t channels, uint16_t samples) {
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// define the audio specification
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SDL_AudioSpec spec = {freq, fmt, channels, 0, samples, 0, 0, NULL, NULL};
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spec.callback = audiomixer;
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spec.userdata = NULL;
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unsigned id = SDL_OpenAudioDevice(NULL, 0, &spec, NULL, 0);
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// create the audio device
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dev = (struct audiodevice){
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{0},
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id,
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freq,
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fmt,
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channels,
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};
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if (id) {
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// default state of the device is paused, so we unpause it here
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SDL_PauseAudioDevice(id, 0);
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return 0;
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} else return 1;
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/* computes the time in milliseconds of the audio fragment by dividing
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* the audio byte length by the format's bit size, which is divided by
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* the audio device's channels and frequency */
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static inline u32 audio_btoms(u32 len) {
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return (((1000 * len) / (SDL_AUDIO_BITSIZE(dev.spec.format) / 8)) / dev.spec.channels / dev.spec.freq);
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}
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void audio_device_free(void) {
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SDL_CloseAudioDevice(dev.id);
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dev = (struct audiodevice){0};
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}
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void audio_play(audiodata const* audio) {
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if (!dev.id) return;
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if (!audio->buf) return;
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unsigned i = 0;
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while (i < AUDIO_MAX && dev.audio[i].len > 0) i++;
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if (i < AUDIO_MAX)
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dev.audio[i] = (struct audioplayer){audio->buf, audio->len};
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}
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audiodata audio_wav_load(char const* fpath) {
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debug("loading audio file '%s'...", fpath);
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if (faccess(fpath, FA_R)) {
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error("%s:%u audio file either isn't readable or doesn't exist. path: '%s'!", __FILE_NAME__, __LINE__, fpath);
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return (struct audiodata){0};
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/* loads a `struct audiodata` from `fpat` to `out`. */
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static void audio_wav_load(char const* restrict fpat, struct audiodata* restrict out) {
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debug("loading audio file '%s'...", fpat);
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if (faccess(fpat, FA_R)) {
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error("audio file either isn't readable or doesn't exist. path: '%s'!", fpat);
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return;
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}
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// load the audio
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u32 len;
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u8 *ptr, *tmp;
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SDL_AudioSpec spec;
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audiodata audio;
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SDL_LoadWAV(fpath, &spec, &audio.buf, &audio.len);
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if (!audio.buf) return audio;
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SDL_LoadWAV(fpat, &spec, &ptr, &len);
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// convert the audio data to the format reflecting dev
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void* ptr = audio_cvt(&spec, audio.buf, &audio.len);
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if (!ptr) free(audio.buf); // free the buffer if NULL was returned; failure
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audio.buf = ptr;
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tmp = audio_cvt(&spec, ptr, &len);
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if (!tmp) free(ptr); // free the buffer if NULL was returned; failure
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// calculate the time in milliseconds of the audio fragment
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// by dividing the audio bytelength by the format's bitsize, by the audio device's channels and the audio device's frequency
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audio.ms = (((1000 * audio.len) / (SDL_AUDIO_BITSIZE(dev.fmt) / 8)) / dev.ch / dev.freq);
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return audio;
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*out = (struct audiodata){tmp, len, audio_btoms(len)};
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}
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void audio_wav_unload(audiodata* audio) {
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free(audio->buf);
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*audio = (audiodata){0}; // zero out all audio data
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/* loads the audio data into the buffer */
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static inline void audio_load(void) {
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for (size_t i = 0; i < AUDIO_ID_COUNT; i++)
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audio_wav_load(audio_path[i], &audio_dat[i]);
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}
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void audio_play(u32 audio_id) {
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if (!dev.id) return;
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size_t i = 0;
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while (i < AUDIO_MAX && dev.audio[i].len > 0) i++;
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if (i >= AUDIO_MAX) return;
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dev.audio[i] = (struct audioplayer){
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audio_dat[audio_id].buf,
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audio_dat[audio_id].len,
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};
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}
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int audio_init(int freq, SDL_AudioFormat fmt, u8 ch, u16 samples) {
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// initialise the audio device + specification
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SDL_AudioSpec spec = {freq, fmt, ch, 0, samples, 0, 0, audiomixer, NULL};
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unsigned id = SDL_OpenAudioDevice(NULL, 0, &spec, &spec, 0);
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dev = (struct audiodevice){{0}, id, spec};
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if (!id) return 1;
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SDL_PauseAudioDevice(id, 0);
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audio_load();
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return 0;
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}
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void audio_free(void) {
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SDL_CloseAudioDevice(dev.id);
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dev = (struct audiodevice){0};
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for (size_t i = 0; i < AUDIO_ID_COUNT; i++)
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free((void*)audio_dat[i].buf);
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}
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@@ -3,18 +3,31 @@
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#include <SDL_audio.h>
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#include <stdint.h>
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#include "../util/types.h"
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#define AUDIO_MAX 4 // maximum number of sound effects that are allowed to play at once
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struct audiodata {
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uint8_t* buf; // pointer to the audio buffer
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uint32_t len; // length in bytes of the audio buffer
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uint32_t ms; // length in miliseconds of the audio buffer
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u8 const* buf; // pointer to the audio buffer
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u32 len; // length in bytes of the audio buffer
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u32 ms; // length in miliseconds of the audio buffer
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};
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typedef struct audiodata audiodata;
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int audio_device_init(int, SDL_AudioFormat, uint8_t, uint16_t);
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void audio_device_free(void);
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void audio_play(audiodata const*);
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enum audio_id {
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AUDIO_ID_MUSIC,
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AUDIO_ID_PLACE,
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audiodata audio_wav_load(char const*);
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void audio_wav_unload(audiodata*);
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// leave at end, will contain count
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AUDIO_ID_COUNT,
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};
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extern struct audiodata audio_dat[AUDIO_ID_COUNT];
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/* loads the audio to be played, unless `AUDIO_MAX` has been reached, then this call will fail */
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void audio_play(u32);
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/* initialises the audio device, then loads the audio data */
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int audio_init(int freq, SDL_AudioFormat fmt, u8 ch, u16 samples);
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/* frees up resources held by the audio device and audio buffers */
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void audio_free(void);
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@@ -17,7 +17,6 @@
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static SDL_Window* win = NULL;
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static bool close = false;
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static audiodata music;
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void window_init(struct gamedata const* gdat) {
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assert(!win && !close);
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@@ -31,8 +30,7 @@ void window_init(struct gamedata const* gdat) {
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fatal(ERROR_SDL_RENDERING_INIT, "Window failed to be created! SDL Error: %s", SDL_GetError());
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render_init(win, gdat);
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audio_device_init(32000, AUDIO_S16, 1, 4096);
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music = audio_wav_load("korobeiniki.wav");
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audio_init(32000, AUDIO_S16, 1, 4096);
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}
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void window_free(void) {
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@@ -42,8 +40,7 @@ void window_free(void) {
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win = NULL;
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close = false;
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audio_wav_unload(&music);
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audio_device_free();
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audio_free();
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}
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void window_open(void) {
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@@ -53,8 +50,8 @@ void window_open(void) {
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render_update();
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static time_t timeout = 0;
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if (time_poll(time, music.ms, &timeout))
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audio_play(&music);
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if (time_poll(time, audio_dat[AUDIO_ID_MUSIC].ms, &timeout))
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audio_play(AUDIO_ID_MUSIC);
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}
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}
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