increase memory safety of audio module & small optimisations

This commit is contained in:
2025-02-10 17:21:29 +01:00
parent 3fd7806e5f
commit 9b98de0f89
4 changed files with 52 additions and 30 deletions

View File

@@ -65,8 +65,8 @@ void game_init(game_data* const dat) {
// initialize audio
dat->audio_device = audio_device_init(32000, AUDIO_S16, 1, 4096);
dat->music = audio_load_wav(dat->audio_device, "korobeiniki.wav");
audio_play(dat->audio_device, dat->music);
dat->music = audio_wav_load(dat->audio_device, "korobeiniki.wav");
audio_play(dat->audio_device, &dat->music);
}
// called every time the game's state is updated
@@ -83,10 +83,13 @@ void game_update(game_data* const dat, uint8_t const* const keys) {
place_update(dat, move);
}
void game_free(game_data* const game_data) {
void game_free(game_data* const dat) {
audio_wav_unload(&dat->music);
audio_device_free(dat->audio_device);
// clear each row
for (int8_t i = 0; i < ROWS; i++) {
free(game_data->rows[i]);
game_data->rows[i] = NULL;
free(dat->rows[i]);
dat->rows[i] = NULL;
}
}

View File

@@ -15,7 +15,7 @@ typedef colour8* row;
typedef struct {
row rows[ROWS];
audio_device const* audio_device;
audio_device* audio_device;
audio_data music;
uint16_t score;
shape_id nxt[7]; // the order of the shape ids that they should appear in

View File

@@ -17,6 +17,9 @@ typedef struct {
audio_device const audio_device;
} AudioCallbackData;
//
// audio mixing
//
// audio callback from SDL_AudioSpec; called when the audio device needs more data
static void audio_mixer(void* const userdata, uint8_t* const stream, int32_t const len) {
memset(stream, 0, len); // clear the playing audio
@@ -39,41 +42,44 @@ static void audio_mixer(void* const userdata, uint8_t* const stream, int32_t con
}
}
// converts the audio to the format of the audio device
static void convert_audio(audio_device const* const audio_device, SDL_AudioSpec const wav_spec, uint8_t* const* const wav_buffer, uint32_t* const wav_length) {
// converts the audio to the format of the audio device, reallocates wav_buf to a new size outputted to wav_len
static void convert_audio(audio_device const* const dev, SDL_AudioSpec const wav_spec, uint8_t** const wav_buf, uint32_t* const wav_len) {
// build the audio converter with the audio given
SDL_AudioCVT cvt = {0};
SDL_BuildAudioCVT(&cvt, wav_spec.format, wav_spec.channels, wav_spec.freq, audio_device->fmt, audio_device->channels, audio_device->freq);
SDL_BuildAudioCVT(&cvt, wav_spec.format, wav_spec.channels, wav_spec.freq, dev->fmt, dev->channels, dev->freq);
cvt.len = (*wav_len) * wav_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(*wav_buf, cvt.len * cvt.len_mult); // grow the inputted buffer for the conversion
// suddenly becomes signed
cvt.len = (*wav_length) * wav_spec.channels; // the buffer length
cvt.buf = (uint8_t*)SDL_malloc(cvt.len * cvt.len_mult); // allocate size for the new buffer
memcpy(cvt.buf, *wav_buffer, *wav_length); // copy wav data to cvt buffer;
// performs the conversion
if (SDL_ConvertAudio(&cvt) != 0)
error(ERROR_SDL_AUDIO_INIT, "something went wrong when converting an audio buffer! SDL Error: %s", SDL_GetError());
// convert
SDL_ConvertAudio(&cvt);
// set the length to the new length
*wav_len = cvt.len_cvt;
// output
*wav_length = cvt.len_cvt; // set the length to the new length
memcpy(*wav_buffer, cvt.buf, cvt.len_cvt); // copy converted cvt buffer back to wav buffer
free(cvt.buf); // free the memory allocated to the cvt buffer
// reallocate the conversion buffer to match the new size
*wav_buf = realloc(cvt.buf, cvt.len_cvt);
if (*wav_buf == NULL)
error(ERROR_MISC, "memory pointer changed upon reallocation of audio buffer after conversion");
}
//
// audio / audio device management
//
// loads a WAV file and returns the relevant information
audio_data audio_load_wav(audio_device const* const dev, char const* const fpath) {
audio_data audio_wav_load(audio_device const* const dev, char const* const fpath) {
SDL_AudioSpec wav_spec = {0};
audio_data audio = {0};
SDL_LoadWAV(fpath, &wav_spec, &audio.buf, &audio.len);
convert_audio(dev, wav_spec, &audio.buf, &audio.len);
audio.mix_amt = audio.len;
return audio;
}
// initializes the audio device
audio_device const* audio_device_init(int32_t const freq, SDL_AudioFormat const fmt, uint8_t const channels, uint16_t const samples) {
audio_device* audio_device_init(int32_t const freq, SDL_AudioFormat const fmt, uint8_t const channels, uint16_t const samples) {
// allocate memory for the audio device
audio_device* const dev = malloc(sizeof(audio_device));
@@ -103,15 +109,27 @@ audio_device const* audio_device_init(int32_t const freq, SDL_AudioFormat const
}
// plays the audio
void audio_play(audio_device const* const dev, audio_data const audio) {
void audio_play(audio_device const* const dev, audio_data const* audio) {
audio_data* const playing_audio = dev->playing_audio;
for (int32_t i = 0; i < MAX_SOUNDS; i++) {
// overrite audio that has been deallocated
if (playing_audio[i].len <= 0) {
// override the audio
playing_audio[i] = audio;
playing_audio[i] = *audio;
break; // don't continue. :3
}
}
}
// frees the audio device
void audio_device_free(audio_device* const dev) {
SDL_CloseAudioDevice(dev->id);
free(dev->playing_audio);
free(dev);
}
// frees the buffer of the audio data
void audio_wav_unload(audio_data* dat) {
free(dat->buf);
}

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@@ -5,7 +5,6 @@
typedef struct {
uint32_t len;
uint32_t mix_amt;
uint8_t* buf;
} audio_data;
@@ -18,7 +17,9 @@ typedef struct {
} audio_device;
audio_data audio_load_wav(audio_device const* audio_device, char const* file_path);
audio_device const* audio_device_init(int freq, SDL_AudioFormat format, uint8_t channels, uint16_t samples);
void audio_play(audio_device const* audio_device, audio_data const audio);
void audio_device_free(audio_device const* dev); // TODO: implement this
audio_data audio_wav_load(audio_device const* audio_device, char const* file_path);
audio_device* audio_device_init(int freq, SDL_AudioFormat format, uint8_t channels, uint16_t samples);
void audio_play(audio_device const* audio_device, audio_data const* audio);
void audio_device_free(audio_device* dev);
void audio_wav_unload(audio_data* dat);