#include "audio.h" #include #include #include #include #include #include #include "../errors.h" // // 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 audio_device* const dev = userdata; // get the callback data audio_player* prev = NULL; audio_player* curr = dev->audio_dat; while (curr != NULL) { // if the current length, remove self from the list if (curr->len == 0) { audio_player* ncurr = curr->nxt; // store the next player as the new current player // set the current player to the new current player & free the current player free(curr); curr = ncurr; // ncurr can be NULL, this is fine // update the previous pointer accordingly if (prev == NULL) dev->audio_dat = ncurr; else prev->nxt = ncurr; // continue code execution continue; } // get the length of which we shall be mixing uint32_t const mix_length = SDL_min(curr->len, (uint32_t)len); // mix the audio with the stream SDL_MixAudioFormat(stream, curr->buf, dev->fmt, mix_length, SDL_MIX_MAXVOLUME); curr->buf += mix_length; // move the pointer up a a bit curr->len -= mix_length; // move up the mixed amount // increment across the list prev = curr; curr = curr->nxt; } } // 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, 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 // 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()); // set the length to the new length *wav_len = cvt.len_cvt; // reallocate the conversion buffer to match the new size *wav_buf = realloc(cvt.buf, cvt.len_cvt); if (*wav_buf == NULL) error(ERROR_MISC, "null value when reallocating the audio buffer"); } // // audio / audio device management // // loads a WAV file and returns the relevant information 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); // calculate the amount of seconds that the audio fragment has audio.ms = 1000 * (((audio.len) / (SDL_AUDIO_BITSIZE(dev->fmt) / 8)) / wav_spec.channels / dev->freq); return audio; } // initializes the audio device 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)); // define the audio specification SDL_AudioSpec spec = {freq, fmt, channels, 0, samples, 0, 0, NULL, NULL}; spec.callback = audio_mixer; spec.userdata = dev; // create the audio device *dev = (audio_device){ NULL, // allocate memory on the heap for the playing audio array 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, "AudioDivice failed to open! SDL Error: %s", SDL_GetError()); return NULL; } // default state of the device is paused, so we unpause it here SDL_PauseAudioDevice(dev->id, 0); return dev; } // plays the audio void audio_play(audio_device* const dev, audio_data const* audio) { // create an audio player audio_player* player = malloc(sizeof(audio_player)); *player = (audio_player){ dev->audio_dat, // 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_dat = player; } // frees the audio device void audio_device_free(audio_device* const dev) { SDL_CloseAudioDevice(dev->id); free(dev->audio_dat); free(dev); } // frees the buffer of the audio data void audio_wav_unload(audio_data* dat) { free(dat->buf); }