//---------------------------------------------------------------------------------------------------- // ___ ___ __ _ _ ___ ___ _ _ _ ___ _ // / _ \| _ ) / /| | || _ \ __| /_\ _ _ __| (_)___ | __|_ _ __ _(_)_ _ ___ // | (_) | _ \/ _ \_ _| _/ _| / _ \ || / _` | / _ \ | _|| ' \/ _` | | ' \/ -_) // \__\_\___/\___/ |_||_| |___| /_/ \_\_,_\__,_|_\___/ |___|_||_\__, |_|_||_\___| // |___/ // // QB64-PE Audio Engine powered by miniaudio (https://miniaud.io/) // //----------------------------------------------------------------------------------------------------- // Set this to 1 if we want to print debug messages to stderr #define AUDIO_DEBUG 1 #include "audio.h" // We need 'qbs' and 'mem' stuff from here. This should eventually change when things are moved to smaller, logical and self-contained files #include "../../libqb.h" #define STB_VORBIS_HEADER_ONLY #include "extras/stb_vorbis.c" #include "miniaudio.h" #include "mutex.h" #include #include #include #include // This should be defined elsewhere (in libqb?). Since it is not, we are doing it here #define INVALID_MEM_LOCK 1073741821 // This should be defined elsewhere (in libqb?). Since it is not, we are doing it here #define MEM_TYPE_SOUND 5 // In QuickBASIC false means 0 and true means -1 (sad, but true XD) #define QB_FALSE MA_FALSE #define QB_TRUE -MA_TRUE // This is returned to the caller if handle allocation fails with a -1 // AllocateSoundHandle() does not return 0 because it is a valid internal handle // Handle 0 is 'handled' as a special case #define INVALID_SOUND_HANDLE 0 // This is the string that can be passed in the requirements parameter to stream a sound from storage #define REQUIREMENT_STRING_STREAM "STREAM" // This is the string that can be passed in the requirements parameter to load a sound from memory #define REQUIREMENT_STRING_MEMORY "MEMORY" #define SAMPLE_FRAME_SIZE(_type_, _channels_) (sizeof(_type_) * (_channels_)) #define CLAMP(_x_, _low_, _high_) (((_x_) > (_high_)) ? (_high_) : (((_x_) < (_low_)) ? (_low_) : (_x_))) // This basically checks if the handle is within vector limits and 'isUsed' is set to true // We are relying on C's boolean short-circuit to not evaluate the last 'isUsed' if previous conditions are false // Here we are checking > 0 because this is meant to check user handles only #define IS_SOUND_HANDLE_VALID(_handle_) \ ((_handle_) > 0 && (_handle_) < audioEngine.soundHandles.size() && audioEngine.soundHandles[_handle_]->isUsed && \ !audioEngine.soundHandles[_handle_]->autoKill) #ifdef QB64_WINDOWS # define ZERO_VARIABLE(_v_) ZeroMemory(&(_v_), sizeof(_v_)) #else # define ZERO_VARIABLE(_v_) memset(&(_v_), 0, sizeof(_v_)) #endif // These attaches our customer backend (format decoders) VTables to various miniaudio structs void AudioEngineAttachCustomBackendVTables(ma_resource_manager_config *maResourceManagerConfig); void AudioEngineAttachCustomBackendVTables(ma_decoder_config *maDecoderConfig); // These are stuff that was not declared anywhere else // We will wait for Matt to cleanup the C/C++ source file and include header files that declare this stuff int32 func_instr(int32 start, qbs *str, qbs *substr, int32 passed); // Did not find this declared anywhere void new_mem_lock(); // This is required for MemSound() void free_mem_lock(mem_lock *lock); // Same as above #ifndef QB64_WINDOWS void Sleep(uint32 milliseconds); // There is a non-Windows implementation. However it is not declared anywhere #endif extern ptrszint dblock; // Required for Play(). Did not find this declared anywhere extern uint64 mem_lock_id; // Another one that we need for the mem stuff extern mem_lock *mem_lock_base; // Same as above extern mem_lock *mem_lock_tmp; // Same as above /// @brief A simple FP32 stereo sample frame struct SampleFrame { float l; float r; }; /// @brief A miniaudiio raw audio stream datasource struct RawStream { ma_data_source_base maDataSource; // miniaudio data source (this must be the first member of our struct) ma_data_source_config maDataSourceConfig; // config struct for the data source ma_engine *maEngine; // pointer to a ma_engine object that was passed while creating the data source ma_sound *maSound; // pointer to a ma_sound object that was passed while creating the data source ma_uint32 sampleRate; // the sample rate reported by ma_engine struct Buffer { // we'll give this a name that we'll use below std::vector data; // this holds the actual sample frames size_t cursor; // the read cursor (in frames) in the stream } buffer[2]; // we need two of these to do a proper ping-pong Buffer *consumer; // this is what the miniaudio thread will use to pull data from Buffer *producer; // this is what the main thread will use to push data to libqb_mutex *m; // we'll use a mutex to give exclusive access to resources used by both threads bool stop; // set this to true to stop supply of samples completely (including silent samples) static const size_t DEFAULT_SIZE = 1024; // this is almost twice the amout what miniaudio actually asks for in frameCount // Delete default, copy and move constructors and assignments RawStream() = delete; RawStream(const RawStream &) = delete; RawStream &operator=(const RawStream &) = delete; RawStream &operator=(RawStream &&) = delete; RawStream(RawStream &&) = delete; /// @brief This is use to setup the vectors, mutex and set some defaults RawStream(ma_engine *pmaEngine, ma_sound *pmaSound) { maSound = pmaSound; // Save the pointer to the ma_sound object (this is basically from a QBPE sound handle) maEngine = pmaEngine; // Save the pointer to the ma_engine object (this should come from the QBPE sound engine) sampleRate = ma_engine_get_sample_rate(maEngine); // Save the sample rate buffer[0].cursor = buffer[1].cursor = 0; // reset the cursors buffer[0].data.reserve(DEFAULT_SIZE); // ensure we have a contigious block to account for expansion without reallocation buffer[1].data.reserve(DEFAULT_SIZE); // ensure we have a contigious block to account for expansion without reallocation consumer = &buffer[0]; // set default consumer producer = &buffer[1]; // set default producer stop = false; // by default we will send silent samples to keep the playback going m = libqb_mutex_new(); } /// @brief We use this to destroy the mutex ~RawStream() { libqb_mutex_free(m); } /// @brief This swaps the consumer and producer Buffers. This is mutex protected and called by the miniaudio thread void SwapBuffers() { libqb_mutex_guard lock(m); // lock the mutex before accessing the vectors consumer->cursor = 0; // reset the cursor consumer->data.clear(); // clear the consumer vector std::swap(consumer, producer); // quicky swap the Buffer pointers } /// @brief This pushes a sample frame at the end of the queue. This is mutex protected and called by the main thread /// @param l Sample frame left channel data /// @param r Sample frame right channel data void PushSampleFrame(float l, float r) { libqb_mutex_guard lock(m); // lock the mutex before accessing the vectors producer->data.push_back({l, r}); // push the sample frame to the back of the producer queue } /// @brief This pushes a whole buffer of mono sample frames to the queue. This is mutex protected and called by the main thread /// @param buffer The buffer containing the sample frames. This cannot be NULL /// @param frames The total number of frames in the buffer void PushMonoSampleFrames(float *buffer, ma_uint64 frames) { libqb_mutex_guard lock(m); // lock the mutex before accessing the vectors for (ma_uint64 i = 0; i < frames; i++) { producer->data.push_back({buffer[i], buffer[i]}); } } /// @brief Returns the length, in sample frames of sound queued /// @return The length left to play in sample frames ma_uint64 GetSampleFramesRemaining() { libqb_mutex_guard lock(m); // lock the mutex before accessing the vectors return (consumer->data.size() - consumer->cursor) + (producer->data.size() - producer->cursor); // sum of producer and consumer sample frames } /// @brief Returns the length, in seconds of sound queued /// @return The length left to play in seconds double GetTimeRemaining() { return (double)GetSampleFramesRemaining() / (double)sampleRate; } }; /// @brief This is what is used by miniaudio to pull a chunk of raw sample frames to play. The samples being read is removed from the queue /// @param pDataSource Pointer to the raw stream data source (cast to RawStream type) /// @param pFramesOut The sample frames sent to miniaudio /// @param frameCount The sample frame count requested by miniaudio /// @param pFramesRead The sample frame count that was actually sent (this must not exceed frameCount) /// @return MA_SUCCESS on success or an appropriate MA_FAILED_* value on failure static ma_result RawStreamOnRead(ma_data_source *pDataSource, void *pFramesOut, ma_uint64 frameCount, ma_uint64 *pFramesRead) { if (pFramesRead) *pFramesRead = 0; if (frameCount == 0) return MA_INVALID_ARGS; if (!pDataSource) return MA_INVALID_ARGS; auto pRawStream = (RawStream *)pDataSource; // cast to RawStream instance pointer auto result = MA_SUCCESS; // must be initialized to MA_SUCCESS auto maBuffer = (SampleFrame *)pFramesOut; // cast to sample frame pointer ma_uint64 sampleFramesCount = pRawStream->consumer->data.size() - pRawStream->consumer->cursor; // total amount of samples we need to send to miniaudio // Swap buffers if we do not have anything left to play if (!sampleFramesCount) { pRawStream->SwapBuffers(); sampleFramesCount = pRawStream->consumer->data.size() - pRawStream->consumer->cursor; // get the total number of samples again } sampleFramesCount = std::min(sampleFramesCount, frameCount); // we'll always send lower of what miniaudio wants or what we have ma_uint64 sampleFramesRead = 0; // sample frame counter // Now send the samples to miniaudio while (sampleFramesRead < sampleFramesCount) { maBuffer[sampleFramesRead] = pRawStream->consumer->data[pRawStream->consumer->cursor]; ++sampleFramesRead; // increment the frame counter pRawStream->consumer->cursor++; // increment the read cursor } // To keep the stream going, play silence if there are no frames to play if (!sampleFramesRead && !pRawStream->stop) { while (sampleFramesRead < frameCount) { maBuffer[sampleFramesRead] = {}; ++sampleFramesRead; } } if (pFramesRead) *pFramesRead = sampleFramesRead; return result; } /// @brief This is a dummy callback function which just tells miniaudio that it succeeded /// @param pDataSource Pointer to the raw stream data source (cast to RawStream type) /// @param frameIndex The frame index to seek to (unused) /// @return Always MA_SUCCESS static ma_result RawStreamOnSeek(ma_data_source *pDataSource, ma_uint64 frameIndex) { // NOP. Just pretend to be successful. (void)pDataSource; (void)frameIndex; return MA_SUCCESS; } /// @brief Returns the audio format to miniaudio /// @param pDataSource Pointer to the raw stream data source (cast to RawStream type) /// @param pFormat The ma_format to use (we always return ma_format_f32 because that is what QB64 uses) /// @param pChannels The number of audio channels (always 2 - stereo) /// @param pSampleRate The sample rate of the stream (we always return the engine sample rate) /// @param pChannelMap Sent to ma_channel_map_init_standard /// @param channelMapCap Sent to ma_channel_map_init_standard /// @return Always MA_SUCCESS static ma_result RawStreamOnGetDataFormat(ma_data_source *pDataSource, ma_format *pFormat, ma_uint32 *pChannels, ma_uint32 *pSampleRate, ma_channel *pChannelMap, size_t channelMapCap) { auto pRawStream = (RawStream *)pDataSource; if (pFormat) *pFormat = ma_format::ma_format_f32; // QB64 SndRaw API uses FP32 samples if (pChannels) *pChannels = 2; // stereo if (pSampleRate) *pSampleRate = pRawStream->sampleRate; // we'll play at the audio engine sampling rate if (pChannelMap) ma_channel_map_init_standard(ma_standard_channel_map_default, pChannelMap, channelMapCap, 2); // stereo return MA_SUCCESS; } /// @brief Raw stream data source vtable static ma_data_source_vtable rawStreamDataSourceVtable = { RawStreamOnRead, // Returns a bunch of samples from a raw sample stream queue. The samples being returned is removed from the queue RawStreamOnSeek, // NOP for raw sample stream RawStreamOnGetDataFormat, // Returns the audio format to miniaudio NULL, // No notion of a cursor for raw sample stream NULL, // No notion of a length for raw sample stream NULL, // Cannot loop raw sample stream 0 // flags }; /// @brief This creates, initializes and sets up a raw stream for playback /// @param pmaEngine This should come from the QBPE sound engine /// @param pmaSound This should come from a QBPE sound handle /// @return Returns a pointer to a data souce if successful, NULL otherwise static RawStream *RawStreamCreate(ma_engine *pmaEngine, ma_sound *pmaSound) { if (!pmaEngine || !pmaSound) { // these should not be NULL AUDIO_DEBUG_PRINT("Invalid arguments"); return nullptr; } auto pRawStream = new RawStream(pmaEngine, pmaSound); // create the data source object if (!pRawStream) { AUDIO_DEBUG_PRINT("Failed to create data source"); return nullptr; } ZERO_VARIABLE(pRawStream->maDataSource); pRawStream->maDataSourceConfig = ma_data_source_config_init(); pRawStream->maDataSourceConfig.vtable = &rawStreamDataSourceVtable; // attach the vtable to the data source auto result = ma_data_source_init(&pRawStream->maDataSourceConfig, &pRawStream->maDataSource); if (result != MA_SUCCESS) { AUDIO_DEBUG_PRINT("Error %i: failed to initialize data source", result); delete pRawStream; return nullptr; } result = ma_sound_init_from_data_source(pmaEngine, &pRawStream->maDataSource, MA_SOUND_FLAG_NO_PITCH | MA_SOUND_FLAG_NO_SPATIALIZATION, NULL, pmaSound); // attach data source to the ma_sound if (result != MA_SUCCESS) { AUDIO_DEBUG_PRINT("Error %i: failed to initalize sound from data source", result); delete pRawStream; return nullptr; } result = ma_sound_start(pmaSound); // play the ma_sound if (result != MA_SUCCESS) { AUDIO_DEBUG_PRINT("Error %i: failed to start sound playback", result); ma_sound_uninit(pmaSound); // delete the ma_sound object delete pRawStream; return nullptr; } AUDIO_DEBUG_PRINT("Raw sound stream created"); return pRawStream; } /// @brief Stops and then frees a raw stream data source previously created with RawStreamCreate() /// @param pRawStream Pointer to the data source object static void RawStreamDestroy(RawStream *pRawStream) { if (pRawStream) { auto result = ma_sound_stop(pRawStream->maSound); // stop playback AUDIO_DEBUG_CHECK(result == MA_SUCCESS); ma_sound_uninit(pRawStream->maSound); // delete the ma_sound object delete pRawStream; // delete the raw stream object AUDIO_DEBUG_PRINT("Raw sound stream destroyed"); } } /// @brief A class that can manage a list of buffers using unique keys class BufferMap { private: /// @brief A buffer that is made up of a raw pointer, size and reference count struct Buffer { void *data; size_t size; size_t refCount; }; std::unordered_map buffers; public: // Delete assignment operators BufferMap &operator=(const BufferMap &) = delete; BufferMap &operator=(BufferMap &&) = delete; /// @brief This will simply free all buffers that were allocated ~BufferMap() { for (auto &it : buffers) { free(it.second.data); AUDIO_DEBUG_PRINT("Buffer freed of size %llu", it.second.size); } } /// @brief Adds a buffer to the map using a unique key only if it was not added before /// @param data The raw data pointer. The data is copied /// @param size The size of the data /// @param key The unique key that should be used /// @return True if successful bool AddBuffer(const void *data, size_t size, intptr_t key) { if (data && size && key && buffers.find(key) == buffers.end()) { Buffer buf = {}; buf.data = malloc(size); if (!buf.data) return false; buf.size = size; buf.refCount = 1; memcpy(buf.data, data, size); buffers.emplace(key, std::move(buf)); AUDIO_DEBUG_PRINT("Added buffer of size %llu to map", size); return true; } AUDIO_DEBUG_PRINT("Failed to add buffer of size %llu", size); return false; } /// @brief Increments the buffer reference count /// @param key The unique key for the buffer void AddRef(intptr_t key) { const auto it = buffers.find(key); if (it != buffers.end()) { auto &buf = it->second; buf.refCount += 1; AUDIO_DEBUG_PRINT("Increased reference count to %llu", buf.refCount); } else { AUDIO_DEBUG_PRINT("Buffer not found"); } } /// @brief Decrements the buffer reference count and frees the buffer if the reference count reaches zero /// @param key The unique key for the buffer void Release(intptr_t key) { const auto it = buffers.find(key); if (it != buffers.end()) { auto &buf = it->second; buf.refCount -= 1; AUDIO_DEBUG_PRINT("Decreased reference count to %llu", buf.refCount); if (buf.refCount < 1) { free(buf.data); AUDIO_DEBUG_PRINT("Buffer freed of size %llu", buf.size); buffers.erase(key); } } else { AUDIO_DEBUG_PRINT("Buffer not found"); } } /// @brief Gets the raw pointer and size of the buffer with the given key /// @param key The unique key for the buffer /// @return An std::pair of the buffer raw pointer and size std::pair GetBuffer(intptr_t key) const { const auto it = buffers.find(key); if (it == buffers.end()) { AUDIO_DEBUG_PRINT("Buffer not found"); return {nullptr, 0}; } const auto &buf = it->second; AUDIO_DEBUG_PRINT("Returning buffer of size %llu", buf.size); return {buf.data, buf.size}; } }; /// @brief A waveform class and wrapper around the miniaudio waveform APIs class Waveform { public: /// @brief Various types of waveform that can be generated enum Type { SILENCE = 0, SAWTOOTH, TRIANGLE, SQUARE, SINE, NOISE, COUNT }; private: ma_waveform_config maWaveformConfig; // miniaudio waveform configuration ma_waveform maWaveform; // miniaudio waveform ma_noise_config maNoiseConfig; // miniaudio noise configuration ma_noise maNoise; // miniaudio noise ma_result maResult; // result of the last miniaudio operation RawStream *rawStream; // this is the RawStream where the samples data will be pushed to float *bufferWorking; // this is where stuff is rendered temporarily when mixing is needed float *bufferFinal; // this is where the waveform is rendered before being pushed to RawStream ma_uint64 frames; // size of the buffer in sample frames Type type; // the current waveform type selected bool played; // was the last generated waveform played? /// @brief Resizes the working and final buffers if frames requested is not the same as the one already allocated /// @param newFrames New sample frames required /// @return True if the buffers were allocated correctly bool ResizeBuffers(ma_uint64 newFrames) { if (newFrames <= frames || !newFrames) { frames = newFrames; // no need to re-allocate if we are reducing the buffer size return bufferWorking != nullptr && bufferFinal != nullptr; } auto bufferSize = newFrames * SAMPLE_FRAME_SIZE(float, 1); float *tmpBufferWorking = (float *)realloc(bufferWorking, bufferSize); if (!tmpBufferWorking) return false; bufferWorking = tmpBufferWorking; float *tmpBufferFinal = (float *)realloc(bufferFinal, bufferSize); if (!tmpBufferFinal) return false; bufferFinal = tmpBufferFinal; if (newFrames > frames) { auto deltaSize = (newFrames - frames) * SAMPLE_FRAME_SIZE(float, 1); memset(bufferWorking + frames, 0, deltaSize); memset(bufferFinal + frames, 0, deltaSize); } AUDIO_DEBUG_PRINT("Buffers resized from %llu to %llu", frames, newFrames); frames = newFrames; return true; } public: // Delete default, copy and move constructors and assignments Waveform() = delete; Waveform(const Waveform &) = delete; Waveform &operator=(const Waveform &) = delete; Waveform &operator=(Waveform &&) = delete; Waveform(Waveform &&) = delete; /// @brief Contructors that can set few or more defaults /// @param pRawStream Pointer to a raw stream where the samples data will be pushed to. This cannot be NULL /// @param type The waveform type. See ma_waveform_type /// @param amplitude The amplitude of the waveform /// @param frequency The frequency of the waveform Waveform(RawStream *pRawStream, Type waveType, double amplitude, double frequency) { rawStream = pRawStream; // Save the raw queue object pointer bufferWorking = bufferFinal = nullptr; frames = 0; played = true; // because there is nothing to play yet maWaveformConfig = ma_waveform_config_init(ma_format::ma_format_f32, 1, rawStream->sampleRate, ma_waveform_type::ma_waveform_type_square, amplitude, frequency); maResult = ma_waveform_init(&maWaveformConfig, &maWaveform); AUDIO_DEBUG_CHECK(maResult == MA_SUCCESS); maNoiseConfig = ma_noise_config_init(ma_format::ma_format_f32, 1, ma_noise_type::ma_noise_type_white, 0, amplitude); maResult = ma_noise_init(&maNoiseConfig, NULL, &maNoise); AUDIO_DEBUG_CHECK(maResult == MA_SUCCESS); SetType(waveType); AUDIO_DEBUG_PRINT("Type = %i, amplitude = %lf, frequency = %lf", type, amplitude, frequency); } /// @brief Contructors that can set few or more defaults /// @param pRawStream Pointer to a raw stream where the samples data will be pushed to /// @param type The waveform type. See ma_waveform_type Waveform(RawStream *pRawStream, Type waveType) : Waveform(pRawStream, waveType, 1.0, 440.0) {} /// @brief Contructors that can set few or more defaults /// @param pRawStream Pointer to a raw stream where the samples data will be pushed to Waveform(RawStream *pRawStream) : Waveform(pRawStream, Type::SQUARE) {} /// @brief This just frees the waveform buffer and cleans up the waveform resources ~Waveform() { ma_noise_uninit(&maNoise, NULL); // destroy miniaudio noise ma_waveform_uninit(&maWaveform); // destroy miniaudio waveform free(bufferFinal); free(bufferWorking); AUDIO_DEBUG_PRINT("Waveform object destroyed"); } /// @brief Generates a waveform based on member values. Subsequent calls will overwrite the buffer if mix is false /// @param totalDuration The duration of the sound in seconds. This can be more than realDuration if silence padding is needed at the end /// @param realDuration The real duration of the sound in seconds (should always be less or equal to duration) /// @param mix Mixes the generated waveform to the buffer instead of overwriting it /// @return True if successful bool Generate(double totalDuration, double realDuration, bool mix = false) { auto totalFramesRequested = (ma_uint64)(totalDuration * rawStream->sampleRate); auto realFramesRequested = (ma_uint64)(realDuration * rawStream->sampleRate); if (!totalFramesRequested || !realFramesRequested || realFramesRequested > totalFramesRequested || !ResizeBuffers(mix ? (std::max)(totalFramesRequested, frames) : totalFramesRequested)) return false; auto targetBuffer = mix ? bufferWorking : bufferFinal; auto framesGenerated = realFramesRequested; maResult = MA_SUCCESS; switch (type) { case Type::TRIANGLE: case Type::SAWTOOTH: case Type::SINE: case Type::SQUARE: maResult = ma_waveform_read_pcm_frames(&maWaveform, targetBuffer, realFramesRequested, &framesGenerated); break; case Type::NOISE: maResult = ma_noise_read_pcm_frames(&maNoise, targetBuffer, realFramesRequested, &framesGenerated); break; case Type::SILENCE: default: memset(targetBuffer, 0, realFramesRequested * SAMPLE_FRAME_SIZE(float, 1)); break; } if (totalFramesRequested > realFramesRequested) { auto deltaSize = (totalFramesRequested - realFramesRequested) * SAMPLE_FRAME_SIZE(float, 1); memset(targetBuffer + realFramesRequested, 0, deltaSize); } if (maResult != MA_SUCCESS) return false; if (mix) { for (size_t i = 0; i < framesGenerated; i++) bufferFinal[i] += bufferWorking[i]; AUDIO_DEBUG_PRINT("Mixed %llu frames of type %i waveform to %llu frames buffer", framesGenerated, type, frames); } else { if (totalFramesRequested == realFramesRequested) frames = framesGenerated; else frames = totalFramesRequested; AUDIO_DEBUG_PRINT("Generated %llu frames of type %i waveform to %llu frames buffer", framesGenerated, type, frames); } played = false; return true; } /// @brief Sets the amplitude of the waveform /// @param amplitude The amplitude of the waveform /// @return True if successful bool SetAmplitude(double amplitude) { maResult = MA_SUCCESS; switch (type) { case Type::TRIANGLE: case Type::SAWTOOTH: case Type::SINE: case Type::SQUARE: maResult = ma_waveform_set_amplitude(&maWaveform, amplitude); break; case Type::NOISE: maResult = ma_noise_set_amplitude(&maNoise, amplitude); break; } if (maResult != MA_SUCCESS) return false; AUDIO_DEBUG_PRINT("Amplitude set to %lf", amplitude); return true; } /// @brief Sets the frequency of the waveform /// @param frequency The frequency of the waveform /// @return True if successful bool SetFrequency(double frequency) { maResult = MA_SUCCESS; switch (type) { case Type::TRIANGLE: case Type::SAWTOOTH: case Type::SINE: case Type::SQUARE: maResult = ma_waveform_set_frequency(&maWaveform, frequency); break; } if (maResult != MA_SUCCESS) return false; AUDIO_DEBUG_PRINT("Frequency set to %lf", frequency); return true; } /// @brief Sets the waveform type /// @param type The waveform type. See Waveform::Type /// @return True if successful bool SetType(Type waveType) { maResult = MA_SUCCESS; switch (waveType) { case Type::TRIANGLE: maResult = ma_waveform_set_type(&maWaveform, ma_waveform_type::ma_waveform_type_triangle); break; case Type::SAWTOOTH: maResult = ma_waveform_set_type(&maWaveform, ma_waveform_type::ma_waveform_type_sawtooth); break; case Type::SINE: maResult = ma_waveform_set_type(&maWaveform, ma_waveform_type::ma_waveform_type_sine); break; case Type::SQUARE: maResult = ma_waveform_set_type(&maWaveform, ma_waveform_type::ma_waveform_type_square); break; } if (maResult != MA_SUCCESS) return false; type = waveType; AUDIO_DEBUG_PRINT("Waveform type set to %i", type); return true; } /// @brief Returns the type of waveform /// @return The type of waveform Type GetType() { return type; } /// @brief Sends the buffer for playback /// @return True if successful bool Play() { if (bufferFinal) { rawStream->PushMonoSampleFrames(bufferFinal, frames); AUDIO_DEBUG_PRINT("Sent %llu samples for playback", frames); played = true; return true; } return false; } /// @brief /// @return bool Played() { return played; } /// @brief Waits for any playback to complete void AwaitPlaybackCompletion() { AUDIO_DEBUG_PRINT("Waiting for playback to complete"); auto timeMs = (ma_uint32)(rawStream->GetSampleFramesRemaining() * 1000) / rawStream->sampleRate; if (timeMs) Sleep(timeMs); } ma_uint32 GetSampleRate() { return rawStream->sampleRate; } }; /// @brief This is an MML parser and player class that implements the QB64 MML spec and more /// https://qb64phoenix.com/qb64wiki/index.php/PLAY /// http://vgmpf.com/Wiki/index.php?title=Music_Macro_Language /// https://en.wikipedia.org/wiki/Music_Macro_Language /// https://sneslab.net/wiki/Music_Macro_Language /// http://www.mirbsd.org/htman/i386/man4/speaker.htm /// https://www.qbasic.net/en/reference/qb11/Statement/PLAY-006.htm /// https://woolyss.com/chipmusic-mml.php /// frequency = 440.0 * pow(2.0, (note + (octave - 2.0) * 12.0 - 9.0) / 12.0) /* const float FREQUENCY_TABLE[] = { 0, //1 2 3 4 5 6 7 8 9 10 11 12 //C C# D D# E F F# G G# A A# B 16.35f, 17.32f, 18.35f, 19.45f, 20.60f, 21.83f, 23.12f, 24.50f, 25.96f, 27.50f, 29.14f, 30.87f, // Octave 0 32.70f, 34.65f, 36.71f, 38.89f, 41.20f, 43.65f, 46.25f, 49.00f, 51.91f, 55.00f, 58.27f, 61.74f, // Octave 1 65.41f, 69.30f, 73.42f, 77.78f, 82.41f, 87.31f, 92.50f, 98.00f, 103.83f, 110.00f, 116.54f, 123.47f, // Octave 2 130.81f, 138.59f, 146.83f, 155.56f, 164.81f, 174.62f, 185.00f, 196.00f, 207.65f, 220.00f, 233.08f, 246.94f, // Octave 3 261.63f, 277.18f, 293.67f, 311.13f, 329.63f, 349.23f, 370.00f, 392.00f, 415.31f, 440.00f, 466.17f, 493.89f, // Octave 4 523.25f, 554.37f, 587.33f, 622.26f, 659.26f, 698.46f, 739.99f, 783.99f, 830.61f, 880.00f, 932.33f, 987.77f, // Octave 5 1046.51f, 1108.74f, 1174.67f, 1244.51f, 1318.52f, 1396.92f, 1479.99f, 1567.99f, 1661.23f, 1760.01f, 1864.66f, 1975.54f, // Octave 6 2093.02f, 2217.47f, 2349.33f, 2489.03f, 2637.03f, 2793.84f, 2959.97f, 3135.98f, 3322.45f, 3520.02f, 3729.33f, 3951.09f, // Octave 7 }; */ class MMLPlayer { private: /// @brief This struct to used to hold the current string state and also used for the state stack struct State { uint8_t *string; size_t length; size_t position; }; int command; // the command we need to execute int note; // the current note int tempo; // the tempo of the tune (this impacts all lengths) int octave; // the current octave that we'll use for notes double length; // the length of each note (1 = full, 4 = quarter etc.) double pause; // the duration of silence after a note (this eats away from the note length) double volume; // the current volume double duration; // the duration of the note / silence (in seconds) bool background; // if this is true, then control will be returned back to the caller as soon as the MML is rendered bool mix; // the next note should be mixed to the previous one Waveform *waveform; // samples are generated and pushed for playback using this waveform object pointer std::stack stateStack; // this maintains the state stack if we need to process substrings (VARPTR$) State currentState; // this is the current state. See State struct // These are some constants that can be tweaked to change the behavior of the parser // These mostly conform to the QBasic and QB64 spec. static constexpr auto MIN_VOLUME = 0.0; static constexpr auto MAX_VOLUME = 100.0; static constexpr auto DEFAULT_VOLUME = MAX_VOLUME / 2; static const auto MIN_TEMPO = 32; static const auto MAX_TEMPO = 255; static const auto DEFAULT_TEMPO = 120; static const auto MIN_OCTAVE = 0; static const auto MAX_OCTAVE = 7; static const auto DEFAULT_OCTAVE = 4; static const auto MIN_NOTE = 0; static const auto MAX_NOTE = 12 * (1 + MAX_OCTAVE); static constexpr auto MIN_LENGTH = 1.0; static constexpr auto MAX_LENGTH = 64.0; static constexpr auto DEFAULT_LENGTH = 4.0; static constexpr auto DEFAULT_PAUSE = 1.0 / 8.0; static const auto INVALID = -1; /// @brief Get stores the current character from the string to 'command' member skipping all whitespace characters /// @return True if it was successful bool GetCommand() { while (currentState.position < currentState.length) { command = toupper(currentState.string[currentState.position]); if (!isspace(command)) return true; currentState.position++; // skip space characters } return false; } /// @brief Gets the next non-whitespace character from the string without changing the index /// @return A valid ASCII character or -1 if there is none int PeekNextCharacter() { for (auto p = currentState.position + 1; p < currentState.length; ++p) { auto c = toupper(currentState.string[p]); if (!isspace(c)) return toupper(c); } return INVALID; } /// @brief Gets the next non-whitespace character from the string and advances the index to the character location /// @return A valid ASCII character or -1 if there is none int GetNextCharacter() { while (++currentState.position < currentState.length) { auto c = toupper(currentState.string[currentState.position]); if (!isspace(c)) return toupper(c); } return INVALID; } /// @brief Returns a numeric argument for a command /// @return A valid positive number or -1 if there is none int GetCommandArgument() { // TODO: Implement "=" + VARPTR$(n) support for numbers auto number = 0; auto commandArgument = INVALID; for (auto c = PeekNextCharacter(); c != INVALID && isdigit(c); c = PeekNextCharacter()) { number = number * 10 + c - '0'; commandArgument = number; GetNextCharacter(); // consume the character } return commandArgument; } /// @brief Counts the dots after a note or a pause and increases the duration void DoDots() { auto dots = 0; for (auto c = PeekNextCharacter(); c != INVALID && c == '.'; c = PeekNextCharacter()) { ++dots; GetNextCharacter(); // consume the character } auto dotDuration = duration; for (auto i = 0; i < dots; i++) { dotDuration /= 2.0; duration += dotDuration; } } /// @brief Calculates the note duration in seconds and stores it in the 'duration' member /// @param customLength This is optional and can be specified if a duration is required for a custom length (useful for 'note' x and P x commands) void CalculateDuration(double customLength = INVALID) { auto l = customLength == INVALID ? length : customLength; duration = 1.0 / (tempo / 60.0) * (4.0 / l); } /// @brief This converts a note string to a number and handles all notes (including sharps and flats) and also 'N' commands void GetNote() { static const int notes[] = {9, 11, 0, 2, 4, 5, 7}; auto argument = PeekNextCharacter(); if (command == 'N') { if (isdigit(argument)) { argument = GetCommandArgument(); if (argument >= MIN_NOTE && argument <= MAX_NOTE) note = argument - 1; // rest (N0) will become -1 else AUDIO_DEBUG_PRINT("Invalid note (%i) requested", argument); } else { AUDIO_DEBUG_PRINT("Expected number for note. Got '%c'", argument); } } else if (command >= 'A' && command <= 'G') { note = notes[command - 'A']; if (argument == '+' || argument == '#') { ++note; GetNextCharacter(); // consume the character } else if (argument == '-') { --note; GetNextCharacter(); // consume the character } } else { AUDIO_DEBUG_PRINT("Expected A/B/C/D/E/F/G/N. Got '%c'", command); } } /// @brief This is what playes the notes based on the note number void DoNote() { GetNote(); auto argument = PeekNextCharacter(); if (isdigit(argument)) { argument = GetCommandArgument(); if (argument >= MIN_LENGTH && argument <= MAX_LENGTH) CalculateDuration(argument); else AUDIO_DEBUG_PRINT("Invalid length (%i) requested", argument); } else { CalculateDuration(); } DoDots(); if (note == INVALID) { auto waveType = waveform->GetType(); waveform->SetType(Waveform::Type::SILENCE); waveform->Generate(duration, duration); waveform->Play(); waveform->SetType(waveType); } else { waveform->SetFrequency(440.0 * pow(2.0, (note + (octave - 2.0) * 12.0 - 9.0) / 12.0)); waveform->SetAmplitude(volume / (MAX_VOLUME + 1.0)); waveform->Generate(duration, duration - (duration * pause), mix); if (PeekNextCharacter() != ',') // peek ahead to see if we need to mix this but don't consume the ',' yet waveform->Play(); // play the note only if we do not need to mix } mix = false; // unset the last mix flag as this will be set again by main loop if mix is needed } /// @brief Used for playing silence when 'P' or 'R' is encountered void DoSilence() { if (isdigit(PeekNextCharacter())) { auto argument = GetCommandArgument(); if (argument >= MIN_LENGTH && argument <= MAX_LENGTH) CalculateDuration(argument); else AUDIO_DEBUG_PRINT("Invalid length (%i) requested", argument); } else { CalculateDuration(); } DoDots(); auto waveType = waveform->GetType(); waveform->SetType(Waveform::Type::SILENCE); waveform->Generate(duration, duration); waveform->Play(); waveform->SetType(waveType); } /// @brief Used to change the volume when a 'V' command is encoutered void DoVolume() { auto argument = PeekNextCharacter(); if (isdigit(argument)) { argument = GetCommandArgument(); if (argument >= MIN_VOLUME && argument <= MAX_VOLUME) volume = argument; else AUDIO_DEBUG_PRINT("Invalid volume (%i) requested", argument); } else { if (argument == '+') { ++volume; volume = CLAMP(volume, MIN_VOLUME, MAX_VOLUME); } else if (argument == '-') { --volume; volume = CLAMP(volume, MIN_VOLUME, MAX_VOLUME); } else { AUDIO_DEBUG_PRINT("Expected +, - or a number for volume. Got '%c'", argument); return; } GetNextCharacter(); // consume the character } } /// @brief Used to change the tune tempo when a 'T' command is encountered void DoTempo() { auto argument = PeekNextCharacter(); if (isdigit(argument)) { argument = GetCommandArgument(); if (argument >= MIN_TEMPO && argument <= MAX_TEMPO) tempo = argument; else AUDIO_DEBUG_PRINT("Invalid tempo (%i) requested", argument); } else { if (argument == '+') { ++tempo; tempo = CLAMP(tempo, MIN_TEMPO, MAX_TEMPO); } else if (argument == '-') { --tempo; tempo = CLAMP(tempo, MIN_TEMPO, MAX_TEMPO); } else { AUDIO_DEBUG_PRINT("Expected +, - or a number for tempo. Got '%c'", argument); return; } GetNextCharacter(); // consume the character } } /// @brief Used to change the note length when an 'L' command is encountered void DoLength() { auto argument = PeekNextCharacter(); if (isdigit(argument)) { argument = GetCommandArgument(); if (argument >= MIN_LENGTH && argument <= MAX_LENGTH) length = argument; else AUDIO_DEBUG_PRINT("Invalid length (%i) requested", argument); } else { if (argument == '+') { ++length; length = CLAMP(length, MIN_LENGTH, MAX_LENGTH); } else if (argument == '-') { --length; length = CLAMP(length, MIN_LENGTH, MAX_LENGTH); } else { AUDIO_DEBUG_PRINT("Expected +, - or a number for length. Got '%c'", argument); return; } GetNextCharacter(); // consume the character } } /// @brief Used to change the octave when an 'O' command is encountered void DoOctave() { auto argument = PeekNextCharacter(); if (isdigit(argument)) { argument = GetCommandArgument(); if (argument >= MIN_OCTAVE && argument <= MAX_OCTAVE) octave = argument; else AUDIO_DEBUG_PRINT("Invalid octave (%i) requested", argument); } else { if (argument == '+') { ++octave; octave = CLAMP(octave, MIN_OCTAVE, MAX_OCTAVE); } else if (argument == '-') { --octave; octave = CLAMP(octave, MIN_OCTAVE, MAX_OCTAVE); } else { AUDIO_DEBUG_PRINT("Expected +, - or a number for octave. Got '%c'", argument); return; } GetNextCharacter(); // consume the character } } /// @brief Used to handle all 'M' commands void DoTiming() { auto argument = PeekNextCharacter(); switch (argument) { case 'B': // background background = true; break; case 'F': // foreground background = false; break; case 'L': // legato pause = 0.0; break; case 'N': // normal pause = 1.0 / 8.0; break; case 'S': // staccato pause = 1.0 / 4.0; break; default: AUDIO_DEBUG_PRINT("Expected B/F/L/N/S. Got '%c'", argument); return; } GetNextCharacter(); // consume the character } /// @brief Used to push the current string state to the stack when an 'X' command is encountered void DoSubstring() { // get string address // if (successful) > // currentState.position++; // increment to the next position (important!) // stateStack.push(currentState); // push the current string & state to the state stack // currentState.string = new_string; // currentState.length = strlen(new_string); // currentState.position = 0; AUDIO_DEBUG_PRINT("X not implemented"); } /// @brief Used to change the waveform type when a 'W' command is encountered void DoWaveform() { auto argument = PeekNextCharacter(); if (isdigit(argument)) { argument = GetCommandArgument(); if (argument > Waveform::Type::SILENCE && argument < Waveform::Type::COUNT) waveform->SetType((Waveform::Type)argument); else AUDIO_DEBUG_PRINT("Invalid waveform (%i) requested", argument); } else { AUDIO_DEBUG_PRINT("Expected number for waveform. Got '%c'", argument); } } public: // Delete default, copy and move constructors and assignments MMLPlayer() = delete; MMLPlayer(const MMLPlayer &) = delete; MMLPlayer &operator=(const MMLPlayer &) = delete; MMLPlayer &operator=(MMLPlayer &&) = delete; MMLPlayer(MMLPlayer &&) = delete; /// @brief The only constructor /// @param pWaveform A valid Waveform object pointer. This cannot be NULL MMLPlayer(Waveform *pWaveform) { command = INVALID; note = INVALID; tempo = DEFAULT_TEMPO; octave = DEFAULT_OCTAVE; length = DEFAULT_LENGTH; pause = DEFAULT_PAUSE; volume = DEFAULT_VOLUME; background = false; mix = false; duration = 0; waveform = pWaveform; ZERO_VARIABLE(currentState); } /// @brief Returns if music is to be played in the background /// @return True for background, false for foreground bool IsBackgroundPlayback() { return background; } /// @brief The is what should be called to parse and play an MML string /// @param mml A string containing the MML tune void Play(qbs *mml) { if (!mml || !mml->len) // exit if string is empty return; stateStack.push({mml->chr, (size_t)mml->len, 0}); // push the string to the state stack // Process until our state stack is empty while (!stateStack.empty()) { // Pop and use the top item in the state stack currentState = stateStack.top(); stateStack.pop(); // Parse and play each character in the MML string while (GetCommand()) { // Check the command and take appropriate action switch (command) { case 'A': // note A case 'B': // note B case 'C': // note C case 'D': // note D case 'E': // note E case 'F': // note F case 'G': // note G case 'N': // note 'n' DoNote(); break; case 'L': // length DoLength(); break; case 'M': // timing DoTiming(); break; case 'O': // octave DoOctave(); break; case 'P': // pause case 'R': // rest DoSilence(); break; case 'T': // tempo DoTempo(); break; case 'V': // volume DoVolume(); break; case 'W': // waveform DoWaveform(); break; case 'X': // substring DoSubstring(); break; case '>': // octave ++ ++octave; if (octave > MAX_OCTAVE) octave = MAX_OCTAVE; break; case '<': // octave -- --octave; if (octave < MIN_OCTAVE) octave = MIN_OCTAVE; break; case ',': // mix mix = not mix; break; default: // unhandled stuff AUDIO_DEBUG_PRINT("Command not handled '%c'", command); break; } currentState.position++; // move to the next character } if (!waveform->Played()) // send any leftover samples for playback waveform->Play(); } } }; /// /// Sound handle type /// This describes every sound the system will ever play (including raw streams). /// struct SoundHandle { /// @brief Type of sound. /// NONE: No sound or internal sound whose buffer is managed by the QBPE audio engine. /// STATIC: Static sounds that are completely managed by miniaudio. /// RAW: Raw sound stream that is managed by the QBPE audio engine enum Type { NONE, STATIC, RAW }; bool isUsed; // Is this handle in active use? Type type; // Type of sound (see Type enum above) bool autoKill; // Do we need to auto-clean this sample / stream after playback is done? ma_sound maSound; // miniaudio sound ma_uint32 maFlags; // miniaudio flags that were used when initializing the sound ma_decoder_config maDecoderConfig; // miniaudio decoder configuration ma_decoder *maDecoder; // this is used for files that are loaded directly from memory intptr_t bufferKey; // a key that will uniquely identify the data the decoder will use ma_audio_buffer_config maAudioBufferConfig; // miniaudio buffer configuration ma_audio_buffer *maAudioBuffer; // this is used for user created audio buffers (memory is managed by miniaudio) RawStream *rawStream; // Raw sample frame queue void *memLockOffset; // This is a pointer from new_mem_lock() uint64 memLockId; // This is mem_lock_id created by new_mem_lock() // Delete copy and move constructors and assignments SoundHandle(const SoundHandle &) = delete; SoundHandle &operator=(const SoundHandle &) = delete; SoundHandle(SoundHandle &&) = delete; SoundHandle &operator=(SoundHandle &&) = delete; /// /// Just initializes some important members. /// 'inUse' will be set to true by AllocateSoundHandle(). /// This is done here, as well as slightly differently in AllocateSoundHandle() for safety. /// SoundHandle() { isUsed = false; type = Type::NONE; autoKill = false; ZERO_VARIABLE(maSound); maFlags = MA_SOUND_FLAG_NO_PITCH | MA_SOUND_FLAG_NO_SPATIALIZATION | MA_SOUND_FLAG_WAIT_INIT; maDecoder = nullptr; bufferKey = 0; maAudioBuffer = nullptr; rawStream = nullptr; memLockOffset = nullptr; memLockId = INVALID_MEM_LOCK; } }; /// /// Type will help us keep track of the audio engine state /// struct AudioEngine { bool isInitialized; // this is set to true if we were able to initialize miniaudio and allocated all required resources bool initializationFailed; // this is set to true if a past initialization attempt failed ma_resource_manager_config maResourceManagerConfig; // miniaudio resource manager configuration ma_resource_manager maResourceManager; // miniaudio resource manager ma_engine_config maEngineConfig; // miniaudio engine configuration (will be used to pass in the resource manager) ma_engine maEngine; // this is the primary miniaudio engine 'context'. Everything happens using this! ma_result maResult; // this is the result of the last miniaudio operation (used for trapping errors) ma_uint32 sampleRate; // sample rate used by the miniaudio engine int32_t sndInternal; // internal sound handle that we will use for Play(), Beep() & Sound() Waveform *waveform; // internal waveform object that we will use for Play(), Beep() & Sound() MMLPlayer *mmlPlayer; // internal MML player that we will use for Play() int32_t sndInternalRaw; // internal sound handle that we will use for the QB64 'handle-less' raw stream std::vector soundHandles; // this is the audio handle list used by the engine and by everything else int32_t lowestFreeHandle; // this is the lowest handle then was recently freed. We'll start checking for free handles from here bool musicBackground; // should 'Sound' and 'Play' work in the background or block the caller? BufferMap bufferMap; // this is used to keep track of and manage memory used by 'in-memory' sound files // Delete copy and move constructors and assignments AudioEngine(const AudioEngine &) = delete; AudioEngine &operator=(const AudioEngine &) = delete; AudioEngine &operator=(AudioEngine &&) = delete; AudioEngine(AudioEngine &&) = delete; /// /// Just initializes some important members. /// AudioEngine() { isInitialized = initializationFailed = false; sampleRate = 0; lowestFreeHandle = 0; sndInternal = sndInternalRaw = INVALID_SOUND_HANDLE; waveform = nullptr; mmlPlayer = nullptr; musicBackground = false; } /// /// This allocates a sound handle. It will return -1 on error. /// Handle 0 is used internally for Beep, Sound and Play and thus cannot be used by the user. /// Basically, we go through the vector and find an object pointer were 'isUsed' is set as false and return the index. /// If such an object pointer is not found, then we add a pointer to a new object at the end of the vector and return the index. /// We are using pointers because miniaudio keeps using stuff from ma_sound and these cannot move in memory when the vector is resized. /// The handle is put-up for recycling simply by setting the 'isUsed' member to false. /// Note that this means the vector will keep growing until the largest handle (index) and never shrink. /// The choice of using a vector was simple - performance. Vector performance when using 'indexes' is next to no other. /// The vector will be pruned only when snd_un_init gets called. /// We will however, be good citizens and will also 'delete' the objects when snd_un_init gets called. /// This also increments 'lowestFreeHandle' to allocated handle + 1. /// /// Returns a non-negative handle if successful int32_t AllocateSoundHandle() { if (!isInitialized) return -1; // We cannot return 0 here. Since 0 is a valid internal handle size_t h, vectorSize = soundHandles.size(); // Save the vector size // Scan the vector starting from lowestFreeHandle // This will help us quickly allocate a free handle and should be a decent optimization for SndPlayCopy() for (h = lowestFreeHandle; h < vectorSize; h++) { if (!soundHandles[h]->isUsed) { AUDIO_DEBUG_PRINT("Recent sound handle %i recycled", h); break; } } if (h >= vectorSize) { // Scan through the entire vector and return a slot that is not being used // Ideally this should execute in extremely few (if at all) senarios // Also, this loop should not execute if size is 0 for (h = 0; h < vectorSize; h++) { if (!soundHandles[h]->isUsed) { AUDIO_DEBUG_PRINT("Sound handle %i recycled", h); break; } } } if (h >= vectorSize) { // If we have reached here then either the vector is empty or there are no empty slots // Simply create a new SoundHandle at the back of the vector SoundHandle *newHandle = new SoundHandle; if (!newHandle) return -1; // We cannot return 0 here. Since 0 is a valid internal handle soundHandles.push_back(newHandle); size_t newVectorSize = soundHandles.size(); // If newVectorSize == vectorSize then push_back() failed if (newVectorSize <= vectorSize) { delete newHandle; return -1; // We cannot return 0 here. Since 0 is a valid internal handle } h = newVectorSize - 1; // The handle is simply newVectorSize - 1 AUDIO_DEBUG_PRINT("Sound handle %i created", h); } AUDIO_DEBUG_CHECK(soundHandles[h]->isUsed == false); // Initializes a sound handle that was just allocated. // This will set it to 'in use' after applying some defaults. soundHandles[h]->type = SoundHandle::Type::NONE; soundHandles[h]->autoKill = false; ZERO_VARIABLE(soundHandles[h]->maSound); // We do not use pitch shifting, so this will give a little performance boost // Spatialization is disabled by default but will be enabled on the fly if required soundHandles[h]->maFlags = MA_SOUND_FLAG_NO_PITCH | MA_SOUND_FLAG_NO_SPATIALIZATION | MA_SOUND_FLAG_WAIT_INIT; soundHandles[h]->maDecoder = nullptr; soundHandles[h]->bufferKey = 0; soundHandles[h]->maAudioBuffer = nullptr; soundHandles[h]->rawStream = nullptr; soundHandles[h]->memLockId = INVALID_MEM_LOCK; soundHandles[h]->memLockOffset = nullptr; soundHandles[h]->isUsed = true; AUDIO_DEBUG_PRINT("Sound handle %i returned", h); lowestFreeHandle = h + 1; // Set lowestFreeHandle to allocated handle + 1 return (int32_t)(h); } /// /// The frees and unloads an open sound. /// If the sound is playing or looping, it will be stopped. /// If the sound is a stream of raw samples then it is stopped and freed. /// Finally the handle is invalidated and put-up for recycling. /// If the handle being freed is lower than 'lowestFreeHandle' then this saves the handle to 'lowestFreeHandle'. /// /// A sound handle void FreeSoundHandle(int32_t handle) { if (isInitialized && handle >= 0 && handle < soundHandles.size() && soundHandles[handle]->isUsed) { // Sound type specific cleanup switch (soundHandles[handle]->type) { case SoundHandle::Type::STATIC: ma_sound_uninit(&soundHandles[handle]->maSound); break; case SoundHandle::Type::RAW: RawStreamDestroy(soundHandles[handle]->rawStream); soundHandles[handle]->rawStream = nullptr; break; case SoundHandle::Type::NONE: if (handle != 0) AUDIO_DEBUG_PRINT("Sound type is 'None' when handle value is not 0"); break; default: AUDIO_DEBUG_PRINT("Condition not handled"); // It should not come here } // Free any initialized miniaudio decoder if (soundHandles[handle]->maDecoder) { ma_decoder_uninit(soundHandles[handle]->maDecoder); delete soundHandles[handle]->maDecoder; soundHandles[handle]->maDecoder = nullptr; bufferMap.Release(soundHandles[handle]->bufferKey); AUDIO_DEBUG_PRINT("Decoder uninitialized"); } // Free any initialized audio buffer if (soundHandles[handle]->maAudioBuffer) { ma_audio_buffer_uninit_and_free(soundHandles[handle]->maAudioBuffer); soundHandles[handle]->maAudioBuffer = nullptr; AUDIO_DEBUG_PRINT("Audio buffer uninitialized & freed"); } // Invalidate any memsound stuff if (soundHandles[handle]->memLockOffset) { free_mem_lock((mem_lock *)soundHandles[handle]->memLockOffset); soundHandles[handle]->memLockId = INVALID_MEM_LOCK; soundHandles[handle]->memLockOffset = nullptr; AUDIO_DEBUG_PRINT("MemSound stuff invalidated"); } // Now simply set the 'isUsed' member to false so that the handle can be recycled soundHandles[handle]->isUsed = false; soundHandles[handle]->type = SoundHandle::Type::NONE; // Save the free hanndle to lowestFreeHandle if it is lower than lowestFreeHandle if (handle < lowestFreeHandle) lowestFreeHandle = handle; AUDIO_DEBUG_PRINT("Sound handle %i marked as free", handle); } } }; // This keeps track of the audio engine state static AudioEngine audioEngine; /// @brief This generates a sound at the specified frequency for the specified amount of time /// @param frequency Sound frequency /// @param lengthInClockTicks Duration in clock ticks. There are 18.2 clock ticks per second void sub_sound(double frequency, double lengthInClockTicks) { if (new_error || !audioEngine.isInitialized || audioEngine.sndInternal != 0 || lengthInClockTicks == 0.0) return; if ((frequency < 37.0 && frequency != 0) || frequency > 32767.0 || lengthInClockTicks < 0.0 || lengthInClockTicks > 65535.0) { error(5); return; } // Kickstart the raw stream if it is not already if (!audioEngine.soundHandles[audioEngine.sndInternal]->rawStream) { // Initialize internal RawStream object audioEngine.soundHandles[audioEngine.sndInternal]->rawStream = RawStreamCreate(&audioEngine.maEngine, &audioEngine.soundHandles[audioEngine.sndInternal]->maSound); if (!audioEngine.soundHandles[audioEngine.sndInternal]->rawStream) { // failed AUDIO_DEBUG_PRINT("Failed to initialize RawStream object"); return; } audioEngine.soundHandles[audioEngine.sndInternal]->type = SoundHandle::Type::RAW; // set type of sound } // Initialize internal Waveform object if (!audioEngine.waveform) { audioEngine.waveform = new Waveform(audioEngine.soundHandles[audioEngine.sndInternal]->rawStream); if (!audioEngine.waveform) { AUDIO_DEBUG_PRINT("Failed to initialize Waveform object"); return; } } auto duration = lengthInClockTicks / 18.2; audioEngine.waveform->SetFrequency(frequency); audioEngine.waveform->Generate(duration, duration); audioEngine.waveform->Play(); if (!audioEngine.musicBackground) // await playback to complete if we are in MF mode audioEngine.waveform->AwaitPlaybackCompletion(); } /// @brief This generates a default 'beep' sound void sub_beep() { sub_sound(900, 4.5); // We'll send a very short silence after the beep so that two successive beeps sound unique if (audioEngine.waveform) { auto duration = 0.5 / 18.2; auto waveType = audioEngine.waveform->GetType(); audioEngine.waveform->SetType(Waveform::Type::SILENCE); audioEngine.waveform->Generate(duration, duration); audioEngine.waveform->Play(); audioEngine.waveform->SetType(waveType); if (!audioEngine.musicBackground) audioEngine.waveform->AwaitPlaybackCompletion(); // await playback to complete if we are in MF mode } } /// @brief This was designed to returned the number of notes in the background music queue. /// However, here we'll just return the number of sample frame remaining to play when Play(), Sound() or Beep() are used /// @param ignore Well, it's ignored /// @return Returns the number of sample frames left to play for Play(), Sound() & Beep() int32_t func_play(int32_t ignore) { if (audioEngine.isInitialized && audioEngine.sndInternal == 0 && audioEngine.soundHandles[audioEngine.sndInternal]->rawStream) { return (int32_t)audioEngine.soundHandles[audioEngine.sndInternal]->rawStream->GetSampleFramesRemaining(); } return 0; } /// @brief Processes and plays the MML specified in the string /// @param str The string to play void sub_play(qbs *str) { if (new_error || !audioEngine.isInitialized || audioEngine.sndInternal != 0) return; // Kickstart the raw stream if it is not already if (!audioEngine.soundHandles[audioEngine.sndInternal]->rawStream) { // Initialize internal RawStream object audioEngine.soundHandles[audioEngine.sndInternal]->rawStream = RawStreamCreate(&audioEngine.maEngine, &audioEngine.soundHandles[audioEngine.sndInternal]->maSound); if (!audioEngine.soundHandles[audioEngine.sndInternal]->rawStream) { // failed AUDIO_DEBUG_PRINT("Failed to initialize RawStream object"); return; } audioEngine.soundHandles[audioEngine.sndInternal]->type = SoundHandle::Type::RAW; // set type of sound } // Initialize internal Waveform object if (!audioEngine.waveform) { audioEngine.waveform = new Waveform(audioEngine.soundHandles[audioEngine.sndInternal]->rawStream); if (!audioEngine.waveform) { AUDIO_DEBUG_PRINT("Failed to initialize Waveform object"); return; } } // Initialize internal MMLPlayer if (!audioEngine.mmlPlayer) { audioEngine.mmlPlayer = new MMLPlayer(audioEngine.waveform); if (!audioEngine.mmlPlayer) { AUDIO_DEBUG_PRINT("Failed to initialize MMLPlayer object"); return; } } audioEngine.mmlPlayer->Play(str); // playback the string audioEngine.musicBackground = audioEngine.mmlPlayer->IsBackgroundPlayback(); // sync the background playback flag if (!audioEngine.musicBackground) // await playback to complete if we are in MF mode audioEngine.waveform->AwaitPlaybackCompletion(); } /// /// This returns the sample rate from ma engine if ma is initialized. /// /// miniaudio sample rtate int32_t func__sndrate() { return audioEngine.sampleRate; } /// @brief Creates a ma_decoder and ma_sound from a memory buffer for a valid sound handle /// @param buffer A raw pointer to the sound file in memory /// @param size The size of the file in memory /// @param handle A valid sound handle /// @return MA_SUCCESS if successful. Else, a valid ma_result static ma_result InitializeSoundFromMemory(const void *buffer, size_t size, int32_t handle) { if (!IS_SOUND_HANDLE_VALID(handle) || audioEngine.soundHandles[handle]->maDecoder || !buffer || !size) return MA_INVALID_ARGS; audioEngine.soundHandles[handle]->maDecoder = new ma_decoder(); // allocate and zero memory if (!audioEngine.soundHandles[handle]->maDecoder) { AUDIO_DEBUG_PRINT("Failed to allocate memory for miniaudio decoder"); return MA_OUT_OF_MEMORY; } // Setup the decoder & attach the custom backed vtables audioEngine.soundHandles[handle]->maDecoderConfig = ma_decoder_config_init_default(); AudioEngineAttachCustomBackendVTables(&audioEngine.soundHandles[handle]->maDecoderConfig); audioEngine.soundHandles[handle]->maDecoderConfig.sampleRate = audioEngine.sampleRate; audioEngine.maResult = ma_decoder_init_memory(buffer, size, &audioEngine.soundHandles[handle]->maDecoderConfig, audioEngine.soundHandles[handle]->maDecoder); // initialize the decoder if (audioEngine.maResult != MA_SUCCESS) { delete audioEngine.soundHandles[handle]->maDecoder; audioEngine.soundHandles[handle]->maDecoder = nullptr; AUDIO_DEBUG_PRINT("Error %i: failed to initialize miniaudio decoder", audioEngine.maResult); return audioEngine.maResult; } // Finally, load the sound as a data source audioEngine.maResult = ma_sound_init_from_data_source(&audioEngine.maEngine, audioEngine.soundHandles[handle]->maDecoder, audioEngine.soundHandles[handle]->maFlags, NULL, &audioEngine.soundHandles[handle]->maSound); if (audioEngine.maResult != MA_SUCCESS) { ma_decoder_uninit(audioEngine.soundHandles[handle]->maDecoder); delete audioEngine.soundHandles[handle]->maDecoder; audioEngine.soundHandles[handle]->maDecoder = nullptr; AUDIO_DEBUG_PRINT("Error %i: failed to initialize sound", audioEngine.maResult); return audioEngine.maResult; } return MA_SUCCESS; } /// /// This loads a sound file into memory and returns a LONG handle value above 0. /// /// The is the pathname for the sound file. This can be any format that miniaudio or a miniaudio plugin supports /// This is leftover from the old QB64-SDL days. But we use this to pass some parameters like 'stream' /// How many parameters were passed? /// Returns a valid sound handle (> 0) if successful or 0 if it fails int32_t func__sndopen(qbs *fileName, qbs *requirements, int32_t passed) { // Some QB strings that we'll need static qbs *fileNameZ = nullptr; static qbs *reqs = nullptr; if (!audioEngine.isInitialized || !fileName->len) return INVALID_SOUND_HANDLE; if (!fileNameZ) fileNameZ = qbs_new(0, 0); if (!reqs) reqs = qbs_new(0, 0); // Alocate a sound handle int32_t handle = audioEngine.AllocateSoundHandle(); if (handle < 1) // We are not expected to open files with handle 0 return INVALID_SOUND_HANDLE; // Set some handle properties audioEngine.soundHandles[handle]->type = SoundHandle::Type::STATIC; // Prepare the requirements string if (passed && requirements->len) qbs_set(reqs, qbs_ucase(requirements)); // Convert tmp str to perm str // Set the flags to specifiy how we want the audio file to be opened if (passed && requirements->len && func_instr(1, reqs, qbs_new_txt(REQUIREMENT_STRING_STREAM), 1)) { audioEngine.soundHandles[handle]->maFlags |= MA_SOUND_FLAG_STREAM; // Check if the user wants to stream the file AUDIO_DEBUG_PRINT("Sound will stream"); } else { audioEngine.soundHandles[handle]->maFlags |= MA_SOUND_FLAG_DECODE; // Else decode and load the whole sound in memory AUDIO_DEBUG_PRINT("Sound will be fully decoded"); } // Load the file from file or memory based on the requirements string if (passed && requirements->len && func_instr(1, reqs, qbs_new_txt(REQUIREMENT_STRING_MEMORY), 1)) { // Configure a miniaudio decoder to load the sound from memory AUDIO_DEBUG_PRINT("Loading sound from memory"); audioEngine.soundHandles[handle]->bufferKey = (intptr_t)fileName->chr; // make a unique key and save it audioEngine.bufferMap.AddBuffer(fileName->chr, fileName->len, audioEngine.soundHandles[handle]->bufferKey); // make a copy of the buffer auto [buffer, bufferSize] = audioEngine.bufferMap.GetBuffer(audioEngine.soundHandles[handle]->bufferKey); // get the buffer pointer and size audioEngine.maResult = InitializeSoundFromMemory(buffer, bufferSize, handle); // create the ma_sound } else { AUDIO_DEBUG_PRINT("Loading sound from file '%s'", fileNameZ->chr); qbs_set(fileNameZ, qbs_add(fileName, qbs_new_txt_len("\0", 1))); // s1 = filename + CHR$(0) // Forward the request to miniaudio to open the sound file audioEngine.maResult = ma_sound_init_from_file(&audioEngine.maEngine, (const char *)fileNameZ->chr, audioEngine.soundHandles[handle]->maFlags, NULL, NULL, &audioEngine.soundHandles[handle]->maSound); } // If the sound failed to initialize, then free the handle and return INVALID_SOUND_HANDLE if (audioEngine.maResult != MA_SUCCESS) { AUDIO_DEBUG_PRINT("Error %i: failed to open sound", audioEngine.maResult); audioEngine.soundHandles[handle]->isUsed = false; return INVALID_SOUND_HANDLE; } AUDIO_DEBUG_PRINT("Sound successfully loaded"); return handle; } /// /// The frees and unloads an open sound. /// If the sound is playing, it'll let it finish. Looping sounds will loop until the program is closed. /// If the sound is a stream of raw samples then any remaining samples pending for playback will be sent to miniaudio and then the handle will be freed. /// /// A sound handle void sub__sndclose(int32_t handle) { if (audioEngine.isInitialized && IS_SOUND_HANDLE_VALID(handle)) { // If we have a raw stream then force it to push all it's data to miniaudio // Note that this will take care of checking if the handle is a raw steam and other stuff // So it is completly safe to call it this way sub__sndrawdone(handle, true); if (audioEngine.soundHandles[handle]->type == SoundHandle::Type::RAW) audioEngine.soundHandles[handle]->rawStream->stop = true; // Signal miniaudio thread that we are going to end playback // Simply set the autokill flag to true and let the sound loop handle disposing the sound audioEngine.soundHandles[handle]->autoKill = true; } } /// /// This copies a sound to a new handle so that two or more of the same sound can be played at once. /// /// A source sound handle /// A new sound handle if successful or 0 on failure int32_t func__sndcopy(int32_t src_handle) { // Check for all invalid cases if (!audioEngine.isInitialized || !IS_SOUND_HANDLE_VALID(src_handle) || audioEngine.soundHandles[src_handle]->type != SoundHandle::Type::STATIC) return INVALID_SOUND_HANDLE; int32_t dst_handle = INVALID_SOUND_HANDLE; // Miniaudio will not copy sounds attached to ma_audio_buffers so we'll handle the duplication ourselves // Sadly, since this involves a buffer copy there may be a delay before the sound can play (especially if the sound is lengthy) // The delay may be noticeable when _SNDPLAYCOPY is used multiple times on the a _SNDNEW sound if (audioEngine.soundHandles[src_handle]->maAudioBuffer) { AUDIO_DEBUG_PRINT("Doing custom sound copy for ma_audio_buffer"); auto frames = audioEngine.soundHandles[src_handle]->maAudioBuffer->ref.sizeInFrames; auto channels = audioEngine.soundHandles[src_handle]->maAudioBuffer->ref.channels; auto format = audioEngine.soundHandles[src_handle]->maAudioBuffer->ref.format; // First create a new _SNDNEW sound with the same properties at the source dst_handle = func__sndnew(frames, channels, CHAR_BIT * ma_get_bytes_per_sample(format)); if (dst_handle < 1) return INVALID_SOUND_HANDLE; // Next memcopy the samples from the source to the dest memcpy((void *)audioEngine.soundHandles[dst_handle]->maAudioBuffer->ref.pData, audioEngine.soundHandles[src_handle]->maAudioBuffer->ref.pData, frames * ma_get_bytes_per_frame(format, channels)); // naughty const void* casting, but should be OK } else if (audioEngine.soundHandles[src_handle]->maDecoder) { AUDIO_DEBUG_PRINT("Doing custom sound copy for ma_decoder"); dst_handle = audioEngine.AllocateSoundHandle(); // alocate a sound handle if (dst_handle < 1) return INVALID_SOUND_HANDLE; audioEngine.soundHandles[dst_handle]->type = SoundHandle::Type::STATIC; // set some handle properties audioEngine.soundHandles[dst_handle]->maFlags = audioEngine.soundHandles[src_handle]->maFlags; // copy the flags audioEngine.soundHandles[dst_handle]->bufferKey = audioEngine.soundHandles[src_handle]->bufferKey; // copy the BufferMap unique key audioEngine.bufferMap.AddRef(audioEngine.soundHandles[dst_handle]->bufferKey); // increase the reference count auto [buffer, bufferSize] = audioEngine.bufferMap.GetBuffer(audioEngine.soundHandles[dst_handle]->bufferKey); // get the buffer pointer and size audioEngine.maResult = InitializeSoundFromMemory(buffer, bufferSize, dst_handle); // create the ma_sound if (audioEngine.maResult != MA_SUCCESS) { audioEngine.bufferMap.Release(audioEngine.soundHandles[dst_handle]->bufferKey); audioEngine.soundHandles[dst_handle]->isUsed = false; AUDIO_DEBUG_PRINT("Error %i: failed to copy sound", audioEngine.maResult); return INVALID_SOUND_HANDLE; } } else { AUDIO_DEBUG_PRINT("Doing regular miniaudio sound copy"); dst_handle = audioEngine.AllocateSoundHandle(); // alocate a sound handle if (dst_handle < 1) return INVALID_SOUND_HANDLE; audioEngine.soundHandles[dst_handle]->type = SoundHandle::Type::STATIC; // set some handle properties audioEngine.soundHandles[dst_handle]->maFlags = audioEngine.soundHandles[src_handle]->maFlags; // copy the flags // Initialize a new copy of the sound audioEngine.maResult = ma_sound_init_copy(&audioEngine.maEngine, &audioEngine.soundHandles[src_handle]->maSound, audioEngine.soundHandles[dst_handle]->maFlags, NULL, &audioEngine.soundHandles[dst_handle]->maSound); // If the sound failed to copy, then free the handle and return INVALID_SOUND_HANDLE if (audioEngine.maResult != MA_SUCCESS) { audioEngine.soundHandles[dst_handle]->isUsed = false; AUDIO_DEBUG_PRINT("Error %i: failed to copy sound", audioEngine.maResult); return INVALID_SOUND_HANDLE; } } return dst_handle; } /// /// This plays a sound designated by a sound handle. /// /// A sound handle void sub__sndplay(int32_t handle) { if (audioEngine.isInitialized && IS_SOUND_HANDLE_VALID(handle) && audioEngine.soundHandles[handle]->type == SoundHandle::Type::STATIC) { // Reset position to zero only if we are playing and (not looping or we've reached the end of the sound) // This is based on the old OpenAl-soft code behavior if (ma_sound_is_playing(&audioEngine.soundHandles[handle]->maSound) && (!ma_sound_is_looping(&audioEngine.soundHandles[handle]->maSound) || ma_sound_at_end(&audioEngine.soundHandles[handle]->maSound))) { audioEngine.maResult = ma_sound_seek_to_pcm_frame(&audioEngine.soundHandles[handle]->maSound, 0); AUDIO_DEBUG_CHECK(audioEngine.maResult == MA_SUCCESS); } // Kickstart playback audioEngine.maResult = ma_sound_start(&audioEngine.soundHandles[handle]->maSound); AUDIO_DEBUG_CHECK(audioEngine.maResult == MA_SUCCESS); // Stop looping the sound if it is if (ma_sound_is_looping(&audioEngine.soundHandles[handle]->maSound)) { ma_sound_set_looping(&audioEngine.soundHandles[handle]->maSound, MA_FALSE); } AUDIO_DEBUG_PRINT("Playing sound %i", handle); } } /// /// This copies a sound, plays it, and automatically closes the copy. /// /// A sound handle to copy /// The volume at which the sound should be played (0.0 - 1.0) /// x distance values go from left (negative) to right (positive) /// y distance values go from below (negative) to above (positive). /// z distance values go from behind (negative) to in front (positive). /// How many parameters were passed? void sub__sndplaycopy(int32_t src_handle, double volume, double x, double y, double z, int32_t passed) { // We are simply going to use sndcopy, then setup some stuff like volume and autokill and then use sndplay // We are not checking if the audio engine was initialized because if not we'll get an invalid handle anyway auto dst_handle = func__sndcopy(src_handle); AUDIO_DEBUG_PRINT("Source handle = %i, destination handle = %i", src_handle, dst_handle); // Check if we succeeded and then proceed if (dst_handle > 0) { // Set the volume if requested if (passed & 1) ma_sound_set_volume(&audioEngine.soundHandles[dst_handle]->maSound, volume); if (passed & 4 || passed & 8) { // If y or z or both are passed ma_sound_set_spatialization_enabled(&audioEngine.soundHandles[dst_handle]->maSound, MA_TRUE); // Enable 3D spatialization ma_sound_set_position(&audioEngine.soundHandles[dst_handle]->maSound, x, y, z); // Use full 3D positioning } else if (passed & 2) { // If x is passed ma_sound_set_spatialization_enabled(&audioEngine.soundHandles[dst_handle]->maSound, MA_FALSE); // Disable spatialization for better stereo sound ma_sound_set_pan_mode(&audioEngine.soundHandles[dst_handle]->maSound, ma_pan_mode_pan); // Set true panning ma_sound_set_pan(&audioEngine.soundHandles[dst_handle]->maSound, x); // Just use stereo panning } sub__sndplay(dst_handle); // Play the sound audioEngine.soundHandles[dst_handle]->autoKill = true; // Set to auto kill AUDIO_DEBUG_PRINT("Playing sound copy %i: volume %lf, 3D (%lf, %lf, %lf)", dst_handle, volume, x, y, z); } } /// /// This is a "fire and forget" style of function. /// The engine will manage the sound handle internally. /// When the sound finishes playing, the handle will be put up for recycling. /// Playback starts asynchronously. /// /// The is the name of the file to be played /// This paramater is ignored /// This the sound playback volume (0 - silent ... 1 - full) /// How many parameters were passed? void sub__sndplayfile(qbs *fileName, int32_t sync, double volume, int32_t passed) { // We need this to send requirements to SndOpen static qbs *reqs = nullptr; if (!reqs) { // Since this never changes, we can get away by doing this just once reqs = qbs_new(0, 0); qbs_set(reqs, qbs_new_txt(REQUIREMENT_STRING_STREAM)); } // We will not wrap this in a 'if initialized' block because SndOpen will take care of that int32_t handle = func__sndopen(fileName, reqs, 1); if (handle > 0) { if (passed & 2) ma_sound_set_volume(&audioEngine.soundHandles[handle]->maSound, volume); sub__sndplay(handle); // Play the sound audioEngine.soundHandles[handle]->autoKill = true; // Set to auto kill } } /// /// This pauses a sound using a sound handle. /// /// A sound handle void sub__sndpause(int32_t handle) { if (audioEngine.isInitialized && IS_SOUND_HANDLE_VALID(handle) && audioEngine.soundHandles[handle]->type == SoundHandle::Type::STATIC) { // Stop the sound and just leave it at that // miniaudio does not reset the play cursor audioEngine.maResult = ma_sound_stop(&audioEngine.soundHandles[handle]->maSound); AUDIO_DEBUG_CHECK(audioEngine.maResult == MA_SUCCESS); } } /// /// This returns whether a sound is being played. /// /// A sound handle /// Return true if the sound is playing. False otherwise int32_t func__sndplaying(int32_t handle) { if (audioEngine.isInitialized && IS_SOUND_HANDLE_VALID(handle) && audioEngine.soundHandles[handle]->type == SoundHandle::Type::STATIC) { return ma_sound_is_playing(&audioEngine.soundHandles[handle]->maSound) ? QB_TRUE : QB_FALSE; } return QB_FALSE; } /// /// This checks if a sound is paused. /// /// A sound handle /// Returns true if the sound is paused. False otherwise int32_t func__sndpaused(int32_t handle) { if (audioEngine.isInitialized && IS_SOUND_HANDLE_VALID(handle) && audioEngine.soundHandles[handle]->type == SoundHandle::Type::STATIC) { return !ma_sound_is_playing(&audioEngine.soundHandles[handle]->maSound) && (ma_sound_is_looping(&audioEngine.soundHandles[handle]->maSound) || !ma_sound_at_end(&audioEngine.soundHandles[handle]->maSound)) ? QB_TRUE : QB_FALSE; } return QB_FALSE; } /// /// This sets the volume of a sound loaded in memory using a sound handle. /// New: This works for both static and raw sounds. /// /// A sound handle /// A float point value with 0 resulting in silence and anything above 1 resulting in amplification void sub__sndvol(int32_t handle, float volume) { if (audioEngine.isInitialized && IS_SOUND_HANDLE_VALID(handle) && (audioEngine.soundHandles[handle]->type == SoundHandle::Type::STATIC || audioEngine.soundHandles[handle]->type == SoundHandle::Type::RAW)) { ma_sound_set_volume(&audioEngine.soundHandles[handle]->maSound, volume); } } /// /// This is like sub__sndplay but the sound is looped. /// /// void sub__sndloop(int32_t handle) { if (audioEngine.isInitialized && IS_SOUND_HANDLE_VALID(handle) && audioEngine.soundHandles[handle]->type == SoundHandle::Type::STATIC) { // Reset position to zero only if we are playing and (not looping or we've reached the end of the sound) // This is based on the old OpenAl-soft code behavior if (ma_sound_is_playing(&audioEngine.soundHandles[handle]->maSound) && (!ma_sound_is_looping(&audioEngine.soundHandles[handle]->maSound) || ma_sound_at_end(&audioEngine.soundHandles[handle]->maSound))) { audioEngine.maResult = ma_sound_seek_to_pcm_frame(&audioEngine.soundHandles[handle]->maSound, 0); AUDIO_DEBUG_CHECK(audioEngine.maResult == MA_SUCCESS); } // Kickstart playback audioEngine.maResult = ma_sound_start(&audioEngine.soundHandles[handle]->maSound); AUDIO_DEBUG_CHECK(audioEngine.maResult == MA_SUCCESS); // Start looping the sound if it is not if (!ma_sound_is_looping(&audioEngine.soundHandles[handle]->maSound)) { ma_sound_set_looping(&audioEngine.soundHandles[handle]->maSound, MA_TRUE); } } } /// /// This will attempt to set the balance or 3D position of a sound. /// Note that unlike the OpenAL code, we will do pure stereo panning if y & z are absent. /// New: This works for both static and raw sounds. /// /// A sound handle /// x distance values go from left (negative) to right (positive) /// y distance values go from below (negative) to above (positive). /// z distance values go from behind (negative) to in front (positive). /// channel value 1 denotes left (mono) and 2 denotes right (stereo) channel. This has no meaning for miniaudio and is ignored /// How many parameters were passed? void sub__sndbal(int32_t handle, double x, double y, double z, int32_t channel, int32_t passed) { if (audioEngine.isInitialized && IS_SOUND_HANDLE_VALID(handle) && (audioEngine.soundHandles[handle]->type == SoundHandle::Type::STATIC || audioEngine.soundHandles[handle]->type == SoundHandle::Type::RAW)) { if (passed & 2 || passed & 4) { // If y or z or both are passed ma_sound_set_spatialization_enabled(&audioEngine.soundHandles[handle]->maSound, MA_TRUE); // Enable 3D spatialization ma_vec3f v = ma_sound_get_position(&audioEngine.soundHandles[handle]->maSound); // Get the current position in 3D space // Set the previous values of x, y, z if these were not passed if (!(passed & 1)) x = v.x; if (!(passed & 2)) y = v.y; if (!(passed & 4)) z = v.z; ma_sound_set_position(&audioEngine.soundHandles[handle]->maSound, x, y, z); // Use full 3D positioning } else if (passed & 1) { // Only bother if x is passed ma_sound_set_spatialization_enabled(&audioEngine.soundHandles[handle]->maSound, MA_FALSE); // Disable spatialization for better stereo sound ma_sound_set_pan_mode(&audioEngine.soundHandles[handle]->maSound, ma_pan_mode_pan); // Set true panning ma_sound_set_pan(&audioEngine.soundHandles[handle]->maSound, x); // Just use stereo panning } } } /// /// This returns the length in seconds of a loaded sound using a sound handle. /// /// A sound handle /// Returns the length of a sound in seconds double func__sndlen(int32_t handle) { if (audioEngine.isInitialized && IS_SOUND_HANDLE_VALID(handle) && audioEngine.soundHandles[handle]->type == SoundHandle::Type::STATIC) { float lengthSeconds = 0; audioEngine.maResult = ma_sound_get_length_in_seconds(&audioEngine.soundHandles[handle]->maSound, &lengthSeconds); AUDIO_DEBUG_CHECK(audioEngine.maResult == MA_SUCCESS); return lengthSeconds; } return 0; } /// /// This returns the current playing position in seconds using a sound handle. /// /// A sound handle /// Returns the current playing position in seconds from an open sound file double func__sndgetpos(int32_t handle) { if (audioEngine.isInitialized && IS_SOUND_HANDLE_VALID(handle) && audioEngine.soundHandles[handle]->type == SoundHandle::Type::STATIC) { float playCursorSeconds = 0; audioEngine.maResult = ma_sound_get_cursor_in_seconds(&audioEngine.soundHandles[handle]->maSound, &playCursorSeconds); AUDIO_DEBUG_CHECK(audioEngine.maResult == MA_SUCCESS); return playCursorSeconds; } return 0; } /// /// This changes the current/starting playing position in seconds of a sound. /// /// A sound handle /// The position to set in seconds void sub__sndsetpos(int32_t handle, double seconds) { if (audioEngine.isInitialized && IS_SOUND_HANDLE_VALID(handle) && audioEngine.soundHandles[handle]->type == SoundHandle::Type::STATIC) { float lengthSeconds = 0; audioEngine.maResult = ma_sound_get_length_in_seconds(&audioEngine.soundHandles[handle]->maSound, &lengthSeconds); // Get the length in seconds if (audioEngine.maResult != MA_SUCCESS) return; if (seconds > lengthSeconds) // If position is beyond length then simply stop playback and exit { audioEngine.maResult = ma_sound_stop(&audioEngine.soundHandles[handle]->maSound); AUDIO_DEBUG_CHECK(audioEngine.maResult == MA_SUCCESS); return; } ma_uint64 lengthSampleFrames; audioEngine.maResult = ma_sound_get_length_in_pcm_frames(&audioEngine.soundHandles[handle]->maSound, &lengthSampleFrames); // Get the total sample frames if (audioEngine.maResult != MA_SUCCESS) return; audioEngine.maResult = ma_sound_seek_to_pcm_frame(&audioEngine.soundHandles[handle]->maSound, lengthSampleFrames * (seconds / lengthSeconds)); // Set the postion in PCM frames AUDIO_DEBUG_CHECK(audioEngine.maResult == MA_SUCCESS); } } /// /// This stops playing a sound after it has been playing for a set number of seconds. /// /// A sound handle /// The number of seconds that the sound will play void sub__sndlimit(int32_t handle, double limit) { if (audioEngine.isInitialized && IS_SOUND_HANDLE_VALID(handle) && audioEngine.soundHandles[handle]->type == SoundHandle::Type::STATIC) { ma_sound_set_stop_time_in_milliseconds(&audioEngine.soundHandles[handle]->maSound, limit * 1000); } } /// /// This stops a playing or paused sound using a sound handle. /// /// A sound handle void sub__sndstop(int32_t handle) { if (audioEngine.isInitialized && IS_SOUND_HANDLE_VALID(handle) && audioEngine.soundHandles[handle]->type == SoundHandle::Type::STATIC) { // Stop the sound first audioEngine.maResult = ma_sound_stop(&audioEngine.soundHandles[handle]->maSound); AUDIO_DEBUG_CHECK(audioEngine.maResult == MA_SUCCESS); // Also reset the playback cursor to zero audioEngine.maResult = ma_sound_seek_to_pcm_frame(&audioEngine.soundHandles[handle]->maSound, 0); AUDIO_DEBUG_CHECK(audioEngine.maResult == MA_SUCCESS); } } /// /// This function opens a new channel to fill with _SNDRAW content to manage multiple dynamically generated sounds. /// /// A new sound handle if successful or 0 on failure int32_t func__sndopenraw() { // Return invalid handle if audio engine is not initialized if (!audioEngine.isInitialized) return INVALID_SOUND_HANDLE; // Alocate a sound handle int32_t handle = audioEngine.AllocateSoundHandle(); if (handle < 1) return INVALID_SOUND_HANDLE; // Set some handle properties audioEngine.soundHandles[handle]->type = SoundHandle::Type::RAW; // Create the raw sound object audioEngine.soundHandles[handle]->rawStream = RawStreamCreate(&audioEngine.maEngine, &audioEngine.soundHandles[handle]->maSound); if (!audioEngine.soundHandles[handle]->rawStream) return INVALID_SOUND_HANDLE; return handle; } /// /// This plays sound wave sample frequencies created by a program. /// /// Left channel sample /// Right channel sample /// A sound handle /// How many parameters were passed? void sub__sndraw(float left, float right, int32_t handle, int32_t passed) { // Use the default raw handle if handle was not passed if (!(passed & 2)) { // Check if the default handle was created if (audioEngine.sndInternalRaw < 1) { audioEngine.sndInternalRaw = func__sndopenraw(); } handle = audioEngine.sndInternalRaw; } if (audioEngine.isInitialized && IS_SOUND_HANDLE_VALID(handle) && audioEngine.soundHandles[handle]->type == SoundHandle::Type::RAW) { if (!(passed & 1)) right = left; audioEngine.soundHandles[handle]->rawStream->PushSampleFrame(left, right); } } /// /// This ensures that the final buffer portion is played in short sound effects even if it is incomplete. /// /// A sound handle /// How many parameters were passed? void sub__sndrawdone(int32_t handle, int32_t passed) { // This is NOP now because miniaudio data source automatically pulls in all the samples without us doing anything // As such, we need to think about the future of this function. Probably just leave it this way? (void)handle; (void)passed; /* // Use the default raw handle if handle was not passed if (!passed) handle = audioEngine.sndInternalRaw; if (audioEngine.isInitialized && IS_SOUND_HANDLE_VALID(handle) && audioEngine.soundHandles[handle]->type == SoundHandle::Type::RAW) { // NOP } */ } /// /// This function returns the length, in seconds, of a _SNDRAW sound currently queued. /// /// A sound handle /// How many parameters were passed? /// double func__sndrawlen(int32_t handle, int32_t passed) { // Use the default raw handle if handle was not passed if (!passed) handle = audioEngine.sndInternalRaw; if (audioEngine.isInitialized && IS_SOUND_HANDLE_VALID(handle) && audioEngine.soundHandles[handle]->type == SoundHandle::Type::RAW) { return audioEngine.soundHandles[handle]->rawStream->GetTimeRemaining(); } return 0; } /// /// This returns a sound handle to a newly created sound's raw data in memory with the given specification. /// The user can then fill the buffer with whatever they want (using _MEMSOUND) and play it. /// This is basically the sound equivalent of _NEWIMAGE. /// /// The number of sample frames required /// The number of sound channels. This can be 1 (mono) or 2 (stereo)/param> /// The bit depth of the sound. This can be 8 (unsigned 8-bit), 16 (signed 16-bit) or 32 (FP32) /// A new sound handle if successful or 0 on failure int32_t func__sndnew(int32_t frames, int32_t channels, int32_t bits) { if (!audioEngine.isInitialized || frames <= 0) { AUDIO_DEBUG_CHECK(frames > 0); return INVALID_SOUND_HANDLE; } // Validate all parameters if ((channels != 1 && channels != 2) || (bits != 16 && bits != 32 && bits != 8)) { AUDIO_DEBUG_PRINT("Invalid channels (%i) or bits (%i)", channels, bits); return INVALID_SOUND_HANDLE; } // Alocate a sound handle int32_t handle = audioEngine.AllocateSoundHandle(); if (handle < 1) return INVALID_SOUND_HANDLE; // Set some handle properties audioEngine.soundHandles[handle]->type = SoundHandle::Type::STATIC; // Setup the ma_audio_buffer audioEngine.soundHandles[handle]->maAudioBufferConfig = ma_audio_buffer_config_init( (bits == 32 ? ma_format::ma_format_f32 : (bits == 16 ? ma_format::ma_format_s16 : ma_format::ma_format_u8)), channels, frames, NULL, NULL); // This currently has no effect. Sample rate always defaults to engine sample rate // Sample rate support for audio buffer is coming in miniaudio version 0.12 // Once we have support, we can add sample rate as an optional 4th parameter // audioEngine.soundHandles[handle]->maAudioBufferConfig.sampleRate = audioEngine.sampleRate; // Allocate and initialize ma_audio_buffer audioEngine.maResult = ma_audio_buffer_alloc_and_init(&audioEngine.soundHandles[handle]->maAudioBufferConfig, &audioEngine.soundHandles[handle]->maAudioBuffer); if (audioEngine.maResult != MA_SUCCESS) { AUDIO_DEBUG_PRINT("Error %i: failed to initialize audio buffer", audioEngine.maResult); audioEngine.soundHandles[handle]->isUsed = false; return INVALID_SOUND_HANDLE; } // Create a ma_sound from the ma_audio_buffer audioEngine.maResult = ma_sound_init_from_data_source(&audioEngine.maEngine, audioEngine.soundHandles[handle]->maAudioBuffer, audioEngine.soundHandles[handle]->maFlags, NULL, &audioEngine.soundHandles[handle]->maSound); if (audioEngine.maResult != MA_SUCCESS) { AUDIO_DEBUG_PRINT("Error %i: failed to initialize data source", audioEngine.maResult); ma_audio_buffer_uninit_and_free(audioEngine.soundHandles[handle]->maAudioBuffer); audioEngine.soundHandles[handle]->maAudioBuffer = nullptr; audioEngine.soundHandles[handle]->isUsed = false; return INVALID_SOUND_HANDLE; } AUDIO_DEBUG_PRINT("Frames = %i, channels = %i, bits = %i, ma_format = %i, pointer = %p", audioEngine.soundHandles[handle]->maAudioBuffer->ref.sizeInFrames, audioEngine.soundHandles[handle]->maAudioBuffer->ref.channels, bits, audioEngine.soundHandles[handle]->maAudioBuffer->ref.format, audioEngine.soundHandles[handle]->maAudioBuffer->ref.pData); return handle; } /// /// This function returns a _MEM value referring to a sound's raw data in memory using a designated sound handle created by the _SNDOPEN function. /// miniaudio supports a variety of sample and channel formats. Translating all of that to basic 2 channel 16-bit format that /// MemSound was originally supporting would require significant overhead both in terms of system resources and code. /// For now we are just exposing the underlying PCM data directly from miniaudio. This fits rather well using the existing mem structure. /// Mono sounds should continue to work just as it was before. Stereo and multi-channel sounds however will be required to be handled correctly /// by the user by checking the 'elementsize' (for frame size in bytes) and 'type' (for data type) members. /// /// A sound handle /// This should be 0 (for interleaved) or 1 (for mono). Anything else will result in failure /// A _MEM value that can be used to access the sound data mem_block func__memsound(int32_t handle, int32_t targetChannel) { ma_format maFormat = ma_format::ma_format_unknown; ma_uint32 channels = 0; ma_uint64 sampleFrames = 0; ptrszint data = NULL; // Setup mem_block (assuming failure) mem_block mb = {}; mb.lock_offset = (ptrszint)mem_lock_base; mb.lock_id = INVALID_MEM_LOCK; // Return invalid mem_block if audio is not initialized, handle is invalid or sound type is not static if (!audioEngine.isInitialized || !IS_SOUND_HANDLE_VALID(handle) || audioEngine.soundHandles[handle]->type != SoundHandle::Type::STATIC || (targetChannel != 0 && targetChannel != 1)) { AUDIO_DEBUG_PRINT("Invalid handle (%i), sound type (%i) or channel (%i)", handle, audioEngine.soundHandles[handle]->type, targetChannel); return mb; } // Check what kind of sound we are dealing with and take appropriate path if (audioEngine.soundHandles[handle]->maAudioBuffer) { // we are dealing with a user created audio buffer AUDIO_DEBUG_PRINT("Entering ma_audio_buffer path"); maFormat = audioEngine.soundHandles[handle]->maAudioBuffer->ref.format; channels = audioEngine.soundHandles[handle]->maAudioBuffer->ref.channels; sampleFrames = audioEngine.soundHandles[handle]->maAudioBuffer->ref.sizeInFrames; data = (ptrszint)audioEngine.soundHandles[handle]->maAudioBuffer->ref.pData; } else { // we are dealing with a sound loaded from file or memory AUDIO_DEBUG_PRINT("Entering ma_resource_manager_data_buffer path"); // The sound cannot be steaming and must be completely decoded in memory if (audioEngine.soundHandles[handle]->maFlags & MA_SOUND_FLAG_STREAM || !(audioEngine.soundHandles[handle]->maFlags & MA_SOUND_FLAG_DECODE)) { AUDIO_DEBUG_PRINT("Sound data is not completely decoded"); return mb; } // Get the pointer to the data source auto ds = (ma_resource_manager_data_buffer *)ma_sound_get_data_source(&audioEngine.soundHandles[handle]->maSound); if (!ds || !ds->pNode) { AUDIO_DEBUG_PRINT("Data source pointer OR data source node pointer is NULL"); return mb; } // Check if the data is one contigious buffer or a link list of decoded pages // We cannot have a mem object for a link list of decoded pages for obvious reasons if (ds->pNode->data.type != ma_resource_manager_data_supply_type::ma_resource_manager_data_supply_type_decoded) { AUDIO_DEBUG_PRINT("Data is not a contigious buffer. Type = %u", ds->pNode->data.type); return mb; } // Check the data pointer if (!ds->pNode->data.backend.decoded.pData) { AUDIO_DEBUG_PRINT("Data source data pointer is NULL"); return mb; } // Query the data format if (ma_sound_get_data_format(&audioEngine.soundHandles[handle]->maSound, &maFormat, &channels, NULL, NULL, 0) != MA_SUCCESS) { AUDIO_DEBUG_PRINT("Data format query failed"); return mb; } // Get the length in sample frames if (ma_sound_get_length_in_pcm_frames(&audioEngine.soundHandles[handle]->maSound, &sampleFrames) != MA_SUCCESS) { AUDIO_DEBUG_PRINT("PCM frames query failed"); return mb; } data = (ptrszint)ds->pNode->data.backend.decoded.pData; } AUDIO_DEBUG_PRINT("Format = %u, channels = %u, frames = %llu", maFormat, channels, sampleFrames); // Setup type: This was not done in the old code // But we are doing it here. By examing the type the user can now figure out if they have to use FP32 or integers switch (maFormat) { case ma_format::ma_format_f32: mb.type = 4 + 256; // FP32 break; case ma_format::ma_format_s32: mb.type = 4 + 128; // signed int32 break; case ma_format::ma_format_s16: mb.type = 2 + 128; // signed int16 break; case ma_format::ma_format_u8: mb.type = 1 + 128 + 1024; // unsigned int8 break; default: AUDIO_DEBUG_PRINT("Unsupported audio format"); return mb; } if (audioEngine.soundHandles[handle]->memLockOffset) { AUDIO_DEBUG_PRINT("Returning previously created mem_lock"); mb.lock_offset = (ptrszint)audioEngine.soundHandles[handle]->memLockOffset; mb.lock_id = audioEngine.soundHandles[handle]->memLockId; } else { AUDIO_DEBUG_PRINT("Returning new mem_lock"); new_mem_lock(); mem_lock_tmp->type = MEM_TYPE_SOUND; mb.lock_offset = (ptrszint)mem_lock_tmp; mb.lock_id = mem_lock_id; audioEngine.soundHandles[handle]->memLockOffset = (void *)mem_lock_tmp; audioEngine.soundHandles[handle]->memLockId = mem_lock_id; } mb.elementsize = ma_get_bytes_per_frame(maFormat, channels); // Set the element size. This is the size of each PCM frame in bytes mb.offset = data; // Setup offset mb.size = sampleFrames * mb.elementsize; // Setup size (in bytes) mb.sound = handle; // Copy the handle mb.image = 0; // Not needed. Set to 0 AUDIO_DEBUG_PRINT("ElementSize = %lli, size = %lli, type = %lli, pointer = %p", mb.elementsize, mb.size, mb.type, mb.offset); return mb; } /// @brief This initializes the audio subsystem. We simply attempt to initialize and then set some globals with the results void snd_init() { // Exit if engine is initialize or already initialization was attempted but failed if (audioEngine.isInitialized || audioEngine.initializationFailed) return; // Initialize the miniaudio resource manager audioEngine.maResourceManagerConfig = ma_resource_manager_config_init(); AudioEngineAttachCustomBackendVTables(&audioEngine.maResourceManagerConfig); audioEngine.maResourceManagerConfig.pCustomDecodingBackendUserData = NULL; // <- pUserData parameter of each function in the decoding backend vtables audioEngine.maResult = ma_resource_manager_init(&audioEngine.maResourceManagerConfig, &audioEngine.maResourceManager); if (audioEngine.maResult != MA_SUCCESS) { audioEngine.initializationFailed = true; AUDIO_DEBUG_PRINT("Failed to initialize miniaudio resource manager"); return; } // Once we have a resource manager we can create the engine audioEngine.maEngineConfig = ma_engine_config_init(); audioEngine.maEngineConfig.pResourceManager = &audioEngine.maResourceManager; // Attempt to initialize with miniaudio defaults audioEngine.maResult = ma_engine_init(&audioEngine.maEngineConfig, &audioEngine.maEngine); // If failed, then set the global flag so that we don't attempt to initialize again if (audioEngine.maResult != MA_SUCCESS) { ma_resource_manager_uninit(&audioEngine.maResourceManager); audioEngine.initializationFailed = true; AUDIO_DEBUG_PRINT("miniaudio initialization failed"); return; } // Get and save the engine sample rate. We will let miniaudio choose the device sample rate for us // This ensures we get the lowest latency // Set the resource manager decorder sample rate to the device sample rate (miniaudio engine bug?) audioEngine.maResourceManager.config.decodedSampleRate = audioEngine.sampleRate = ma_engine_get_sample_rate(&audioEngine.maEngine); // Set the initialized flag as true audioEngine.isInitialized = true; AUDIO_DEBUG_PRINT("Audio engine initialized at %uHz sample rate", audioEngine.sampleRate); // Reserve sound handle 0 so that nothing else can use it // We will use this handle internally for Play(), Beep(), Sound() etc. audioEngine.sndInternal = audioEngine.AllocateSoundHandle(); AUDIO_DEBUG_CHECK(audioEngine.sndInternal == 0); // The first handle must return 0 and this is what is used by Beep and Sound } /// @brief This shuts down the audio engine and frees any resources used void snd_un_init() { if (audioEngine.isInitialized) { // Free any MMLPlayer object if they were created if (audioEngine.mmlPlayer) { delete audioEngine.mmlPlayer; audioEngine.mmlPlayer = nullptr; } // Free any Waveform object if they were created and if (audioEngine.waveform) { delete audioEngine.waveform; audioEngine.waveform = nullptr; } // Free all sound handles here for (size_t handle = 0; handle < audioEngine.soundHandles.size(); handle++) { audioEngine.FreeSoundHandle(handle); // let FreeSoundHandle do it's thing delete audioEngine.soundHandles[handle]; // now free the object created by AllocateSoundHandle() } // Now that all sounds are closed and SoundHandle objects are freed, clear the vector audioEngine.soundHandles.clear(); // Invalidate internal handles audioEngine.sndInternal = audioEngine.sndInternalRaw = INVALID_SOUND_HANDLE; // Shutdown miniaudio ma_engine_uninit(&audioEngine.maEngine); // Shutdown the miniaudio resource manager ma_resource_manager_uninit(&audioEngine.maResourceManager); // Set engine initialized flag as false audioEngine.isInitialized = false; AUDIO_DEBUG_PRINT("Audio engine shutdown"); } } /// @brief This is called by the QB64-PE internally at ~60Hz. We use this for housekeeping and other stuff. void snd_mainloop() { if (audioEngine.isInitialized) { // Scan through the whole handle vector to find anything we need to update or close for (size_t handle = 0; handle < audioEngine.soundHandles.size(); handle++) { // Only process handles that are in use if (audioEngine.soundHandles[handle]->isUsed) { // Look for stuff that is set to auto-destruct if (audioEngine.soundHandles[handle]->autoKill) { switch (audioEngine.soundHandles[handle]->type) { case SoundHandle::Type::STATIC: case SoundHandle::Type::RAW: // Dispose the sound if it has finished playing // Note that this means that temporary looping sounds will never close // Well thats on the programmer. Probably they want it that way if (!ma_sound_is_playing(&audioEngine.soundHandles[handle]->maSound)) audioEngine.FreeSoundHandle(handle); break; case SoundHandle::Type::NONE: if (handle != 0) AUDIO_DEBUG_PRINT("Sound type is 'None' when handle value is not 0"); break; default: AUDIO_DEBUG_PRINT("Condition not handled"); // It should not come here } } } } } }