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QB64-PE/internal/c/parts/audio/audio.cpp
2024-04-25 21:21:39 -07:00

2575 lines
116 KiB
C++

//----------------------------------------------------------------------------------------------------
// ___ ___ __ _ _ ___ ___ _ _ _ ___ _
// / _ \| _ ) / /| | || _ \ __| /_\ _ _ __| (_)___ | __|_ _ __ _(_)_ _ ___
// | (_) | _ \/ _ \_ _| _/ _| / _ \ || / _` | / _ \ | _|| ' \/ _` | | ' \/ -_)
// \__\_\___/\___/ |_||_| |___| /_/ \_\_,_\__,_|_\___/ |___|_||_\__, |_|_||_\___|
// |___/
//
// QB64-PE Audio Engine powered by miniaudio (https://miniaud.io/)
//
//-----------------------------------------------------------------------------------------------------
#include "libqb-common.h"
// Set this to 1 if we want to print debug messages to stderr
#define AUDIO_DEBUG 0
#include "audio.h"
#define STB_VORBIS_HEADER_ONLY
#include "datetime.h"
#include "extras/stb_vorbis.c"
#include "filepath.h"
#include "miniaudio.h"
#include "mutex.h"
#include "error_handle.h"
#include "qbs.h"
#include "mem.h"
#include "cmem.h"
#include <string.h>
#include <math.h>
#include <algorithm>
#include <stack>
#include <unordered_map>
#include <vector>
#include <limits.h>
// This is returned to the caller if handle allocation fails with a -1
// CreateHandle() 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 ZERO_VARIABLE(_v_) memset(&(_v_), 0, sizeof(_v_))
// 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_) < (int32_t)audioEngine.soundHandles.size() && audioEngine.soundHandles[_handle_]->isUsed && \
!audioEngine.soundHandles[_handle_]->autoKill)
// 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);
/// @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<SampleFrame> 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 amount 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 contiguous block to account for expansion without reallocation
buffer[1].data.reserve(DEFAULT_SIZE); // ensure we have a contiguous 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); // quickly 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
/// @param panning An optional argument that controls how the buffer should be panned (-1.0 (full left) to 1.0 (full right))
void PushMonoSampleFrames(float *buffer, ma_uint64 frames, float panning = 0.0f) {
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] * (1.0f - panning)) / 2.0f, (buffer[i] * (1.0f + panning)) / 2.0f});
}
}
/// @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 source 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 initialize 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<intptr_t, Buffer> 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<const void *, size_t> 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 This is a PSG class that handles all kinds of sound generation for BEEP, SOUND and PLAY
class PSG {
public:
/// @brief Various types of waveform that can be generated
enum class WaveformType { NONE, SQUARE, SAWTOOTH, TRIANGLE, SINE, NOISE, COUNT };
static constexpr auto PAN_LEFT = -1.0f;
static constexpr auto PAN_RIGHT = 1.0f;
static constexpr auto PAN_CENTER = PAN_LEFT + PAN_RIGHT;
static constexpr auto MIN_VOLUME = 0.0;
static constexpr auto MAX_VOLUME = 1.0;
private:
/// @brief This struct to used to hold the state of the MML player and also used for the state stack (i.e. when VARPTR$ substrings are used)
struct State {
const uint8_t *byte; // pointer to a byte in an MML string
int32_t length; // this needs to be signed
};
RawStream *rawStream; // this is the RawStream where the samples data will be pushed to
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
std::vector<float> noteBuffer; // note frames are rendered here temporarily before it is mixed to waveBuffer
std::vector<float> waveBuffer; // this is where the waveform is rendered / mixed before being pushed to RawStream
ma_uint64 mixCursor; // this is the cursor position in waveBuffer where the next mix should happen (this can be < waveBuffer.size())
WaveformType waveformType; // the currently selected waveform type (applies to MML and sound)
float volumeRampDuration; // the volume ramping duration (this can be changed by the user)
bool background; // if this is true, then control will be returned back to the caller as soon as the sound / MML is rendered
float panning; // stereo pan setting for SOUND (-1.0f - 0.0f - 1.0f)
std::stack<State> stateStack; // this maintains the state stack if we need to process substrings (VARPTR$)
State currentState; // this is the current state. See State struct
int tempo; // the tempo of the MML tune (this impacts all lengths)
int octave; // the current octave that we'll use for MML notes
double length; // the length of each MML note (1 = full, 4 = quarter etc.)
double pause; // the duration of silence after an MML note (this eats away from the note length)
double duration; // the duration of a sound / MML note / silence (in seconds)
int dots; // the dots after a note or a pause that increases the duration
bool playIt; // flag that is set when the buffer can be played
// These are some constants that can be tweaked to change the behavior of the PSG and MML parser
// These mostly conform to the QBasic and QB64 spec.
static const auto DEFAULT_WAVEFORM_TYPE = WaveformType::TRIANGLE;
static constexpr auto DEFAULT_FREQUENCY = 440.0;
static constexpr auto MAX_MML_VOLUME = 100.0;
static constexpr auto DEFAULT_MML_VOLUME = MAX_MML_VOLUME / 2;
static const auto MIN_TEMPO = 32;
static const auto MAX_TEMPO = 255;
static const auto DEFAULT_TEMPO = 120;
static const auto MAX_OCTAVE = 6;
static const auto DEFAULT_OCTAVE = 4;
static const auto MIN_LENGTH = 1;
static const auto MAX_LENGTH = 64;
static constexpr auto DEFAULT_LENGTH = 4.0;
static constexpr auto DEFAULT_PAUSE = 1.0 / 8.0;
static constexpr auto DEFAULT_VOLUME_RAMP_DURATION = 0.01f;
static constexpr auto BEEP_FREQUENCY = 900.0;
static constexpr auto BEEP_WAVEFORM_DURATION = 0.2472527472527473;
static constexpr auto BEEP_SILENCE_DURATION = 0.0274725274725275;
static constexpr auto BEEP_DURATION = BEEP_WAVEFORM_DURATION + BEEP_SILENCE_DURATION;
/// @brief Generates a waveform to waveBuffer starting at the mixCursor sample location.
/// The buffer must be resized before calling this. We could have resized waveBuffer inside this.
/// However, PLAY supports stuff like staccato etc. that needs some silence after the waveform.
/// So it makes sense for the calling function to do the resize before calling this
/// @param waveDuration The duration of the waveform in seconds
/// @param mix Mixes the generated waveform to the buffer instead of overwriting it
void GenerateWaveform(double waveDuration, bool mix = false) {
auto neededFrames = (ma_uint64)(waveDuration * rawStream->sampleRate);
if (!neededFrames || maWaveform.config.frequency >= 20000 || mixCursor + neededFrames > waveBuffer.size()) {
AUDIO_DEBUG_PRINT("Not generating any waveform. Frames = %llu, frequency = %lf, cursor = %llu", neededFrames, maWaveform.config.frequency,
mixCursor);
return; // nothing to do
}
maResult = MA_SUCCESS;
ma_uint64 generatedFrames = neededFrames;
noteBuffer.assign(neededFrames, 0.0f); // resize the noteBuffer vector to render the waveform and also zero (silence) everything
// Generate to the temp buffer and then we'll mix later
switch (waveformType) {
case WaveformType::TRIANGLE:
case WaveformType::SAWTOOTH:
case WaveformType::SINE:
case WaveformType::SQUARE:
maResult = ma_waveform_read_pcm_frames(&maWaveform, noteBuffer.data(), neededFrames, &generatedFrames);
break;
case WaveformType::NOISE:
maResult = ma_noise_read_pcm_frames(&maNoise, noteBuffer.data(), neededFrames, &generatedFrames);
break;
}
if (maResult != MA_SUCCESS) {
AUDIO_DEBUG_PRINT("maResult = %i", maResult);
return; // something went wrong
}
// Apply volume ramping to the generated waveform to remove click and pops
auto rampFrames = volumeRampDuration * rawStream->sampleRate;
auto destination = waveBuffer.data() + mixCursor;
if (mix) {
// Mix the samples to the buffer
for (size_t i = 0; i < generatedFrames; i++) {
// Calculate the ramp factor based on the current frame position
auto rampFactor = 1.0f;
if (i < rampFrames) {
rampFactor = (float)i / rampFrames;
} else if (i >= generatedFrames - rampFrames) {
rampFactor = (float)(generatedFrames - i) / rampFrames;
}
destination[i] += noteBuffer[i] * rampFactor; // apply the ramp factor to the sample and mix it with the destination buffer
}
AUDIO_DEBUG_PRINT("Waveform = %i, frames requested = %llu, frames mixed = %llu", waveformType, neededFrames, generatedFrames);
} else {
// Copy the samples to the buffer
for (size_t i = 0; i < generatedFrames; i++) {
// Calculate the ramp factor based on the current frame position
auto rampFactor = 1.0f;
if (i < rampFrames) {
rampFactor = (float)i / rampFrames;
} else if (i >= generatedFrames - rampFrames) {
rampFactor = (float)(generatedFrames - i) / rampFrames;
}
destination[i] = noteBuffer[i] * rampFactor; // apply the ramp factor to the sample
}
AUDIO_DEBUG_PRINT("Waveform = %i, frames requested = %llu, frames generated = %llu", waveformType, neededFrames, generatedFrames);
}
}
/// @brief Sets the frequency of the waveform
/// @param frequency The frequency of the waveform
void SetFrequency(double frequency) {
maResult = ma_waveform_set_frequency(&maWaveform, frequency);
AUDIO_DEBUG_CHECK(maResult == MA_SUCCESS);
}
/// @brief Sends the buffer for playback
void PushBufferForPlayback() {
if (!waveBuffer.empty()) {
rawStream->PushMonoSampleFrames(waveBuffer.data(), waveBuffer.size(), panning);
AUDIO_DEBUG_PRINT("Sent %llu samples for playback", waveBuffer.size());
waveBuffer.clear(); // set the buffer size to zero
mixCursor = 0; // reset the cursor
}
}
/// @brief Waits for any playback to complete
void AwaitPlaybackCompletion() {
if (background)
return; // no need to wait
auto timeSec = rawStream->GetTimeRemaining() * 0.95 - 0.25; // per original QB64 behavior
AUDIO_DEBUG_PRINT("Waiting %f seconds for playback to complete", timeSec);
if (timeSec > 0)
sub__delay(timeSec); // we are using sub_delay() because ON TIMER and other events may need to be called while we are waiting
AUDIO_DEBUG_PRINT("Playback complete");
}
public:
// Delete default, copy and move constructors and assignments
PSG() = delete;
PSG(const PSG &) = delete;
PSG &operator=(const PSG &) = delete;
PSG &operator=(PSG &&) = delete;
PSG(PSG &&) = delete;
/// @brief The only constructor
/// @param pRawStream A valid RawStream object pointer. This cannot be NULL
/// @param pWaveform A valid Waveform object pointer. This cannot be NULL
PSG(RawStream *pRawStream) {
rawStream = pRawStream; // save the RawStream object pointer
mixCursor = 0;
volumeRampDuration = DEFAULT_VOLUME_RAMP_DURATION;
background = playIt = false; // default to foreground playback
tempo = DEFAULT_TEMPO;
octave = DEFAULT_OCTAVE;
length = DEFAULT_LENGTH;
pause = DEFAULT_PAUSE;
panning = PAN_CENTER;
duration = 0;
dots = 0;
ZERO_VARIABLE(currentState);
maWaveformConfig = ma_waveform_config_init(ma_format::ma_format_f32, 1, rawStream->sampleRate, ma_waveform_type::ma_waveform_type_square,
DEFAULT_MML_VOLUME / MAX_MML_VOLUME, DEFAULT_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, DEFAULT_MML_VOLUME / MAX_MML_VOLUME);
maResult = ma_noise_init(&maNoiseConfig, NULL, &maNoise);
AUDIO_DEBUG_CHECK(maResult == MA_SUCCESS);
SetWaveformType(DEFAULT_WAVEFORM_TYPE); // this calls the underlying miniaudio API
AUDIO_DEBUG_PRINT("PSG initialized @ %uHz", maWaveform.config.sampleRate);
}
/// @brief This just frees the waveform buffer and cleans up the waveform resources
~PSG() {
ma_noise_uninit(&maNoise, NULL); // destroy miniaudio noise
ma_waveform_uninit(&maWaveform); // destroy miniaudio waveform
AUDIO_DEBUG_PRINT("PSG destroyed");
}
/// @brief Sets the waveform type
/// @param type The waveform type. See Waveform::Type
void SetWaveformType(WaveformType waveType) {
switch (waveType) {
case WaveformType::TRIANGLE:
maResult = ma_waveform_set_type(&maWaveform, ma_waveform_type::ma_waveform_type_triangle);
break;
case WaveformType::SAWTOOTH:
maResult = ma_waveform_set_type(&maWaveform, ma_waveform_type::ma_waveform_type_sawtooth);
break;
case WaveformType::SINE:
maResult = ma_waveform_set_type(&maWaveform, ma_waveform_type::ma_waveform_type_sine);
break;
case WaveformType::SQUARE:
maResult = ma_waveform_set_type(&maWaveform, ma_waveform_type::ma_waveform_type_square);
break;
}
AUDIO_DEBUG_CHECK(maResult == MA_SUCCESS);
waveformType = waveType;
AUDIO_DEBUG_PRINT("Waveform type set to %i", waveformType);
}
/// @brief Sets the amplitude of the waveform
/// @param amplitude The amplitude of the waveform
void SetAmplitude(double amplitude) {
maResult = ma_waveform_set_amplitude(&maWaveform, amplitude);
AUDIO_DEBUG_CHECK(maResult == MA_SUCCESS);
maResult = ma_noise_set_amplitude(&maNoise, amplitude);
AUDIO_DEBUG_CHECK(maResult == MA_SUCCESS);
AUDIO_DEBUG_PRINT("Amplitude set to %lf", amplitude);
}
/// @brief Set the PSG panning value
/// @param value A number between -1.0 to 1.0. Where 0.0 is center
void SetPanning(float value) {
panning = value;
AUDIO_DEBUG_PRINT("Panning set to %f", panning);
}
/// @brief Plays a typical retro PC speaker BEEP sound. The volume, waveform and background mode can be changed using PLAY
void Beep() {
SetFrequency(BEEP_FREQUENCY);
waveBuffer.assign((size_t)(BEEP_DURATION * rawStream->sampleRate), 0.0f);
GenerateWaveform(BEEP_WAVEFORM_DURATION);
PushBufferForPlayback();
AwaitPlaybackCompletion(); // await playback to complete if we are in MF mode
}
/// @brief Emulates a PC speaker sound. The volume, waveform and background mode can be changed using PLAY
void Sound(double frequency, double lengthInClockTicks) {
SetFrequency(frequency);
auto soundDuration = lengthInClockTicks / 18.2;
waveBuffer.assign((size_t)(soundDuration * rawStream->sampleRate), 0.0f);
GenerateWaveform(soundDuration);
PushBufferForPlayback();
AwaitPlaybackCompletion(); // await playback to complete if we are in MF mode
}
/// @brief This is an MML parser 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
// };
/// @param mml A string containing the MML tune
void Play(const qbs *mml) {
if (!mml || !mml->len) // exit if string is empty
return;
auto currentChar = 0;
auto processedChar = 0;
auto numberEntered = 0;
int64_t number = 0;
bool noteShifted = false;
auto noteOffset = 0;
auto followUp = 0;
auto noDotDuration = 1.0 / (tempo / 60.0) * (4.0 / length);
playIt = false;
stateStack.push({mml->chr, mml->len}); // 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();
while ((currentState.length--) || followUp) {
if (currentState.length < 0) {
currentChar = ' ';
goto follow_up;
}
currentChar = *currentState.byte++;
if (isspace(currentChar))
continue;
processedChar = toupper(currentChar);
if (processedChar == 'X') { // "X" + VARPTR$()
// A minimum of 3 bytes is need to read the address
if (currentState.length < 3) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
// Read type byte
currentChar = *currentState.byte++;
currentState.length--;
// Read offset within DBLOCK
auto offset = *(uint16_t *)currentState.byte;
currentState.byte += 2;
currentState.length -= 2;
stateStack.push(currentState); // push the current state to the stack
// Set new state
currentState.byte = &cmem[1280] + (cmem[1280 + offset + 3] * 256 + cmem[1280 + offset + 2]);
currentState.length = cmem[1280 + offset + 1] * 256 + cmem[1280 + offset + 0];
continue;
} else if (currentChar == '=') { // "=" + VARPTR$()
if (dots) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
if (numberEntered) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
numberEntered = 2;
// VARPTR$ reference
/*
'BYTE=1
'INTEGER=2
'STRING=3 SUB-STRINGS must use "X"+VARPTR$(string$)
'SINGLE=4
'INT64=5
'FLOAT=6
'DOUBLE=8
'LONG=20
'BIT=64+n
*/
if (currentState.length < 3) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
currentChar = *currentState.byte++; // read type byte
currentState.length--;
auto x = *(uint16_t *)currentState.byte; // read offset within DBLOCK
currentState.byte += 2;
currentState.length -= 2;
// note: allowable _BIT type variables in VARPTR$ are all at a byte offset and are all
// padded until the next byte
int64_t d = 0;
switch (currentChar) {
case 1:
d = *(char *)(dblock + x);
break;
case (1 + 128):
d = *(uint8_t *)(dblock + x);
break;
case 2:
d = *(int16_t *)(dblock + x);
break;
case (2 + 128):
d = *(uint16_t *)(dblock + x);
break;
case 4:
d = *(float *)(dblock + x);
break;
case 5:
d = *(int64_t *)(dblock + x);
break;
case (5 + 128):
d = *(int64_t *)(dblock + x); // unsigned conversion is unsupported!
break;
case 6:
d = *(long double *)(dblock + x);
break;
case 8:
d = *(double *)(dblock + x);
break;
case 20:
d = *(int32_t *)(dblock + x);
break;
case (20 + 128):
d = *(uint32_t *)(dblock + x);
break;
default:
// bit type?
if ((currentChar & 64) == 0) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
auto x2 = currentChar & 63;
if (x2 > 56) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
} // valid number of bits?
// create a mask
auto mask = (((int64_t)1) << x2) - 1;
auto i64num = (*(int64_t *)(dblock + x)) & mask;
// signed?
if (currentChar & 128) {
mask = ((int64_t)1) << (x2 - 1);
if (i64num & mask) { // top bit on?
mask = -1;
mask <<= x2;
i64num += mask;
}
} // signed
d = i64num;
}
if (d > 2147483647.0 || d < -2147483648.0) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL); // out of range value!
return;
}
number = llround(d);
continue;
} else if (currentChar >= '0' && currentChar <= '9') {
if (dots || numberEntered == 2) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
if (!numberEntered) {
number = 0;
numberEntered = 1;
}
number = number * 10 + currentChar - 48;
continue;
} else if (currentChar == '.') {
if (followUp != 7 && followUp != 1 && followUp != 4) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
dots++;
continue;
}
follow_up:
if (followUp == 10) { // Q...
if (!numberEntered) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
numberEntered = 0;
if (number > 100) { // 0 - 100 ms
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
volumeRampDuration = (float)number / 1000.0f;
followUp = 0;
if (currentState.length < 0)
break;
} else if (followUp == 9) { // @...
if (!numberEntered) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
numberEntered = 0;
if ((WaveformType)number <= WaveformType::NONE || (WaveformType)number >= WaveformType::COUNT) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
SetWaveformType((WaveformType)number);
followUp = 0;
if (currentState.length < 0)
break;
} else if (followUp == 8) { // V...
if (!numberEntered) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
numberEntered = 0;
if (number > MAX_MML_VOLUME) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
SetAmplitude(number / MAX_MML_VOLUME);
followUp = 0;
if (currentState.length < 0)
break;
} else if (followUp == 7) { // P...
if (numberEntered) {
numberEntered = 0;
if (number < 1 || number > 64) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
duration = 1.0 / (tempo / 60.0) * (4.0 / ((double)number));
} else {
duration = noDotDuration;
}
auto dotDuration = duration;
for (auto i = 0; i < dots; i++) {
dotDuration /= 2.0;
duration += dotDuration;
}
dots = 0;
auto noteFrames = (ma_uint64)(duration * rawStream->sampleRate);
if ((mixCursor + noteFrames) > waveBuffer.size()) {
waveBuffer.resize(mixCursor + noteFrames, 0.0f);
}
if (currentChar != ',') {
mixCursor += noteFrames;
}
playIt = true;
followUp = 0;
if (currentChar == ',')
continue;
if (currentState.length < 0)
break;
} else if (followUp == 6) { // T...
if (!numberEntered) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
numberEntered = 0;
if (number < MIN_TEMPO || number > MAX_TEMPO) {
number = 120;
}
tempo = number;
noDotDuration = 1.0 / (tempo / 60.0) * (4.0 / length);
followUp = 0;
if (currentState.length < 0)
break;
} else if (followUp == 5) { // M...
if (numberEntered) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
switch (processedChar) {
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;
case 'B': // background
if (!background) {
if (playIt) { // play pending buffer in foreground before we switch to background
playIt = false;
PushBufferForPlayback();
AwaitPlaybackCompletion();
}
background = true;
}
break;
case 'F': // foreground
background = false;
break;
default:
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
followUp = 0;
continue;
} else if (followUp == 4) { // N...
if (!numberEntered) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
numberEntered = 0;
if (number > 84) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
noteOffset = -45 + number;
goto follow_up_1;
} else if (followUp == 3) { // O...
if (!numberEntered) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
numberEntered = 0;
if (number > MAX_OCTAVE) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
octave = number;
followUp = 0;
if (currentState.length < 0)
break;
} else if (followUp == 2) { // L...
if (!numberEntered) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
numberEntered = 0;
if (number < MIN_LENGTH || number > MAX_LENGTH) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
length = number;
noDotDuration = 1.0 / (tempo / 60.0) * (4.0 / length);
followUp = 0;
if (currentState.length < 0)
break;
} else if (followUp == 1) { // A-G...
if (currentChar == '-') {
if (noteShifted || numberEntered) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
noteShifted = true;
noteOffset--;
continue;
}
if (currentChar == '+' || currentChar == '#') {
if (noteShifted || numberEntered) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
noteShifted = true;
noteOffset++;
continue;
}
follow_up_1:
if (numberEntered) {
numberEntered = 0;
if (number < 0 || number > 64) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
if (!number)
duration = noDotDuration;
else
duration = 1.0 / (tempo / 60.0) * (4.0 / ((double)number));
} else {
duration = noDotDuration;
}
auto dotDuration = duration;
for (auto i = 0; i < dots; i++) {
dotDuration /= 2.0;
duration += dotDuration;
}
dots = 0;
SetFrequency(pow(2.0, ((double)noteOffset) / 12.0) * 440.0);
auto noteFrames = (ma_uint64)(duration * rawStream->sampleRate);
if (mixCursor + noteFrames > waveBuffer.size()) {
waveBuffer.resize(mixCursor + noteFrames, 0.0f);
}
if (noteOffset > -45) // this ensures that we correctly handle N0 as rest
GenerateWaveform(duration * (1.0 - pause), mixCursor != waveBuffer.size());
if (currentChar != ',') {
mixCursor += noteFrames;
}
playIt = true;
noteShifted = false;
followUp = 0;
if (currentChar == ',')
continue;
if (currentState.length < 0)
break;
}
if (processedChar >= 'A' && processedChar <= 'G') {
switch (processedChar) {
case 'A':
noteOffset = 9;
break;
case 'B':
noteOffset = 11;
break;
case 'C':
noteOffset = 0;
break;
case 'D':
noteOffset = 2;
break;
case 'E':
noteOffset = 4;
break;
case 'F':
noteOffset = 5;
break;
case 'G':
noteOffset = 7;
break;
}
noteOffset = noteOffset + (octave - 2) * 12 - 9;
followUp = 1;
continue;
} else if (processedChar == 'L') { // length
followUp = 2;
continue;
} else if (processedChar == 'M') { // timing
followUp = 5;
continue;
} else if (processedChar == 'N') { // note 'n'
followUp = 4;
continue;
} else if (processedChar == 'O') { // octave
followUp = 3;
continue;
} else if (processedChar == 'T') { // tempo
followUp = 6;
continue;
} else if (processedChar == '<') { // octave --
--octave;
if (octave < 0)
octave = 0;
continue;
} else if (processedChar == '>') { // octave ++
++octave;
if (octave > 6)
octave = 6;
continue;
} else if (processedChar == 'P' || processedChar == 'R') { // rest
followUp = 7;
continue;
} else if (processedChar == 'V') { // volume
followUp = 8;
continue;
} else if (processedChar == '@') { // waveform
followUp = 9;
continue;
} else if (processedChar == 'Q') { // vol-ramp
followUp = 10;
continue;
}
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
if (numberEntered || followUp) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL); // unhandled data
return;
}
if (playIt) {
PushBufferForPlayback();
AwaitPlaybackCompletion();
}
}
}
};
/// <summary>
/// Sound handle type
/// This describes every sound the system will ever play (including raw streams).
/// </summary>
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 class 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_t 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;
/// <summary>
/// Just initializes some important members.
/// 'inUse' will be set to true by CreateHandle().
/// This is done here, as well as slightly differently in CreateHandle() for safety.
/// </summary>
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;
ZERO_VARIABLE(maDecoderConfig);
maDecoder = nullptr;
bufferKey = 0;
ZERO_VARIABLE(maAudioBufferConfig);
maAudioBuffer = nullptr;
rawStream = nullptr;
memLockOffset = nullptr;
memLockId = INVALID_MEM_LOCK;
}
};
/// <summary>
/// Type will help us keep track of the audio engine state
/// </summary>
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()
PSG *psg; // PSG object that we will use to generate sound for Play(), Beep() & Sound()
int32_t sndInternalRaw; // internal sound handle that we will use for the QB64 'handle-less' raw stream
std::vector<SoundHandle *> 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
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;
/// <summary>
/// Just initializes some important members.
/// </summary>
AudioEngine() {
isInitialized = initializationFailed = false;
ZERO_VARIABLE(maResourceManagerConfig);
ZERO_VARIABLE(maResourceManager);
ZERO_VARIABLE(maEngineConfig);
ZERO_VARIABLE(maEngine);
maResult = ma_result::MA_SUCCESS;
sampleRate = 0;
sndInternal = sndInternalRaw = -1; // should not use INVALID_SOUND_HANDLE here
psg = nullptr;
lowestFreeHandle = 0;
}
/// <summary>
/// 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.
/// </summary>
/// <returns>Returns a non-negative handle if successful</returns>
int32_t CreateHandle() {
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) scenarios
// 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);
}
/// <summary>
/// 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'.
/// </summary>
/// <param name="handle">A sound handle</param>
void ReleaseHandle(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 handle 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 Initializes the PSG object and it's RawStream object. This only happens once. Subsequent calls to this will return true
/// @return Returns true if both objects were successfully created
static bool InitializePSG() {
if (!audioEngine.isInitialized || audioEngine.sndInternal != 0)
return false;
// Kickstart the raw stream and PSG if it is not already
if (!audioEngine.soundHandles[audioEngine.sndInternal]->rawStream) {
audioEngine.soundHandles[audioEngine.sndInternal]->rawStream =
RawStreamCreate(&audioEngine.maEngine, &audioEngine.soundHandles[audioEngine.sndInternal]->maSound);
if (!audioEngine.soundHandles[audioEngine.sndInternal]->rawStream) {
AUDIO_DEBUG_PRINT("Failed to create rawStream object for PSG");
return false;
}
audioEngine.soundHandles[audioEngine.sndInternal]->type = SoundHandle::Type::RAW;
if (!audioEngine.psg) {
audioEngine.psg = new PSG(audioEngine.soundHandles[audioEngine.sndInternal]->rawStream);
if (!audioEngine.psg) {
AUDIO_DEBUG_PRINT("Failed to create PSG object");
RawStreamDestroy(audioEngine.soundHandles[audioEngine.sndInternal]->rawStream);
audioEngine.soundHandles[audioEngine.sndInternal]->rawStream = nullptr;
audioEngine.soundHandles[audioEngine.sndInternal]->type = SoundHandle::Type::NONE;
return false;
}
}
}
return (audioEngine.soundHandles[audioEngine.sndInternal]->rawStream && audioEngine.psg);
}
/// @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, double volume, double panning, int32_t waveform, int32_t passed) {
if (is_error_pending() || lengthInClockTicks == 0.0 || !InitializePSG())
return;
if ((frequency < 37.0 && frequency != 0) || frequency > 32767.0 || lengthInClockTicks < 0.0 || lengthInClockTicks > 65535.0) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
if (passed & 1) {
if (volume < PSG::MIN_VOLUME || volume > PSG::MAX_VOLUME) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
audioEngine.psg->SetAmplitude(volume);
}
if (passed & 2) {
if (panning < PSG::PAN_LEFT || panning > PSG::PAN_RIGHT) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
audioEngine.psg->SetPanning((float)panning);
}
if (passed & 4) {
if ((PSG::WaveformType)waveform <= PSG::WaveformType::NONE || (PSG::WaveformType)waveform >= PSG::WaveformType::COUNT) {
error(QB_ERROR_ILLEGAL_FUNCTION_CALL);
return;
}
audioEngine.psg->SetWaveformType((PSG::WaveformType)waveform);
}
audioEngine.psg->Sound(frequency, lengthInClockTicks);
}
/// @brief This generates a default 'beep' sound
void sub_beep() {
if (is_error_pending() || !InitializePSG())
return;
audioEngine.psg->Beep();
}
/// @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) {
if (ignore)
return lround(audioEngine.soundHandles[audioEngine.sndInternal]->rawStream->GetTimeRemaining());
else
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(const qbs *str) {
if (is_error_pending() || !InitializePSG())
return;
audioEngine.psg->Play(str);
}
/// <summary>
/// This returns the sample rate from ma engine if ma is initialized.
/// </summary>
/// <returns>miniaudio sample rate</returns>
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;
}
/// <summary>
/// This loads a sound file into memory and returns a LONG handle value above 0.
/// </summary>
/// <param name="fileName">The is the pathname for the sound file. This can be any format that miniaudio or a miniaudio plugin supports</param>
/// <param name="requirements">This is leftover from the old QB64-SDL days. But we use this to pass some parameters like 'stream'</param>
/// <param name="passed">How many parameters were passed?</param>
/// <returns>Returns a valid sound handle (> 0) if successful or 0 if it fails</returns>
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);
// Allocate a sound handle
int32_t handle = audioEngine.CreateHandle();
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 specify 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, filepath_fix_directory(fileNameZ), 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;
}
/// <summary>
/// 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.
/// </summary>
/// <param name="handle">A sound handle</param>
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 its data to miniaudio
// Note that this will take care of checking if the handle is a raw steam and other stuff
// So it is completely 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;
}
}
/// <summary>
/// This copies a sound to a new handle so that two or more of the same sound can be played at once.
/// </summary>
/// <param name="src_handle">A source sound handle</param>
/// <returns>A new sound handle if successful or 0 on failure</returns>
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.CreateHandle(); // allocate 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.CreateHandle(); // allocate 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;
}
/// <summary>
/// This plays a sound designated by a sound handle.
/// </summary>
/// <param name="handle">A sound handle</param>
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);
}
}
/// <summary>
/// This copies a sound, plays it, and automatically closes the copy.
/// </summary>
/// <param name="handle">A sound handle to copy</param>
/// <param name="volume">The volume at which the sound should be played (0.0 - 1.0)</param>
/// <param name="x">x distance values go from left (negative) to right (positive)</param>
/// <param name="y">y distance values go from below (negative) to above (positive).</param>
/// <param name="z">z distance values go from behind (negative) to in front (positive).</param>
/// <param name="passed">How many parameters were passed?</param>
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);
}
}
/// <summary>
/// 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.
/// </summary>
/// <param name="fileName">The is the name of the file to be played</param>
/// <param name="sync">This parameter is ignored</param>
/// <param name="volume">This the sound playback volume (0 - silent ... 1 - full)</param>
/// <param name="passed">How many parameters were passed?</param>
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
}
}
/// <summary>
/// This pauses a sound using a sound handle.
/// </summary>
/// <param name="handle">A sound handle</param>
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);
}
}
/// <summary>
/// This returns whether a sound is being played.
/// </summary>
/// <param name="handle">A sound handle</param>
/// <returns>Return true if the sound is playing. False otherwise</returns>
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;
}
/// <summary>
/// This checks if a sound is paused.
/// </summary>
/// <param name="handle">A sound handle</param>
/// <returns>Returns true if the sound is paused. False otherwise</returns>
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;
}
/// <summary>
/// This sets the volume of a sound loaded in memory using a sound handle.
/// New: This works for both static and raw sounds.
/// </summary>
/// <param name="handle">A sound handle</param>
/// <param name="volume">A float point value with 0 resulting in silence and anything above 1 resulting in amplification</param>
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);
}
}
/// <summary>
/// This is like sub__sndplay but the sound is looped.
/// </summary>
/// <param name="handle"></param>
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);
}
}
}
/// <summary>
/// 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.
/// </summary>
/// <param name="handle">A sound handle</param>
/// <param name="x">x distance values go from left (negative) to right (positive)</param>
/// <param name="y">y distance values go from below (negative) to above (positive).</param>
/// <param name="z">z distance values go from behind (negative) to in front (positive).</param>
/// <param name="channel">channel value 1 denotes left (mono) and 2 denotes right (stereo) channel. This has no meaning for miniaudio and is ignored</param>
/// <param name="passed">How many parameters were passed?</param>
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
}
}
}
/// <summary>
/// This returns the length in seconds of a loaded sound using a sound handle.
/// </summary>
/// <param name="handle">A sound handle</param>
/// <returns>Returns the length of a sound in seconds</returns>
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;
}
/// <summary>
/// This returns the current playing position in seconds using a sound handle.
/// </summary>
/// <param name="handle">A sound handle</param>
/// <returns>Returns the current playing position in seconds from an open sound file</returns>
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;
}
/// <summary>
/// This changes the current/starting playing position in seconds of a sound.
/// </summary>
/// <param name="handle">A sound handle</param>
/// <param name="seconds">The position to set in seconds</param>
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 position in PCM frames
AUDIO_DEBUG_CHECK(audioEngine.maResult == MA_SUCCESS);
}
}
/// <summary>
/// This stops playing a sound after it has been playing for a set number of seconds.
/// </summary>
/// <param name="handle">A sound handle</param>
/// <param name="limit">The number of seconds that the sound will play</param>
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);
}
}
/// <summary>
/// This stops a playing or paused sound using a sound handle.
/// </summary>
/// <param name="handle">A sound handle</param>
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);
}
}
/// <summary>
/// This function opens a new channel to fill with _SNDRAW content to manage multiple dynamically generated sounds.
/// </summary>
/// <returns>A new sound handle if successful or 0 on failure</returns>
int32_t func__sndopenraw() {
// Return invalid handle if audio engine is not initialized
if (!audioEngine.isInitialized)
return INVALID_SOUND_HANDLE;
// Allocate a sound handle
int32_t handle = audioEngine.CreateHandle();
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;
}
/// <summary>
/// This plays sound wave sample frequencies created by a program.
/// </summary>
/// <param name="left">Left channel sample</param>
/// <param name="right">Right channel sample</param>
/// <param name="handle">A sound handle</param>
/// <param name="passed">How many parameters were passed?</param>
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);
}
}
/// <summary>
/// This ensures that the final buffer portion is played in short sound effects even if it is incomplete.
/// </summary>
/// <param name="handle">A sound handle</param>
/// <param name="passed">How many parameters were passed?</param>
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
}
*/
}
/// <summary>
/// This function returns the length, in seconds, of a _SNDRAW sound currently queued.
/// </summary>
/// <param name="handle">A sound handle</param>
/// <param name="passed">How many parameters were passed?</param>
/// <returns></returns>
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;
}
/// <summary>
/// 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.
/// </summary>
/// <param name="frames">The number of sample frames required</param>
/// <param name="channels">The number of sound channels. This can be 1 (mono) or 2 (stereo)/param>
/// <param name="bits">The bit depth of the sound. This can be 8 (unsigned 8-bit), 16 (signed 16-bit) or 32 (FP32)</param>
/// <returns>A new sound handle if successful or 0 on failure</returns>
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;
}
// Allocate a sound handle
int32_t handle = audioEngine.CreateHandle();
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;
}
/// @brief 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.
/// @param handle A sound handle
/// @param targetChannel This should be 0 (for interleaved) or 1 (for mono). Anything else will result in failure
/// @param passed What arguments were passed?
/// @return A _MEM value that can be used to access the sound data
mem_block func__memsound(int32_t handle, int32_t targetChannel, int32_t passed) {
ma_format maFormat = ma_format::ma_format_unknown;
ma_uint32 channels = 0;
ma_uint64 sampleFrames = 0;
intptr_t data = NULL;
// Setup mem_block (assuming failure)
mem_block mb = {};
mb.lock_offset = (intptr_t)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) {
AUDIO_DEBUG_PRINT("Invalid handle (%i) or sound type (%i)", handle, audioEngine.soundHandles[handle]->type);
return mb;
}
// Simply return an "empty" mem_block if targetChannel is not 0 or 1
if (passed && targetChannel != 0 && targetChannel != 1) {
AUDIO_DEBUG_PRINT("Invalid channel (%i)", 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 = (intptr_t)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 contiguous 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 contiguous 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 = (intptr_t)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 examining 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 = (intptr_t)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 = (intptr_t)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 decoder 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 @ %uHz", 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.CreateHandle();
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 PSG object if they were created
if (audioEngine.psg) {
delete audioEngine.psg;
audioEngine.psg = nullptr;
}
// Free all sound handles here
for (size_t handle = 0; handle < audioEngine.soundHandles.size(); handle++) {
audioEngine.ReleaseHandle(handle); // let ReleaseHandle do its thing
delete audioEngine.soundHandles[handle]; // now free the object created by CreateHandle()
}
// 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 that's on the programmer. Probably they want it that way
if (!ma_sound_is_playing(&audioEngine.soundHandles[handle]->maSound))
audioEngine.ReleaseHandle(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
}
}
}
}
}
}