Split software audio mixer to its own file
This will be shared between the SDL2 and miniaudio backends, eliminating all that digusting duplicate code.
This commit is contained in:
parent
4e58457e1d
commit
732d3bbc5c
4 changed files with 227 additions and 161 deletions
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@ -296,7 +296,7 @@ endif()
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if(BACKEND_AUDIO MATCHES "SDL2")
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target_sources(CSE2 PRIVATE "src/Backends/Audio/SDL2.cpp")
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elseif(BACKEND_AUDIO MATCHES "miniaudio")
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target_sources(CSE2 PRIVATE "src/Backends/Audio/miniaudio.cpp")
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target_sources(CSE2 PRIVATE "src/Backends/Audio/miniaudio.cpp" "src/Backends/Audio/SoftwareMixer.cpp")
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# Link libdl, libm, and libpthread
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include(CheckLibraryExists)
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185
src/Backends/Audio/SoftwareMixer.cpp
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185
src/Backends/Audio/SoftwareMixer.cpp
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@ -0,0 +1,185 @@
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#include "SoftwareMixer.h"
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#include <math.h>
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#include <stddef.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#define MIN(a, b) ((a) < (b) ? (a) : (b))
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#define MAX(a, b) ((a) > (b) ? (a) : (b))
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#define CLAMP(x, y, z) MIN(MAX((x), (y)), (z))
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#ifdef __GNUC__
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#define ATTR_HOT __attribute__((hot))
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#else
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#define ATTR_HOT
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#endif
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struct Mixer_Sound
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{
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unsigned char *samples;
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size_t frames;
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double position;
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double advance_delta;
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bool playing;
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bool looping;
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unsigned int frequency;
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float volume;
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float pan_l;
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float pan_r;
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float volume_l;
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float volume_r;
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struct Mixer_Sound *next;
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};
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static Mixer_Sound *sound_list_head;
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static unsigned long output_frequency;
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static double MillibelToScale(long volume)
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{
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// Volume is in hundredths of a decibel, from 0 to -10000
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volume = CLAMP(volume, -10000, 0);
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return pow(10.0, volume / 2000.0);
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}
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void Mixer_Init(unsigned long frequency)
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{
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output_frequency = frequency;
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}
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Mixer_Sound* Mixer_CreateSound(unsigned int frequency, size_t frames)
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{
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Mixer_Sound *sound = (Mixer_Sound*)malloc(sizeof(Mixer_Sound));
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if (sound == NULL)
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return NULL;
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sound->samples = (unsigned char*)malloc(frames + 1);
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if (sound->samples == NULL)
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{
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free(sound);
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return NULL;
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}
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sound->frames = frames;
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sound->playing = false;
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sound->position = 0.0;
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Mixer_SetSoundFrequency(sound, frequency);
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Mixer_SetSoundVolume(sound, 0);
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Mixer_SetSoundPan(sound, 0);
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sound->next = sound_list_head;
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sound_list_head = sound;
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return sound;
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}
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void Mixer_DestroySound(Mixer_Sound *sound)
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{
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for (Mixer_Sound **sound_pointer = &sound_list_head; *sound_pointer != NULL; sound_pointer = &(*sound_pointer)->next)
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{
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if (*sound_pointer == sound)
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{
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*sound_pointer = sound->next;
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free(sound->samples);
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free(sound);
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break;
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}
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}
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}
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unsigned char* Mixer_LockSound(Mixer_Sound *sound, size_t *size)
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{
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if (size != NULL)
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*size = sound->frames;
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return sound->samples;
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}
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void Mixer_PlaySound(Mixer_Sound *sound, bool looping)
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{
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sound->playing = true;
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sound->looping = looping;
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sound->samples[sound->frames] = looping ? sound->samples[0] : 0x80; // For the linear interpolator
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}
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void Mixer_StopSound(Mixer_Sound *sound)
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{
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sound->playing = false;
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sound->position = 0.0;
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}
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void Mixer_RewindSound(Mixer_Sound *sound)
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{
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sound->position = 0.0;
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}
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void Mixer_SetSoundFrequency(Mixer_Sound *sound, unsigned int frequency)
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{
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sound->frequency = frequency;
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sound->advance_delta = (double)frequency / (double)output_frequency;
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}
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void Mixer_SetSoundVolume(Mixer_Sound *sound, long volume)
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{
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sound->volume = (float)MillibelToScale(volume);
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sound->volume_l = sound->pan_l * sound->volume;
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sound->volume_r = sound->pan_r * sound->volume;
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}
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void Mixer_SetSoundPan(Mixer_Sound *sound, long pan)
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{
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sound->pan_l = (float)MillibelToScale(-pan);
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sound->pan_r = (float)MillibelToScale(pan);
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sound->volume_l = sound->pan_l * sound->volume;
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sound->volume_r = sound->pan_r * sound->volume;
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}
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// Most CPU-intensive function in the game (2/3rd CPU time consumption in my experience), so marked with attrHot so the compiler considers it a hot spot (as it is) when optimizing
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ATTR_HOT void Mixer_MixSounds(float *stream, unsigned int frames_total)
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{
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for (Mixer_Sound *sound = sound_list_head; sound != NULL; sound = sound->next)
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{
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if (sound->playing)
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{
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float *steam_pointer = stream;
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for (unsigned int frames_done = 0; frames_done < frames_total; ++frames_done)
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{
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// Get two samples, and normalise them to 0-1
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const float sample1 = (sound->samples[(size_t)sound->position] - 128.0f) / 128.0f;
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const float sample2 = (sound->samples[(size_t)sound->position + 1] - 128.0f) / 128.0f;
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// Perform linear interpolation
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const float interpolated_sample = sample1 + ((sample2 - sample1) * fmod((float)sound->position, 1.0f));
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*steam_pointer++ += interpolated_sample * sound->volume_l;
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*steam_pointer++ += interpolated_sample * sound->volume_r;
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sound->position += sound->advance_delta;
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if (sound->position >= sound->frames)
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{
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if (sound->looping)
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{
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sound->position = fmod(sound->position, (double)sound->frames);
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}
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else
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{
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sound->playing = false;
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sound->position = 0.0;
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break;
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}
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}
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}
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}
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}
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}
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17
src/Backends/Audio/SoftwareMixer.h
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17
src/Backends/Audio/SoftwareMixer.h
Normal file
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@ -0,0 +1,17 @@
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#pragma once
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#include <stddef.h>
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typedef struct Mixer_Sound Mixer_Sound;
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void Mixer_Init(unsigned long frequency);
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Mixer_Sound* Mixer_CreateSound(unsigned int frequency, size_t frames);
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void Mixer_DestroySound(Mixer_Sound *sound);
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unsigned char* Mixer_LockSound(Mixer_Sound *sound, size_t *size);
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void Mixer_PlaySound(Mixer_Sound *sound, bool looping);
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void Mixer_StopSound(Mixer_Sound *sound);
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void Mixer_RewindSound(Mixer_Sound *sound);
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void Mixer_SetSoundFrequency(Mixer_Sound *sound, unsigned int frequency);
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void Mixer_SetSoundVolume(Mixer_Sound *sound, long volume);
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void Mixer_SetSoundPan(Mixer_Sound *sound, long pan);
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void Mixer_MixSounds(float *stream, unsigned int frames_total);
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@ -1,11 +1,5 @@
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#include "../Audio.h"
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#include <math.h>
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#include <stddef.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#define MINIAUDIO_IMPLEMENTATION
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#define MA_NO_DECODING
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#define MA_API static
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@ -14,35 +8,10 @@
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#include "../../Organya.h"
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#include "../../WindowsWrapper.h"
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#include "SoftwareMixer.h"
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#define MIN(a, b) ((a) < (b) ? (a) : (b))
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#define MAX(a, b) ((a) > (b) ? (a) : (b))
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#define CLAMP(x, y, z) MIN(MAX((x), (y)), (z))
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#ifdef __GNUC__
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#define ATTR_HOT __attribute__((hot))
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#else
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#define ATTR_HOT
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#endif
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struct AudioBackend_Sound
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{
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unsigned char *samples;
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size_t frames;
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double position;
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double advance_delta;
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BOOL playing;
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BOOL looping;
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unsigned int frequency;
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float volume;
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float pan_l;
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float pan_r;
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float volume_l;
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float volume_r;
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struct AudioBackend_Sound *next;
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};
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static AudioBackend_Sound *sound_list_head;
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static ma_device device;
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static ma_mutex mutex;
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static ma_mutex organya_mutex;
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static unsigned short organya_timer;
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static double MillibelToScale(long volume)
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{
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// Volume is in hundredths of decibels, from 0 to -10000
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volume = CLAMP(volume, -10000, 0);
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return pow(10.0, volume / 2000.0);
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}
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static void SetSoundFrequency(AudioBackend_Sound *sound, unsigned int frequency)
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{
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sound->frequency = frequency;
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sound->advance_delta = (double)frequency / (double)output_frequency;
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}
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static void SetSoundVolume(AudioBackend_Sound *sound, long volume)
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{
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sound->volume = (float)MillibelToScale(volume);
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sound->volume_l = sound->pan_l * sound->volume;
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sound->volume_r = sound->pan_r * sound->volume;
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}
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static void SetSoundPan(AudioBackend_Sound *sound, long pan)
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{
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sound->pan_l = (float)MillibelToScale(-pan);
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sound->pan_r = (float)MillibelToScale(pan);
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sound->volume_l = sound->pan_l * sound->volume;
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sound->volume_r = sound->pan_r * sound->volume;
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}
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// Most CPU-intensive function in the game (2/3rd CPU time consumption in my experience), so marked with attrHot so the compiler considers it a hot spot (as it is) when optimizing
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ATTR_HOT static void MixSounds(float *stream, unsigned int frames_total)
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{
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ma_mutex_lock(&mutex);
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for (AudioBackend_Sound *sound = sound_list_head; sound != NULL; sound = sound->next)
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{
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if (sound->playing)
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{
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float *steam_pointer = stream;
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for (unsigned int frames_done = 0; frames_done < frames_total; ++frames_done)
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{
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// Get two samples, and normalise them to 0-1
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const float sample1 = (sound->samples[(size_t)sound->position] - 128.0f) / 128.0f;
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const float sample2 = (sound->samples[(size_t)sound->position + 1] - 128.0f) / 128.0f;
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// Perform linear interpolation
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const float interpolated_sample = sample1 + ((sample2 - sample1) * fmod((float)sound->position, 1.0f));
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*steam_pointer++ += interpolated_sample * sound->volume_l;
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*steam_pointer++ += interpolated_sample * sound->volume_r;
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sound->position += sound->advance_delta;
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if (sound->position >= sound->frames)
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{
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if (sound->looping)
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{
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sound->position = fmod(sound->position, (double)sound->frames);
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}
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else
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{
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sound->playing = FALSE;
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sound->position = 0.0;
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break;
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}
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}
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}
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}
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}
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ma_mutex_unlock(&mutex);
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}
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static void Callback(ma_device *device, void *output_stream, const void *input_stream, ma_uint32 frames_total)
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{
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(void)device;
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if (organya_timer == 0)
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{
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MixSounds(stream, frames_total);
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ma_mutex_lock(&mutex);
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Mixer_MixSounds(stream, frames_total);
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ma_mutex_unlock(&mutex);
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}
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else
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{
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@ -160,7 +56,9 @@ static void Callback(ma_device *device, void *output_stream, const void *input_s
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const unsigned int frames_to_do = MIN(organya_countdown, frames_total - frames_done);
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MixSounds(stream + frames_done * 2, frames_to_do);
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ma_mutex_lock(&mutex);
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Mixer_MixSounds(stream + frames_done * 2, frames_to_do);
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ma_mutex_unlock(&mutex);
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frames_done += frames_to_do;
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organya_countdown -= frames_to_do;
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if (ma_device_init(NULL, &config, &device) == MA_SUCCESS)
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{
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output_frequency = device.sampleRate;
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if (ma_mutex_init(device.pContext, &mutex) == MA_SUCCESS)
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{
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if (ma_mutex_init(device.pContext, &organya_mutex) == MA_SUCCESS)
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{
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if (ma_device_start(&device) == MA_SUCCESS)
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{
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output_frequency = device.sampleRate;
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Mixer_Init(device.sampleRate);
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return TRUE;
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}
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ma_mutex_uninit(&organya_mutex);
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}
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AudioBackend_Sound* AudioBackend_CreateSound(unsigned int frequency, size_t frames)
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{
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AudioBackend_Sound *sound = (AudioBackend_Sound*)malloc(sizeof(AudioBackend_Sound));
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if (sound == NULL)
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return NULL;
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sound->samples = (unsigned char*)malloc(frames + 1);
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if (sound->samples == NULL)
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{
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free(sound);
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return NULL;
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}
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sound->frames = frames;
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sound->playing = FALSE;
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sound->position = 0.0;
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SetSoundFrequency(sound, frequency);
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SetSoundVolume(sound, 0);
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SetSoundPan(sound, 0);
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ma_mutex_lock(&mutex);
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sound->next = sound_list_head;
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sound_list_head = sound;
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Mixer_Sound *sound = Mixer_CreateSound(frequency, frames);
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ma_mutex_unlock(&mutex);
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return sound;
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return (AudioBackend_Sound*)sound;
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}
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void AudioBackend_DestroySound(AudioBackend_Sound *sound)
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ma_mutex_lock(&mutex);
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for (AudioBackend_Sound **sound_pointer = &sound_list_head; *sound_pointer != NULL; sound_pointer = &(*sound_pointer)->next)
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{
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if (*sound_pointer == sound)
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{
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*sound_pointer = sound->next;
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free(sound->samples);
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free(sound);
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break;
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}
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}
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Mixer_DestroySound((Mixer_Sound*)sound);
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ma_mutex_unlock(&mutex);
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}
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ma_mutex_lock(&mutex);
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if (size != NULL)
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*size = sound->frames;
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return sound->samples;
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return Mixer_LockSound((Mixer_Sound*)sound, size);
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}
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void AudioBackend_UnlockSound(AudioBackend_Sound *sound)
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@ -296,10 +164,7 @@ void AudioBackend_PlaySound(AudioBackend_Sound *sound, BOOL looping)
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ma_mutex_lock(&mutex);
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sound->playing = TRUE;
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sound->looping = looping;
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sound->samples[sound->frames] = looping ? sound->samples[0] : 0x80; // For the linear interpolator
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Mixer_PlaySound((Mixer_Sound*)sound, looping);
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ma_mutex_unlock(&mutex);
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}
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@ -311,8 +176,7 @@ void AudioBackend_StopSound(AudioBackend_Sound *sound)
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ma_mutex_lock(&mutex);
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sound->playing = FALSE;
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sound->position = 0.0;
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Mixer_StopSound((Mixer_Sound*)sound);
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ma_mutex_unlock(&mutex);
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}
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@ -324,7 +188,7 @@ void AudioBackend_RewindSound(AudioBackend_Sound *sound)
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ma_mutex_lock(&mutex);
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sound->position = 0.0;
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Mixer_RewindSound((Mixer_Sound*)sound);
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ma_mutex_unlock(&mutex);
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}
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@ -336,7 +200,7 @@ void AudioBackend_SetSoundFrequency(AudioBackend_Sound *sound, unsigned int freq
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ma_mutex_lock(&mutex);
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SetSoundFrequency(sound, frequency);
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Mixer_SetSoundFrequency((Mixer_Sound*)sound, frequency);
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ma_mutex_unlock(&mutex);
|
||||
}
|
||||
|
@ -348,7 +212,7 @@ void AudioBackend_SetSoundVolume(AudioBackend_Sound *sound, long volume)
|
|||
|
||||
ma_mutex_lock(&mutex);
|
||||
|
||||
SetSoundVolume(sound, volume);
|
||||
Mixer_SetSoundVolume((Mixer_Sound*)sound, volume);
|
||||
|
||||
ma_mutex_unlock(&mutex);
|
||||
}
|
||||
|
@ -360,7 +224,7 @@ void AudioBackend_SetSoundPan(AudioBackend_Sound *sound, long pan)
|
|||
|
||||
ma_mutex_lock(&mutex);
|
||||
|
||||
SetSoundPan(sound, pan);
|
||||
Mixer_SetSoundPan((Mixer_Sound*)sound, pan);
|
||||
|
||||
ma_mutex_unlock(&mutex);
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue