Update the SDL2 audio backend

Now uses the shared software mixer
This commit is contained in:
Clownacy 2020-03-31 12:19:44 +01:00
parent 732d3bbc5c
commit d91c1e9bdc
2 changed files with 16 additions and 155 deletions

View file

@ -294,7 +294,7 @@ else()
endif() endif()
if(BACKEND_AUDIO MATCHES "SDL2") if(BACKEND_AUDIO MATCHES "SDL2")
target_sources(CSE2 PRIVATE "src/Backends/Audio/SDL2.cpp") target_sources(CSE2 PRIVATE "src/Backends/Audio/SDL2.cpp" "src/Backends/Audio/SoftwareMixer.cpp")
elseif(BACKEND_AUDIO MATCHES "miniaudio") elseif(BACKEND_AUDIO MATCHES "miniaudio")
target_sources(CSE2 PRIVATE "src/Backends/Audio/miniaudio.cpp" "src/Backends/Audio/SoftwareMixer.cpp") target_sources(CSE2 PRIVATE "src/Backends/Audio/miniaudio.cpp" "src/Backends/Audio/SoftwareMixer.cpp")

View file

@ -1,122 +1,20 @@
#include "../Audio.h" #include "../Audio.h"
#include <math.h>
#include <stddef.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "SDL.h" #include "SDL.h"
#include "../../Organya.h" #include "../../Organya.h"
#include "../../WindowsWrapper.h" #include "../../WindowsWrapper.h"
#include "SoftwareMixer.h"
#define MIN(a, b) ((a) < (b) ? (a) : (b)) #define MIN(a, b) ((a) < (b) ? (a) : (b))
#define MAX(a, b) ((a) > (b) ? (a) : (b))
#define CLAMP(x, y, z) MIN(MAX((x), (y)), (z))
#ifdef __GNUC__
#define ATTR_HOT __attribute__((hot))
#else
#define ATTR_HOT
#endif
struct AudioBackend_Sound
{
unsigned char *samples;
size_t frames;
double position;
double advance_delta;
BOOL playing;
BOOL looping;
unsigned int frequency;
float volume;
float pan_l;
float pan_r;
float volume_l;
float volume_r;
struct AudioBackend_Sound *next;
};
static AudioBackend_Sound *sound_list_head;
static SDL_AudioDeviceID device_id; static SDL_AudioDeviceID device_id;
static unsigned long output_frequency; static unsigned long output_frequency;
static unsigned short organya_timer; static unsigned short organya_timer;
static double MillibelToScale(long volume)
{
// Volume is in hundredths of decibels, from 0 to -10000
volume = CLAMP(volume, -10000, 0);
return pow(10.0, volume / 2000.0);
}
static void SetSoundFrequency(AudioBackend_Sound *sound, unsigned int frequency)
{
sound->frequency = frequency;
sound->advance_delta = (double)frequency / (double)output_frequency;
}
static void SetSoundVolume(AudioBackend_Sound *sound, long volume)
{
sound->volume = (float)MillibelToScale(volume);
sound->volume_l = sound->pan_l * sound->volume;
sound->volume_r = sound->pan_r * sound->volume;
}
static void SetSoundPan(AudioBackend_Sound *sound, long pan)
{
sound->pan_l = (float)MillibelToScale(-pan);
sound->pan_r = (float)MillibelToScale(pan);
sound->volume_l = sound->pan_l * sound->volume;
sound->volume_r = sound->pan_r * sound->volume;
}
// 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
ATTR_HOT static void MixSounds(float *stream, unsigned int frames_total)
{
for (AudioBackend_Sound *sound = sound_list_head; sound != NULL; sound = sound->next)
{
if (sound->playing)
{
float *steam_pointer = stream;
for (unsigned int frames_done = 0; frames_done < frames_total; ++frames_done)
{
// Get two samples, and normalise them to 0-1
const float sample1 = (sound->samples[(size_t)sound->position] - 128.0f) / 128.0f;
const float sample2 = (sound->samples[(size_t)sound->position + 1] - 128.0f) / 128.0f;
// Perform linear interpolation
const float interpolated_sample = sample1 + ((sample2 - sample1) * fmod((float)sound->position, 1.0f));
*steam_pointer++ += interpolated_sample * sound->volume_l;
*steam_pointer++ += interpolated_sample * sound->volume_r;
sound->position += sound->advance_delta;
if (sound->position >= sound->frames)
{
if (sound->looping)
{
sound->position = fmod(sound->position, (double)sound->frames);
}
else
{
sound->playing = FALSE;
sound->position = 0.0;
break;
}
}
}
}
}
}
static void Callback(void *user_data, Uint8 *stream_uint8, int len) static void Callback(void *user_data, Uint8 *stream_uint8, int len)
{ {
(void)user_data; (void)user_data;
@ -129,7 +27,7 @@ static void Callback(void *user_data, Uint8 *stream_uint8, int len)
if (organya_timer == 0) if (organya_timer == 0)
{ {
MixSounds(stream, frames_total); Mixer_MixSounds(stream, frames_total);
} }
else else
{ {
@ -152,7 +50,7 @@ static void Callback(void *user_data, Uint8 *stream_uint8, int len)
const unsigned int frames_to_do = MIN(organya_countdown, frames_total - frames_done); const unsigned int frames_to_do = MIN(organya_countdown, frames_total - frames_done);
MixSounds(stream + frames_done * 2, frames_to_do); Mixer_MixSounds(stream + frames_done * 2, frames_to_do);
frames_done += frames_to_do; frames_done += frames_to_do;
organya_countdown -= frames_to_do; organya_countdown -= frames_to_do;
@ -184,6 +82,7 @@ BOOL AudioBackend_Init(void)
SDL_AudioSpec obtained_specification; SDL_AudioSpec obtained_specification;
device_id = SDL_OpenAudioDevice(NULL, 0, &specification, &obtained_specification, SDL_AUDIO_ALLOW_FREQUENCY_CHANGE); device_id = SDL_OpenAudioDevice(NULL, 0, &specification, &obtained_specification, SDL_AUDIO_ALLOW_FREQUENCY_CHANGE);
output_frequency = obtained_specification.freq; output_frequency = obtained_specification.freq;
Mixer_Init(obtained_specification.freq);
if (device_id == 0) if (device_id == 0)
{ {
@ -207,35 +106,13 @@ void AudioBackend_Deinit(void)
AudioBackend_Sound* AudioBackend_CreateSound(unsigned int frequency, size_t frames) AudioBackend_Sound* AudioBackend_CreateSound(unsigned int frequency, size_t frames)
{ {
AudioBackend_Sound *sound = (AudioBackend_Sound*)malloc(sizeof(AudioBackend_Sound));
if (sound == NULL)
return NULL;
sound->samples = (unsigned char*)malloc(frames + 1);
if (sound->samples == NULL)
{
free(sound);
return NULL;
}
sound->frames = frames;
sound->playing = FALSE;
sound->position = 0.0;
SetSoundFrequency(sound, frequency);
SetSoundVolume(sound, 0);
SetSoundPan(sound, 0);
SDL_LockAudioDevice(device_id); SDL_LockAudioDevice(device_id);
sound->next = sound_list_head; Mixer_Sound *sound = Mixer_CreateSound(frequency, frames);
sound_list_head = sound;
SDL_UnlockAudioDevice(device_id); SDL_UnlockAudioDevice(device_id);
return sound; return (AudioBackend_Sound*)sound;
} }
void AudioBackend_DestroySound(AudioBackend_Sound *sound) void AudioBackend_DestroySound(AudioBackend_Sound *sound)
@ -245,16 +122,7 @@ void AudioBackend_DestroySound(AudioBackend_Sound *sound)
SDL_LockAudioDevice(device_id); SDL_LockAudioDevice(device_id);
for (AudioBackend_Sound **sound_pointer = &sound_list_head; *sound_pointer != NULL; sound_pointer = &(*sound_pointer)->next) Mixer_DestroySound((Mixer_Sound*)sound);
{
if (*sound_pointer == sound)
{
*sound_pointer = sound->next;
free(sound->samples);
free(sound);
break;
}
}
SDL_UnlockAudioDevice(device_id); SDL_UnlockAudioDevice(device_id);
} }
@ -266,10 +134,7 @@ unsigned char* AudioBackend_LockSound(AudioBackend_Sound *sound, size_t *size)
SDL_LockAudioDevice(device_id); SDL_LockAudioDevice(device_id);
if (size != NULL) return Mixer_LockSound((Mixer_Sound*)sound, size);
*size = sound->frames;
return sound->samples;
} }
void AudioBackend_UnlockSound(AudioBackend_Sound *sound) void AudioBackend_UnlockSound(AudioBackend_Sound *sound)
@ -287,10 +152,7 @@ void AudioBackend_PlaySound(AudioBackend_Sound *sound, BOOL looping)
SDL_LockAudioDevice(device_id); SDL_LockAudioDevice(device_id);
sound->playing = TRUE; Mixer_PlaySound((Mixer_Sound*)sound, looping);
sound->looping = looping;
sound->samples[sound->frames] = looping ? sound->samples[0] : 0x80; // For the linear interpolator
SDL_UnlockAudioDevice(device_id); SDL_UnlockAudioDevice(device_id);
} }
@ -302,8 +164,7 @@ void AudioBackend_StopSound(AudioBackend_Sound *sound)
SDL_LockAudioDevice(device_id); SDL_LockAudioDevice(device_id);
sound->playing = FALSE; Mixer_StopSound((Mixer_Sound*)sound);
sound->position = 0.0;
SDL_UnlockAudioDevice(device_id); SDL_UnlockAudioDevice(device_id);
} }
@ -315,7 +176,7 @@ void AudioBackend_RewindSound(AudioBackend_Sound *sound)
SDL_LockAudioDevice(device_id); SDL_LockAudioDevice(device_id);
sound->position = 0.0; Mixer_RewindSound((Mixer_Sound*)sound);
SDL_UnlockAudioDevice(device_id); SDL_UnlockAudioDevice(device_id);
} }
@ -327,7 +188,7 @@ void AudioBackend_SetSoundFrequency(AudioBackend_Sound *sound, unsigned int freq
SDL_LockAudioDevice(device_id); SDL_LockAudioDevice(device_id);
SetSoundFrequency(sound, frequency); Mixer_SetSoundFrequency((Mixer_Sound*)sound, frequency);
SDL_UnlockAudioDevice(device_id); SDL_UnlockAudioDevice(device_id);
} }
@ -339,7 +200,7 @@ void AudioBackend_SetSoundVolume(AudioBackend_Sound *sound, long volume)
SDL_LockAudioDevice(device_id); SDL_LockAudioDevice(device_id);
SetSoundVolume(sound, volume); Mixer_SetSoundVolume((Mixer_Sound*)sound, volume);
SDL_UnlockAudioDevice(device_id); SDL_UnlockAudioDevice(device_id);
} }
@ -351,7 +212,7 @@ void AudioBackend_SetSoundPan(AudioBackend_Sound *sound, long pan)
SDL_LockAudioDevice(device_id); SDL_LockAudioDevice(device_id);
SetSoundPan(sound, pan); Mixer_SetSoundPan((Mixer_Sound*)sound, pan);
SDL_UnlockAudioDevice(device_id); SDL_UnlockAudioDevice(device_id);
} }