341 lines
7.3 KiB
C++
341 lines
7.3 KiB
C++
#include "../Audio.h"
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#include <math.h>
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#include <stddef.h>
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#include <stdlib.h>
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#include <string.h>
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#include "SDL.h"
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#include "../../Organya.h"
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#include "../../WindowsWrapper.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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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 SDL_AudioDeviceID device_id;
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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 = frequency / 44100.0;
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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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static void MixSounds(float *stream, unsigned int frames_total)
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{
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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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unsigned int frames_done = 0;
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while (frames_done != frames_total)
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{
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const unsigned int frames_to_do = MIN((unsigned int)ceil((sound->frames - sound->position) / sound->advance_delta), frames_total - frames_done);
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for (unsigned int i = 0; i < frames_to_do; ++i)
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{
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// Perform linear interpolation
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// Get two samples
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const unsigned char sample1 = sound->samples[(size_t)sound->position];
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const unsigned char sample2 = sound->samples[(size_t)sound->position + 1];
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// Interpolate
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const float interpolated_sample = sample1 + ((sample2 - sample1) * (float)fmod(sound->position, 1.0));
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// Normalise to 0-1
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const float sample_normalised = (interpolated_sample - 128.0f) / 128.0f;
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*steam_pointer++ += sample_normalised * sound->volume_l;
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*steam_pointer++ += sample_normalised * sound->volume_r;
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sound->position += sound->advance_delta;
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}
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if ((size_t)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->position = 0.0;
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sound->playing = FALSE;
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break;
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}
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}
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frames_done += frames_to_do;
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}
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}
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}
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}
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static void Callback(void *user_data, Uint8 *stream_uint8, int len)
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{
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(void)user_data;
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float *stream = (float*)stream_uint8;
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unsigned int frames_total = len / sizeof(float) / 2;
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for (unsigned int i = 0; i < frames_total * 2; ++i)
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stream[i] = 0.0f;
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if (organya_timer == 0)
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{
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MixSounds(stream, frames_total);
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}
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else
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{
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// Synchronise audio generation with Organya.
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// In the original game, Organya ran asynchronously in a separate thread,
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// firing off commands to DirectSound in realtime. To match that, we'd
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// need a very low-latency buffer, otherwise we'd get mistimed instruments.
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// Instead, we can just do this.
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unsigned int frames_done = 0;
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while (frames_done != frames_total)
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{
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static unsigned long organya_countdown;
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if (organya_countdown == 0)
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{
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organya_countdown = (organya_timer * 44100) / 1000; // organya_timer is in milliseconds, so convert it to audio frames
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UpdateOrganya();
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}
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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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frames_done += frames_to_do;
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organya_countdown -= frames_to_do;
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}
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}
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}
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BOOL AudioBackend_Init(void)
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{
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if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0)
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return FALSE;
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SDL_AudioSpec specification;
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specification.freq = 44100;
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specification.format = AUDIO_F32;
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specification.channels = 2;
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specification.samples = 0x400; // Roughly 10 milliseconds
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specification.callback = Callback;
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specification.userdata = NULL;
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device_id = SDL_OpenAudioDevice(NULL, 0, &specification, NULL, 0);
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if (device_id == 0)
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return FALSE;
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SDL_PauseAudioDevice(device_id, 0);
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return TRUE;
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}
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void AudioBackend_Deinit(void)
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{
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SDL_CloseAudioDevice(device_id);
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SDL_QuitSubSystem(SDL_INIT_AUDIO);
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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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SDL_LockAudioDevice(device_id);
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sound->next = sound_list_head;
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sound_list_head = sound;
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SDL_UnlockAudioDevice(device_id);
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return sound;
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}
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void AudioBackend_DestroySound(AudioBackend_Sound *sound)
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{
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if (sound == NULL)
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return;
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SDL_LockAudioDevice(device_id);
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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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SDL_UnlockAudioDevice(device_id);
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}
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unsigned char* AudioBackend_LockSound(AudioBackend_Sound *sound, size_t *size)
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{
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if (sound == NULL)
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return NULL;
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SDL_LockAudioDevice(device_id);
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if (size)
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*size = sound->frames;
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return sound->samples;
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}
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void AudioBackend_UnlockSound(AudioBackend_Sound *sound)
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{
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SDL_UnlockAudioDevice(device_id);
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}
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void AudioBackend_PlaySound(AudioBackend_Sound *sound, BOOL looping)
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{
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if (sound == NULL)
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return;
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SDL_LockAudioDevice(device_id);
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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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SDL_UnlockAudioDevice(device_id);
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}
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void AudioBackend_StopSound(AudioBackend_Sound *sound)
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{
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if (sound == NULL)
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return;
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SDL_LockAudioDevice(device_id);
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sound->playing = FALSE;
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sound->position = 0.0;
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SDL_UnlockAudioDevice(device_id);
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}
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void AudioBackend_RewindSound(AudioBackend_Sound *sound)
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{
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if (sound == NULL)
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return;
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SDL_LockAudioDevice(device_id);
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sound->position = 0.0;
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SDL_UnlockAudioDevice(device_id);
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}
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void AudioBackend_SetSoundFrequency(AudioBackend_Sound *sound, unsigned int frequency)
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{
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if (sound == NULL)
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return;
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SDL_LockAudioDevice(device_id);
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SetSoundFrequency(sound, frequency);
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SDL_UnlockAudioDevice(device_id);
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}
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void AudioBackend_SetSoundVolume(AudioBackend_Sound *sound, long volume)
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{
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if (sound == NULL)
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return;
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SDL_LockAudioDevice(device_id);
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SetSoundVolume(sound, volume);
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SDL_UnlockAudioDevice(device_id);
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}
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void AudioBackend_SetSoundPan(AudioBackend_Sound *sound, long pan)
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{
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if (sound == NULL)
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return;
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SDL_LockAudioDevice(device_id);
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SetSoundPan(sound, pan);
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SDL_UnlockAudioDevice(device_id);
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}
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