180 lines
4.1 KiB
C++
180 lines
4.1 KiB
C++
#include "SoftwareMixer.h"
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#include <cmath>
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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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#include "../../Attributes.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 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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ATTRIBUTE_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) * (sound->position - std::trunc(sound->position));
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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 = std::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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