Integrate cute_sound.h

This commit is contained in:
RandyGaul 2022-11-13 17:59:35 -08:00
parent 20a6d9411d
commit 4cc0f8b608
8 changed files with 8998 additions and 0 deletions

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@ -21,6 +21,7 @@ add_library(blah
src/blah_font.cpp
src/blah_image.cpp
src/blah_packer.cpp
src/blah_audio.cpp
src/internal/blah_renderer_opengl.cpp
src/internal/blah_renderer_d3d11.cpp
src/internal/blah_platform_sdl2.cpp

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@ -47,6 +47,9 @@ namespace Blah
// defaults to 60.
int target_framerate = 60;
// The expected freqeuncy of audio files and how quickly to play audio.
int audio_frequency_in_Hz = 44100;
// default starting flags
u32 flags = Flags::VSync | Flags::Resizable | Flags::FixedTimestep;

139
include/blah_audio.h Normal file
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@ -0,0 +1,139 @@
#pragma once
#include <blah_common.h>
#include <blah_stream.h>
#include <blah_filesystem.h>
namespace Blah
{
class Audio;
class Sound;
using AudioRef = Ref<Audio>;
class Audio
{
public:
// Load audio from a .wav file or .ogg file.
static AudioRef create(const FilePath& path);
// Load audio from a .ogg Stream.
static AudioRef create_from_ogg(Stream& stream);
// Load audio from a .wav Stream.
static AudioRef create_from_wav(Stream& stream);
~Audio();
inline void* get_backend_handle() { return m_ptr; }
u64 get_sample_count();
private:
Audio(void* audio);
void* m_ptr;
};
// Set the global panning control for left/right stereo, from 0.0f (left) to 1.0f (right).
// 0.5f is the default for playing both speakers equal.
void set_global_pan(float pan);
// Set the global volume control for all audio, sounds + music included.
void set_global_volume(float volume);
// Set the global pause control for all audio, sounds + music included.
void set_global_pause(bool true_for_paused);
// Set the volume control for *just sounds*, not music.
void set_sound_volume(float volume);
// Set the volume control for *just music*, not sounds.
void set_music_volume(float volume);
namespace Music
{
// Play audio track using the music controls.
// Can optionally fade the volume in over a number of seconds.
void play(AudioRef audio, float fade_in_time = 0);
// Stop any music playing.
// Can optionally fade out the music volume over a number of seconds.
void stop(float fade_out_time = 0);
// Sets the volume for music.
void set_volume(float volume);
// Turns on or off whether or not to loop music.
void set_loop(bool true_to_loop);
// Pauses the music.
void pause();
// Resumes the music from a pause.
void resume();
// Switches to another audio track.
// Can optionally fade out over a number of seconds.
// Then can optinoally fade in the next track over a number of seconds.
void switch_to(AudioRef audio, float fade_out_time = 0, float fade_in_time = 0);
// Crossfades from the current music to another track over a number of seconds.
void crossfade(AudioRef audio, float cross_fade_time = 0);
// Get the index of the music sample currently playing.
u64 get_sample_index();
// Set the index for next sample of music to play.
// You can use this to manually sync to a specific part in the audio.
void set_sample_index(u64 sample_index);
}
struct SoundParams
{
bool paused = false;
bool looped = false;
float volume = 1.0f;
float pan = 0.5f; // 0 means left, 1 means right, 0.5f means balanced.
float delay = 0; // A number of seconds before playing the sound.
};
class Sound
{
public:
// Play a sound, returns a new `Sound` instance.
// Returns a sound instance. The instance will destroy itself internally when
// it finishes playing, unless `looped` is set to true.
// Once destroyed other functions like `set_volume` will be ignored.
static Sound play(AudioRef audio, SoundParams params = SoundParams());
// Tells whether or not this sound instance is still alive.
bool is_active();
// Returns if this sound instance is alive and paused.
bool is_paused();
// Returns if this sound instance is alive and looped.
bool is_looped();
// Gets the volume of the sound instance.
float get_volume();
// Gets the sample index currently playing.
u64 get_sample_index();
// Pauses the sound.
void set_is_paused(bool true_for_paused);
// Sets whether or not this sound will continually playing.
void set_is_looped(bool true_for_looped);
// Sets the volume for this sound.
void set_volume(float volume);
// Sets the sample index for this sound to play next.
// You can use this to manually sync to a specific part in the audio.
void set_sample_index(u64 sample_index);
u64 id = 0;
};
}

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@ -20,6 +20,9 @@ Platform* App::Internal::platform = nullptr;
// Internal Renderer Pointer
Renderer* App::Internal::renderer = nullptr;
// Internal Audio bool
bool Audio::Internal::is_init = false;
namespace
{
// Global App State
@ -112,6 +115,17 @@ bool App::run(const Config* c)
}
}
// initialize audio
{
if (!Audio::Internal::is_init) {
int more_on_emscripten = 1;
#ifdef __EMSCRIPTEN__
more_on_emscripten = 4;
#endif
Audio::Internal::is_init = Audio::Internal::init(NULL, c->audio_frequency_in_Hz, 1024 * more_on_emscripten);
}
}
// initialize graphics
{
Internal::renderer = Renderer::try_make_renderer(app_config.renderer_type);
@ -286,6 +300,9 @@ void App::Internal::shutdown()
delete platform;
platform = nullptr;
Audio::Internal::shutdown();
Audio::Internal::is_init = false;
// clear static App state
app_config = Config();
app_is_running = false;

258
src/blah_audio.cpp Normal file
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@ -0,0 +1,258 @@
#include "blah_audio.h"
#define STB_VORBIS_HEADER_ONLY
#include "third_party/stb_vorbis.c"
#define CUTE_SOUND_IMPLEMENTATION
#define CUTE_SOUND_FORCE_SDL
#include "third_party/cute_sound.h"
namespace Blah
{
namespace Internal
{
bool init(void* os_handle, unsigned play_frequency_in_Hz, int buffered_samples)
{
cs_error_t err = cs_init(os_handle, play_frequency_in_Hz, buffered_samples, NULL);
if (err != CUTE_SOUND_ERROR_NONE) {
Log::error(cs_error_as_string(err));
return false;
} else {
return true;
}
}
void shutdown()
{
cs_shutdown();
}
}
Audio::Audio(void* audio)
{
m_ptr = audio;
}
Audio::~Audio()
{
cs_free_audio_source((cs_audio_source_t*)m_ptr);
}
u64 Audio::get_sample_count()
{
return m_ptr ? ((cs_audio_source_t*)m_ptr)->sample_count : 0;
}
AudioRef Audio::create(const FilePath& path)
{
FileStream fs(path, FileMode::OpenRead);
if (!fs.is_readable())
return AudioRef();
if (path.ends_with(".ogg")) {
return create_from_ogg(fs);
} else if (path.ends_with(".wav")) {
return create_from_wav(fs);
}
Log::error("Unable to load unrecognized audio file type.");
return AudioRef();
}
AudioRef Audio::create_from_wav(Stream& stream)
{
if (!stream.is_readable())
{
Log::error("Unable to load audio as the Stream was not readable");
return AudioRef();
}
// read into buffer
Vector<u8> buffer;
buffer.reserve((int)stream.length());
stream.read(buffer.data(), stream.length());
// load wav file from memory using cute_sound.h
cs_error_t err;
void* audio = cs_read_mem_wav((void*)buffer.data(), (size_t)buffer.size(), &err);
if (!audio) {
Log::error(cs_error_as_string(err));
return AudioRef();
}
else
return AudioRef(new Audio(audio));
}
AudioRef Audio::create_from_ogg(Stream& stream)
{
if (!stream.is_readable())
{
Log::error("Unable to load audio as the Stream was not readable");
return AudioRef();
}
// read into buffer
Vector<u8> buffer;
buffer.reserve((int)stream.length());
stream.read(buffer.data(), stream.length());
// load ogg file from memory using cute_sound.h
cs_error_t err;
void* audio = cs_read_mem_ogg((void*)buffer.data(), (size_t)buffer.size(), &err);
if (!audio) {
Log::error(cs_error_as_string(err));
return AudioRef();
}
else
return AudioRef(new Audio(audio));
}
void set_global_pan(float pan)
{
cs_set_global_pan(pan);
}
void set_global_volume(float volume)
{
cs_set_global_volume(volume);
}
void set_global_pause(bool true_for_paused)
{
cs_set_global_pause(true_for_paused);
}
void set_sound_volume(float volume)
{
cs_set_playing_sounds_volume(volume);
}
void set_music_volume(float volume)
{
cs_music_set_volume(volume);
}
namespace Music
{
void play(AudioRef audio, float fade_in_time)
{
cs_music_play((cs_audio_source_t*)audio->get_backend_handle(), fade_in_time);
}
void stop(float fade_out_time)
{
cs_music_stop(fade_out_time);
}
void set_volume(float volume)
{
cs_music_set_volume(volume);
}
void set_loop(bool true_to_loop)
{
cs_music_set_loop(true_to_loop);
}
void pause()
{
cs_music_pause();
}
void resume()
{
cs_music_resume();
}
void switch_to(AudioRef audio, float fade_out_time, float fade_in_time)
{
cs_music_switch_to((cs_audio_source_t*)audio->get_backend_handle(), fade_out_time, fade_in_time);
}
void crossfade(AudioRef audio, float cross_fade_time)
{
cs_music_crossfade((cs_audio_source_t*)audio->get_backend_handle(), cross_fade_time);
}
u64 get_sample_index()
{
return cs_music_get_sample_index();
}
void set_sample_index(u64 sample_index)
{
cs_music_set_sample_index(sample_index);
}
}
Sound Sound::play(AudioRef audio, SoundParams params)
{
cs_sound_params_t csparams;
csparams.paused = params.paused;
csparams.looped = params.looped;
csparams.volume = params.volume;
csparams.pan = params.pan;
csparams.delay = params.delay;
cs_playing_sound_t cssound = cs_play_sound((cs_audio_source_t*)audio->get_backend_handle(), csparams);
Sound sound;
sound.id = cssound.id;
return sound;
}
bool Sound::is_active()
{
cs_playing_sound_t cssound = { id };
return cs_sound_is_active(cssound);
}
bool Sound::is_paused()
{
cs_playing_sound_t cssound = { id };
return cs_sound_get_is_paused(cssound);
}
bool Sound::is_looped()
{
cs_playing_sound_t cssound = { id };
return cs_sound_get_is_looped(cssound);
}
float Sound::get_volume()
{
cs_playing_sound_t cssound = { id };
return cs_sound_get_volume(cssound);
}
u64 Sound::get_sample_index()
{
cs_playing_sound_t cssound = { id };
return cs_sound_get_sample_index(cssound);
}
void Sound::set_is_paused(bool true_for_paused)
{
cs_playing_sound_t cssound = { id };
cs_sound_set_is_paused(cssound, true_for_paused);
}
void Sound::set_is_looped(bool true_for_looped)
{
cs_playing_sound_t cssound = { id };
cs_sound_set_is_looped(cssound, true_for_looped);
}
void Sound::set_volume(float volume)
{
cs_playing_sound_t cssound = { id };
cs_sound_set_volume(cssound, volume);
}
void Sound::set_sample_index(u64 sample_index)
{
cs_playing_sound_t cssound = { id };
cs_sound_set_sample_index(cssound, sample_index);
}
}
#undef STB_VORBIS_HEADER_ONLY
#include "third_party/stb_vorbis.c"

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@ -36,4 +36,18 @@ namespace Blah
void shutdown();
}
}
namespace Audio
{
namespace Internal
{
extern bool is_init;
// Pass in NULL for `os_handle`, except for the DirectSound backend this should be hwnd.
// play_frequency_in_Hz depends on your audio file, 44100 seems to be fine.
// buffered_samples is clamped to be at least 1024.
bool init(void* os_handle, unsigned play_frequency_in_Hz, int buffered_samples);
void shutdown();
}
}
}

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src/third_party/cute_sound.h vendored Normal file

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src/third_party/stb_vorbis.c vendored Normal file

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