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Sound.cpp
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Sound.cpp
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#include "Sound.hpp"
#include "load_wav.hpp"
#include "load_opus.hpp"
#include <SDL.h>
#include <list>
#include <cassert>
#include <exception>
#include <iostream>
#include <algorithm>
//local (to this file) data used by the audio system:
namespace {
//handy constants:
constexpr uint32_t const AUDIO_RATE = 48000; //sampling rate
constexpr uint32_t const MIX_SAMPLES = 1024; //number of samples to mix per call of mix_audio callback; n.b. SDL requires this to be a power of two
//The audio device:
SDL_AudioDeviceID device = 0;
//list of all currently playing samples:
std::list< std::shared_ptr< Sound::PlayingSample > > playing_samples;
}
//public-facing data:
//global volume control:
Sound::Ramp< float > Sound::volume = Sound::Ramp< float >(1.0f);
//global listener information:
Sound::Listener Sound::listener;
//This audio-mixing callback is defined below:
void mix_audio(void *, Uint8 *buffer_, int len);
//------------------------ public-facing --------------------------------
Sound::Sample::Sample(std::string const &filename) {
if (filename.size() >= 4 && filename.substr(filename.size()-4) == ".wav") {
load_wav(filename, &data);
} else if (filename.size() >= 5 && filename.substr(filename.size()-5) == ".opus") {
load_opus(filename, &data);
} else {
throw std::runtime_error("Sample '" + filename + "' doesn't end in either \".png\" or \".opus\" -- unsure how to load.");
}
}
Sound::Sample::Sample(std::vector< float > const &data_) : data(data_) {
}
void Sound::init() {
if (SDL_InitSubSystem(SDL_INIT_AUDIO) != 0) {
std::cerr << "Failed to initialize SDL audio subsytem:\n" << SDL_GetError() << std::endl;
std::cerr << " (Will continue without audio.)\n" << std::endl;
return;
}
//Based on the example on https://wiki.libsdl.org/SDL_OpenAudioDevice
SDL_AudioSpec want, have;
SDL_zero(want);
want.freq = AUDIO_RATE;
want.format = AUDIO_F32SYS;
want.channels = 2;
want.samples = MIX_SAMPLES;
want.callback = mix_audio;
device = SDL_OpenAudioDevice(nullptr, 0, &want, &have, 0);
if (device == 0) {
std::cerr << "Failed to open audio device:\n" << SDL_GetError() << std::endl;
std::cerr << " (Will continue without audio.)\n" << std::endl;
} else {
//start audio playback:
SDL_PauseAudioDevice(device, 0);
std::cout << "Audio output initialized." << std::endl;
}
}
void Sound::shutdown() {
if (device != 0) {
//stop audio playback:
SDL_PauseAudioDevice(device, 1);
SDL_CloseAudioDevice(device);
device = 0;
}
}
void Sound::lock() {
if (device) SDL_LockAudioDevice(device);
}
void Sound::unlock() {
if (device) SDL_UnlockAudioDevice(device);
}
std::shared_ptr< Sound::PlayingSample > Sound::play(Sample const &sample, float pan, float volume) {
std::shared_ptr< Sound::PlayingSample > playing_sample = std::make_shared< Sound::PlayingSample >(sample, volume, pan, false);
lock();
playing_samples.emplace_back(playing_sample);
unlock();
return playing_sample;
}
std::shared_ptr< Sound::PlayingSample > Sound::play_3D(Sample const &sample, float volume, glm::vec3 const &position, float half_volume_radius) {
std::shared_ptr< Sound::PlayingSample > playing_sample = std::make_shared< Sound::PlayingSample >(sample, volume, position, half_volume_radius, false);
lock();
playing_samples.emplace_back(playing_sample);
unlock();
return playing_sample;
}
std::shared_ptr< Sound::PlayingSample > Sound::loop(Sample const &sample, float pan, float volume) {
std::shared_ptr< Sound::PlayingSample > playing_sample = std::make_shared< Sound::PlayingSample >(sample, volume, pan, true);
lock();
playing_samples.emplace_back(playing_sample);
unlock();
return playing_sample;
}
std::shared_ptr< Sound::PlayingSample > Sound::loop_3D(Sample const &sample, float volume, glm::vec3 const &position, float half_volume_radius) {
std::shared_ptr< Sound::PlayingSample > playing_sample = std::make_shared< Sound::PlayingSample >(sample, volume, position, half_volume_radius, true);
lock();
playing_samples.emplace_back(playing_sample);
unlock();
return playing_sample;
}
void Sound::stop_all_samples() {
lock();
for (auto &s : playing_samples) {
s->stop();
}
unlock();
}
void Sound::set_volume(float new_volume, float ramp) {
lock();
volume.set(new_volume, ramp);
unlock();
}
//------------------
void Sound::PlayingSample::set_volume(float new_volume, float ramp) {
Sound::lock();
if (!stopping) {
volume.set(new_volume, ramp);
}
Sound::unlock();
}
void Sound::PlayingSample::set_pan(float new_pan, float ramp) {
if (!(pan.value == pan.value)) return; //ignore if not in '2D' mode
Sound::lock();
pan.set(new_pan, ramp);
Sound::unlock();
}
void Sound::PlayingSample::set_position(glm::vec3 const &new_position, float ramp) {
if (pan.value == pan.value) return; //ignore if not in '3D' mode
Sound::lock();
position.set(new_position, ramp);
Sound::unlock();
}
void Sound::PlayingSample::set_half_volume_radius(float new_radius, float ramp) {
if (pan.value == pan.value) return; //ignore if not in '3D' mode
Sound::lock();
half_volume_radius.set(new_radius, ramp);
Sound::unlock();
}
void Sound::PlayingSample::stop(float ramp) {
Sound::lock();
if (!(stopping || stopped)) {
stopping = true;
volume.target = 0.0f;
volume.ramp = ramp;
} else {
volume.ramp = std::min(volume.ramp, ramp);
}
Sound::unlock();
}
//------------------
void Sound::Listener::set_position(glm::vec3 const &new_position, float ramp) {
Sound::lock();
position.set(new_position, ramp);
Sound::unlock();
}
void Sound::Listener::set_right(glm::vec3 const &new_right, float ramp) {
Sound::lock();
//some extra code to make sure right is always a unit vector:
if (new_right == glm::vec3(0.0f)) {
right.set(glm::vec3(1.0f, 0.0f, 0.0f), ramp);
} else {
right.set(glm::normalize(new_right), ramp);
}
Sound::unlock();
}
//------------------------ internals --------------------------------
//helper: equal-power panning
inline void compute_pan_weights(float pan, float *left, float *right) {
//clamp pan to -1 to 1 range:
pan = std::max(-1.0f, std::min(1.0f, pan));
//want left^2 + right^2 = 1.0, so use angles:
float ang = 0.5f * 3.1415926f * (0.5f * (pan + 1.0f));
*left = std::cos(ang);
*right = std::sin(ang);
}
//helper: 3D audio panning
void compute_pan_from_listener_and_position(
glm::vec3 const &listener_position,
glm::vec3 const &listener_right,
glm::vec3 const &source_position,
float source_half_radius,
float *left, float *right
) {
glm::vec3 to = source_position - listener_position;
float distance = glm::length(to);
//start by panning based on direction.
//note that for a LR fade to sound uniform, sound power (squared magnitude) should remain constant.
if (distance == 0.0f) {
*left = *right = std::sqrt(2.0f);
} else {
//amt ranges from -1 (most left) to 1 (most right):
float amt = glm::dot(listener_right, to) / distance;
//turn into an angle from 0.0f (most left) to pi/2 (most right):
float ang = 0.5f * 3.1415926f * (0.5f * (amt + 1.0f));
*left = std::cos(ang);
*right = std::sin(ang);
//squared distance attenuation is realistic if there are no walls,
// but I'm going to use linear because it's sounds better to me.
// (feel free to change it, of course)
//want att = 0.5f at distance == half_volume_radius
float att = 1.0f / (1.0f + (distance / source_half_radius));
*left *= att;
*right *= att;
}
}
//helper: ramp updates...
constexpr float const RAMP_STEP = float(MIX_SAMPLES) / float(AUDIO_RATE);
//helper: ...for single values:
void step_value_ramp(Sound::Ramp< float > &ramp) {
if (ramp.ramp < RAMP_STEP) {
ramp.value = ramp.target;
ramp.ramp = 0.0f;
} else {
ramp.value += (RAMP_STEP / ramp.ramp) * (ramp.target - ramp.value);
ramp.ramp -= RAMP_STEP;
}
}
//helper: ...for 3D positions:
void step_position_ramp(Sound::Ramp< glm::vec3 > &ramp) {
if (ramp.ramp < RAMP_STEP) {
ramp.value = ramp.target;
ramp.ramp = 0.0f;
} else {
ramp.value = glm::mix(ramp.value, ramp.target, RAMP_STEP / ramp.ramp);
ramp.ramp -= RAMP_STEP;
}
}
//helper: ...for 3D directions:
void step_direction_ramp(Sound::Ramp< glm::vec3 > &ramp) {
if (ramp.ramp < RAMP_STEP) {
ramp.value = ramp.target;
ramp.ramp = 0.0f;
} else {
//find normal to the plane containing value and target:
glm::vec3 norm = glm::cross(ramp.value, ramp.target);
if (norm == glm::vec3(0.0f)) {
if (ramp.target.x <= ramp.target.y && ramp.target.x <= ramp.target.z) {
norm = glm::vec3(1.0f, 0.0f, 0.0f);
} else if (ramp.target.y <= ramp.target.z) {
norm = glm::vec3(0.0f, 1.0f, 0.0f);
} else {
norm = glm::vec3(0.0f, 0.0f, 1.0f);
}
norm -= ramp.target * glm::dot(ramp.target, norm);
}
norm = glm::normalize(norm);
//find perpendicular to target in this plane:
glm::vec3 perp = glm::cross(norm, ramp.target);
//find angle from target to value:
float angle = std::acos(glm::clamp(glm::dot(ramp.value, ramp.target), -1.0f, 1.0f));
//figure out new target value by moving angle toward target:
angle *= (ramp.ramp - RAMP_STEP) / ramp.ramp;
ramp.value = ramp.target * std::cos(angle) + perp * std::sin(angle);
ramp.ramp -= RAMP_STEP;
}
}
//The audio callback -- invoked by SDL when it needs more sound to play:
void mix_audio(void *, Uint8 *buffer_, int len) {
assert(buffer_); //should always have some audio buffer
struct LR {
float l;
float r;
};
static_assert(sizeof(LR) == 8, "Sample is packed");
assert(len == MIX_SAMPLES * sizeof(LR)); //should always have the expected number of samples
LR *buffer = reinterpret_cast< LR * >(buffer_);
//zero the output buffer:
for (uint32_t s = 0; s < MIX_SAMPLES; ++s) {
buffer[s].l = 0.0f;
buffer[s].r = 0.0f;
}
//update global values:
float start_volume = Sound::volume.value;
glm::vec3 start_position = Sound::listener.position.value;
glm::vec3 start_right = Sound::listener.right.value;
step_value_ramp(Sound::volume);
step_position_ramp( Sound::listener.position);
step_direction_ramp( Sound::listener.right);
float end_volume = Sound::volume.value;
glm::vec3 end_position = Sound::listener.position.value;
glm::vec3 end_right = Sound::listener.right.value;
//add audio from each playing sample into the buffer:
for (auto si = playing_samples.begin(); si != playing_samples.end(); /* later */) {
Sound::PlayingSample &playing_sample = **si; //much more convenient than writing ** everywhere.
//Figure out sample panning/volume at start...
LR start_pan;
if (!(playing_sample.pan.value == playing_sample.pan.value)) {
//3D panning
compute_pan_from_listener_and_position(
start_position, start_right,
playing_sample.position.value,
playing_sample.half_volume_radius.value,
&start_pan.l, &start_pan.r);
step_position_ramp(playing_sample.position);
step_value_ramp(playing_sample.half_volume_radius);
} else {
//2D panning
compute_pan_weights(playing_sample.pan.value, &start_pan.l, &start_pan.r);
step_value_ramp(playing_sample.pan);
}
start_pan.l *= start_volume * playing_sample.volume.value;
start_pan.r *= start_volume * playing_sample.volume.value;
step_value_ramp(playing_sample.volume);
//..and end of the mix period:
LR end_pan;
if (!(playing_sample.pan.value == playing_sample.pan.value)) {
//3D panning
compute_pan_from_listener_and_position(
end_position, end_right,
playing_sample.position.value,
playing_sample.half_volume_radius.value,
&end_pan.l, &end_pan.r);
} else {
//2D panning
compute_pan_weights(playing_sample.pan.value, &end_pan.l, &end_pan.r);
}
end_pan.l *= end_volume * playing_sample.volume.value;
end_pan.r *= end_volume * playing_sample.volume.value;
//figure out a step to add at each sample so that pan will move smoothly from start to end:
LR pan = start_pan;
LR pan_step;
pan_step.l = (end_pan.l - start_pan.l) / MIX_SAMPLES;
pan_step.r = (end_pan.r - start_pan.r) / MIX_SAMPLES;
assert(playing_sample.i < playing_sample.data.size());
for (uint32_t i = 0; i < MIX_SAMPLES; ++i) {
//mix one sample based on current pan values:
buffer[i].l += pan.l * playing_sample.data[playing_sample.i];
buffer[i].r += pan.r * playing_sample.data[playing_sample.i];
//update position in sample:
playing_sample.i += 1;
if (playing_sample.i == playing_sample.data.size()) {
if (playing_sample.loop) {
playing_sample.i = 0;
} else {
break;
}
}
//update pan values:
pan.l += pan_step.l;
pan.r += pan_step.r;
}
if (playing_sample.i >= playing_sample.data.size()
|| (playing_sample.stopping && playing_sample.volume.value == 0.0f)) { //sample has finished
playing_sample.stopped = true;
//erase from list:
auto old = si;
++si;
playing_samples.erase(old);
} else {
++si;
}
}
/*//DEBUG: report output power:
float max_power = 0.0f;
for (uint32_t s = 0; s < MIX_SAMPLES; ++s) {
max_power = std::max(max_power, (buffer[s].l * buffer[s].l + buffer[s].r * buffer[s].r));
}
std::cout << "Max Power: " << std::sqrt(max_power) << "; playing samples: " << playing_samples.size() << std::endl; //DEBUG
*/
}