]> git.lizzy.rs Git - nothing.git/blobdiff - src/game/sound_samples.c
Merge pull request #1165 from zhiayang/901
[nothing.git] / src / game / sound_samples.c
index a43a42351b97d5417be31f50e95f9ec1a845df42..77b76ec805a52f0add2503f5c0fb40c747a08626 100644 (file)
 #include "system/log.h"
 #include "system/lt.h"
 #include "system/nth_alloc.h"
+#include "config.h"
 
-// TODO(#863): Sound_samples is not implemented
+// TODO(#1022): Sound_samples does not implement volume control.
 
 struct Sound_samples
 {
     Lt *lt;
+    SDL_AudioDeviceID dev;
+    uint8_t **audio_buf_array;
+    uint32_t *audio_buf_size_array;
+    uint8_t **active_audio_buf_array;
     size_t samples_count;
     int paused;
+    float volume;
+    // TODO(#1127): A better solution for optional sound support
+    int failed;                 // This is hackish
 };
 
+static
+int init_buffer_and_device(Sound_samples *sound_samples,
+                           const char *sample_files[])
+{
+    // TODO(#1023): init_buffer_and_device uses hard-coded audio specification
+    SDL_AudioSpec destination_spec = { // stereo float32 44100Hz
+        .format = AUDIO_F32,
+        .channels = 2,
+        .freq = 44100
+    };
+    // TODO(#1024): a return value by SDL_GetNumAudioDevices that is <= 0 may not indicate an error
+    if (SDL_GetNumAudioDevices(0) <= 0) {
+        log_fail("No audio in 2019 LULW\n");
+        return -1;
+    }
+
+    sound_samples->audio_buf_array = PUSH_LT(sound_samples->lt, nth_calloc(sound_samples->samples_count, sizeof(uint8_t*)), free);
+    if (sound_samples->audio_buf_array == NULL) {
+        log_fail("Failed to allocate memory for audio buffer pointer array\n");
+        return -1;
+    }
+    sound_samples->audio_buf_size_array = PUSH_LT(sound_samples->lt, nth_calloc(sound_samples->samples_count, sizeof(uint32_t)), free);
+    if (sound_samples->audio_buf_size_array == NULL) {
+        log_fail("Failed to allocate memory for audio buffer size array\n");
+        return -1;
+    }
+    for (size_t i = 0; i < sound_samples->samples_count; ++i) {
+        uint8_t *wav_buf; uint32_t wav_buf_len; SDL_AudioSpec wav_spec;
+
+        log_info("Loading audio file %s...\n", sample_files[i]);
+        if (SDL_LoadWAV(sample_files[i], &wav_spec, &wav_buf, &wav_buf_len) == NULL) {
+            log_fail("Load WAV file failed: %s\n", SDL_GetError());
+            return -1;
+        }
+        PUSH_LT(sound_samples->lt, wav_buf, SDL_FreeWAV);
+        SDL_AudioCVT cvt;
+        int result = SDL_BuildAudioCVT(&cvt, wav_spec.format, (uint8_t)wav_spec.channels, (int)wav_spec.freq,
+                          destination_spec.format, (uint8_t)destination_spec.channels, (int)destination_spec.freq);
+        if (result < 0) {
+            log_fail("SDL_BuildAudioCVT failed: %s\n", SDL_GetError());
+            return -1;
+        } else if (result == 0) { // no need to do conversion
+            sound_samples->audio_buf_array[i] = wav_buf;
+            sound_samples->audio_buf_size_array[i] = wav_buf_len;
+        } else {
+            cvt.len = (int)wav_buf_len;
+            cvt.buf = PUSH_LT(sound_samples->lt, malloc((size_t)(cvt.len * cvt.len_mult)), free);
+            if (cvt.buf == NULL) {
+                log_fail("Allocating buffer for conversion failed\n");
+                return -1;
+            }
+            memcpy(cvt.buf, wav_buf, (size_t)cvt.len);
+            SDL_FreeWAV(RELEASE_LT(sound_samples->lt, wav_buf));
+            if (SDL_ConvertAudio(&cvt) < 0) {
+                log_fail("SDL_ConvertAudio failed: %s\n", SDL_GetError());
+                return -1;
+            }
+            sound_samples->audio_buf_array[i] = cvt.buf;
+            sound_samples->audio_buf_size_array[i] = (uint32_t)cvt.len_cvt;
+        }
+    }
+
+    /* Allocating active audio buffer location*/
+    //TODO(#1072): Allocate one huge active audio buffer with length of the maximum of all audio buffer, instead of one active buffer for each audio
+    sound_samples->active_audio_buf_array = PUSH_LT(sound_samples->lt, nth_calloc(sound_samples->samples_count, sizeof(uint8_t*)), free);
+    if (sound_samples->active_audio_buf_array == NULL) {
+      log_fail("Failed to allocate memory for active audio buffer pointer array\n");
+      return -1;
+    }
+    for (size_t i = 0; i < sound_samples->samples_count; ++i) {
+      sound_samples->active_audio_buf_array[i] = PUSH_LT(sound_samples->lt, nth_calloc(sound_samples->audio_buf_size_array[i],
+                                                                                       sizeof(uint8_t)), free);
+      if (sound_samples->active_audio_buf_array == NULL) {
+        log_fail("Failed to allocate memory for active audio buffer array\n");
+        return -1;
+      }
+    }
+
+    /* Opening the device*/
+    sound_samples->dev = SDL_OpenAudioDevice(NULL, 0, &destination_spec, NULL, 0);
+    if (sound_samples->dev == 0) {
+        log_fail("SDL_OpenAudioDevice failed: %s\n", SDL_GetError());
+        log_info("The audio device may not support the hardcoded format\n");
+        return -1;
+    }
+    log_info("Audio device ID %u opened\n", sound_samples->dev);
+    return 0;
+}
+
 Sound_samples *create_sound_samples(const char *sample_files[],
                                     size_t sample_files_count)
 {
@@ -31,16 +128,27 @@ Sound_samples *create_sound_samples(const char *sample_files[],
         RETURN_LT(lt, NULL);
     }
     sound_samples->lt = lt;
+    sound_samples->volume = SOUND_SAMPLES_DEFAULT_VOLUME;
 
     sound_samples->samples_count = sample_files_count;
+    if (init_buffer_and_device(sound_samples, sample_files) < 0) {
+        log_fail("init_buffer_and_device failed\n");
+        sound_samples->failed = 1;
+    }
+
     sound_samples->paused = 0;
+    SDL_PauseAudioDevice(sound_samples->dev, 0);
 
     return sound_samples;
 }
 
 void destroy_sound_samples(Sound_samples *sound_samples)
 {
+    // TODO(#1025): Use a seperate callback function for audio handling and pass that into SDL_OpenAudioDevice
+    if (sound_samples->failed) return;
     trace_assert(sound_samples);
+    trace_assert(sound_samples->dev);
+    SDL_CloseAudioDevice(sound_samples->dev);
     RETURN_LT0(sound_samples->lt);
 }
 
@@ -48,13 +156,45 @@ int sound_samples_play_sound(Sound_samples *sound_samples,
                              size_t sound_index)
 {
     trace_assert(sound_samples);
-    (void) sound_index;
+    if (sound_samples->failed) return 0;
+    trace_assert(sound_index < sound_samples->samples_count);
+    trace_assert(sound_samples->dev);
+
+    /* Premix the audio volume */
+    memset(sound_samples->active_audio_buf_array[sound_index], 0, sound_samples->audio_buf_size_array[sound_index]);
+
+    //TODO(#1073): replace this linear scaling volume with logarithmic scale for better audio perception
+    SDL_MixAudioFormat(sound_samples->active_audio_buf_array[sound_index],
+                       sound_samples->audio_buf_array[sound_index],
+                       AUDIO_F32, //Hardcoded format just like in issue #1023
+                       sound_samples->audio_buf_size_array[sound_index],
+                       (int)((float)SDL_MIX_MAXVOLUME * sound_samples->volume / 100.0f));
+
+    /* Play the audio*/
+    SDL_ClearQueuedAudio(sound_samples->dev);
+    if (SDL_QueueAudio(sound_samples->dev, sound_samples->active_audio_buf_array[sound_index],
+                sound_samples->audio_buf_size_array[sound_index]) < 0) {
+        log_warn("Failed to queue audio data of sound index %zu to device: %s\n", sound_index, SDL_GetError());
+        return 0;
+    }
+    SDL_PauseAudioDevice(sound_samples->dev, 0);
     return 0;
 }
 
 int sound_samples_toggle_pause(Sound_samples *sound_samples)
 {
     trace_assert(sound_samples);
+    if (sound_samples->failed) return 0;
     sound_samples->paused = !sound_samples->paused;
+    trace_assert(sound_samples->dev);
+    SDL_PauseAudioDevice(sound_samples->dev, sound_samples->paused);
     return 0;
 }
+
+void sound_samples_update_volume(Sound_samples *sound_samples,
+                                 float volume)
+{
+    trace_assert(sound_samples);
+    if (sound_samples->failed) return;
+    sound_samples->volume = volume;
+}